recursal/Fanatic-Fandom huggingface dataset:
Earth Elemental

Ripped up from bedrock and root soil of elder forests, earth elementals are stony powerhouses that are called into being when the world is threatened beyond its own capacity to defend itself. Tons of stone, rock, and all the detritus of the crust lift up from their dusty slumber like a walking avalanche towards its target. When an earth elemental is set to a task it becomes a tireless juggernaut aiming to conquer it. The Darkness uses the cold neutrality of these monstrosities to smash its foes, convincing them with simple magics to unleash their might for its sinister purposes.

## **Gameplay**

The Earth Elemental throws large pieces of rock at its enemies, crushing them to the earth. Its massive mineral form is extremely hard to damage, any attack made against the Earth Elemental loses a couple of Attack dice.

**Lesser Roaming Monster**

* When he enters play, give him 2 Pillars.
* Instead of a normal Attack, discard 1 Pillar to make a Range 0-3 2 (Yellow Dice) 2 (Red Dice) Ranged Attack.
* **Melee Dice:** 1 Yellow, 1 Red
* **Defense Dice:** 2 Green
* **Health:** 5 per Hero

**Greater Roaming Monster**

* When he enters play, give him 2 Pillars.
* Instead of a normal Attack, discard 1 Pillar to make a Range 0-3 3 (Yellow Dice) 3 (Red Dice) Ranged Attack.
* **Melee Dice:** 2 Yellow, 1 Red
* **Defense Dice:** 3 Green
* **Health:** 7 per Hero
Katelyn

*"A weapon for every occasion."*

## **Background**

One might think Katelyn brings a few to many blades to the fight against the Green Horde, but then she usually ends up employing them all in any given engagement. A bow for range, long blades or open areas, short blades for close in, and as many daggers as she can carry. Before the black plague struck the Green Horde she'd been a weaponsmith's apprentice, and when the army shattered and the towns and cities overrun, she and her master took everything they could carry. Alas, her master did not survive, and she now carries the burden alone.

* **Race:** Human
* **Recommended Class:** Nightshade Ranger
* **Pronouns:** She/Her

## **Gameplay**

* **Shadow Mode Skill:** Attack: +1 Re-roll Attack OR Defense
* **Special Skill - En Garde:** [Two-Handed Weapon] May equip a One-Handed Melee Weapon on her other hand.
Hellsbane

*"Thy blood shall boil, thy flesh blacken. All to ashes, it is done."*

Hellsbane, one of Darkness' generals, was punished for his failures in the last campaign against the Lightbringers. Being trapped in Lilarch's torture chambers for fifty years transformed him into a fearful fire demon. Encased in the onyx-fleshed form with magma for blood, Hellsbane has returned to the mortal realm to massacre the innocent in the Darkness' foul name. His touch burns flesh, his blade shatters bone, and his breath is volcanic. He will not fail the Darkness again. Hellsbane will never return to that hell, instead he plans to bring it with him.

## **Gameplay**

Hellsbane is a demon imbued with the essence of Darkness, and driven by the hellish flames that burn inside him. His malice is unparalleled, and to stand before his fiery maw and heavy blade is to face death. His melee attacks are as lethal as they come, even at lower levels. However, it is really the shadows that push Hellsbane to the limit. He feeds off of it, and heroes who try to exploit it only make him stronger! For each hero in Shadow Mode, anywhere on the board, Hellsbane's attacks gain an automatic Hit. It is not wise to hide from the shadows!

**Lesser Roaming Monster**

* **Attack:** +1 (Sword) per Hero in a Shadow Zone.
* **Melee Dice:** 2 Yellow
* **Magic Dice:** 2 Yellow
* **Defense Dice:** 2 Blue, 1 Green
* **Health:** 4 per Hero

**Greater Roaming Monster**

* **Attack:** +1 (Sword) per Hero in a Shadow Zone.
* **Melee Dice:** 2 Yellow, 1 Red
* **Magic Dice:** 2 Yellow, 1 Red
* **Defense Dice:** 3 Blue, 1 Green
* **Health:** 6 per Hero
Buer

*"Ewwwww ..." - Irk*

Buer commands fifty legions of damned souls and demons from the Infernal Realm. Although he is not a true Archduke, some could argue he holds even more power than the lesser of their number. He's a creature of grand strategies, brilliant tactics, and pure hated. Not only does he utilize the many arts of war in his conquests, he's possessed of a highly unusual ability for a demon: healing. His legions can battle to the utmost, knowing their wounds will rapidly heal, allowing for all-out assaults and suicide attacks far more than would otherwise be possible.

## **Gameplay**

Buer is not feared across the Infernal Realm only because of his nightmarish presence. As a seasoned leader of the infernal legions, he’s able to drive scores of Mobs into action and, worst yet, his dark knowledge of bending flesh allows him to mend his troops!
Chromatis The Mad Unicorn

*"Look at all the pretty colours... the red... the crimson red..."*

All Unicorns are fey creatures and, as such, are fickle and prone to whimsy. Chromatis more than all others. When the Darkness returned to this world and began to assemble its minions, this mad beast trotted right up and chose to join in the anarchic ruckus. At first Chromatis was a joke to the Darkness' other forces, laughing as the Unicorn galloped into the tunnels to do its work, but conquests on the end of its sharp, magical horn shut them all up quickly. Do not be fooled by its fluffy, multi-hued mane or the shine in its coat and eyes...Chromatis is a beautiful terror indeed.

## **Gameplay**

As adorable as Chromatis may seem, it is actually an extremely dangerous and unpredictable foe, imbued with mysterious power and a deadly horn. The unicorn is particularly affected by the gender of its enemies, interacting with them in widely different ways depending on that. Chromatis is practically harmless against female heroes, however its defense from their attacks is the highest in the game. On the other hand, the unicorn's defense against the attacks of male heroes is negligible, while its attacks against them consist of every single die in the game!

**Lesser Roaming Monster**

* **Attack:** +1 (Sword) per Male Hero in Line of Sight.
* **Defense:** +1 (Shield) per Female Hero in Line of Sight.
* **Melee Dice:** 2 Red
* **Magic Dice:** 2 Red
* **Defense Dice:** 1 Blue, 1 Green
* **Health:** 4 per Hero

**Greater Roaming Monster**

* **Attack:** +1 (Sword) per Male Hero in Line of Sight.
* **Defense:** +1 (Shield) per Female Hero in Line of Sight.
* **Melee Dice:** 3 Red
* **Magic Dice:** 3 Red
* **Defense Dice:** 2 Blue, 2 Green
* **Health:** 6 per Hero

## **Attainable From**

* Massive Darkness: Lightbringer PackChromatis
Shadow Demon

*"As with all things made of Shadow, they are best opposed by the Light." - Sir Ronen of Vale*

Unfortunate souls drawn towards the Gates after death, demons trapped between worlds, and other foul conjurations gone wrong, the Shadow Demons are an eclectic lot with one thing in common: They despise the living and everything made of light. Thus the Lightbringers are their natural and un-ironic mortal enemies. The older they are, the more shadow they've absorbed, making them deadlier and harder to disperse. Yet, even their weakest number gain tremendous strength in darkness. Always bring a strong light when encountering these vile foes.

## **Gameplay**

If any enemies in the Lightbringers' way have perfected the use of darkness it's the Shadow Demons. Made to perfectly meld with shadows and viciously strike their foes, these beings brew a deep hatred of the Lightbringers and will not hesitate to attack them on sight. Beware: if they do so while standing in shadows, their attacks become a lot stronger!

**Levels 3-4**

* **Treasure:** 1 Random
* **Health:** 6
* **Defense Dice:** 3 Blue
* **Shadow Attack (Claw):** + (Orange Dice)

**Level 5**

* **Treasure:** 2 Random
* **Health:** 6
* **Defense Dice:** 4 Blue
* **Shadow Attack (Claw):** + (Yellow Dice) (Orange Dice)
Cardinal Birmbauer

*"I believe the power of the Gods can persuade mankind to do terrible things, just as I believe the barrel of my gun can persuade them to be good again."*

## **Background**

Once a peaceful priest with his own small neighborhood church, Cardinal Reginald Birmbauer turned away from his life of piety when the goddess he worshipped abandoned him in his time of need - the temple he had built with his own hands consumed by giant space-worms. Determined to move on with his life and to make a difference in the world, Reginald dusted off his old rune-shot blunderbuss and joined the underground resistance to fight against the forces of evil that were spreading throughout The Great City of Gateway. He is a ballistics expert and an unmatched scholar of theology.

* **Race:** Unknown
* **Recommended Class:** Sorcerer

## **Gameplay**

* **Shadow Mode Skill:** Magic (Bam): +2 (Sword)
* **Special Skill - Ballista Mage:** May use Ranged Weapons as Magic Weapons.

## **Attainable From**

* Zombicide Crossover - Sean A. Murray Special Guest Box
Metal Angel

*"It's a machine. I sense nothing holy about it." - Sir Ronen of Vale*

The Metal Angel came from some mad mechanist's workshop, for while it's not unknown for tinkerers to create mechanized guardians for their homes and labs, not many of them would create such a weapon without some kind of shut-off or failsafe. The Metal Angel is more of a war machine than anything else, one that does not discern friend from foe, and only exists to destroy anything that gets in its way. It's a frightful juggernaut that does not feel pity, remorse, or fear. It absolutely will not stop until it is destroyed.

## **Gameplay**

If there is one creation the Lightbringers were not expecting to meet it is the Metal Angel, a fearsome prototype gone mad. Hovering from above and showering the Lightbringers with sharp metallic wing-blades, the Metal Angel undermines the Heroes’ defenses, only to dash and attack them relentlessly.

## **Attainable From**

* Massive Darkness 2: Bards & Tinkerers vs Metal Angel
Ogre Brute

Ogres collectively evolved out of their victories and success in a wild world of violence and battle, but there are a handful of bloodlines amongst the tribes that seemed unwilling to change at their core level. Forgoing tribal society to remain a solitary hunter and killer, Ogre Brutes are vicious savages that never grew out of their primal anger. They adorn themselves with trophies from their kills and conquests normally in order to display their prowess and attract a suitable mate, but this practice has become an important step for them to earn the attention and acceptance of the Darkness.

## **Gameplay**

The Ogre Brute can be described as a simpleton. Well, a very big and deadly simpleton. It swings its crude weapons and claws with wild abandon, knocking about anything standing on its way. Bam results on its Melee attacks will stun its target, causing it to lose an action next turn.

**Lesser Roaming Monster**

* **Attack (Bam):** Stun the Hero
* **Attack Dice:** 2 Red
* **Defense Dice:** 2 Green
* **Health:** 6 per Hero

**Lesser Roaming Monster**

* **Attack (Bam):** Stun the Hero
* **Attack Dice:** 1 Yellow, 3 Red
* **Defense Dice:** 3 Blue, 1 Green
* **Health:** 8 per Hero.

## **Attainable From**

* Massive Darkness: Lightbringer Pack

Ogre Brute
Heroes & Monster Set: Noble Warriors vs The Cockatrix

The Heroes & Monster Set: Noble Warriors vs The Cockatrix brings a plethora of new additions to the game. It introduces the Noble Warrior class, represented by Azrael, along with two other Heroes, as well as the Cockatrix Roaming Monster!

## **Included items**

The Heroes & Monster Set: Noble Warriors vs The Cockatrix box contains:

* 3 Hero figures
	+ Azrael
	+ Zoe
	+ Mila
* 1 Roaming Monster creature - The Cockatrix
* 5 Cards
* 1 Noble Warrior Class Sheet Pad
Flesh Golem

Flesh Golems are constructs animated through forbidden science by the Darkness' lieutenants, handed weaponry, and given plans for destruction. Sewn together from all the best leftover bits from the Darkness' dead victims or allies alike, each unholy abomination has at its core a bolt of pure lightning surging through it. Not terribly intelligent, they operate instead on instinct and the driving constant agony of their own existence. Flesh Golems are basically the Darkness' sick wind-up toys that shamble from place to place, inflicting death upon others as a way to momentarily forget the collective pain of its own dead components.

## **Gameplay**

The Flesh Golem is a lumbering monstrosity. Hitting it poses no challenge to the heroes, as it seems to have no instinct to defend itself. Putting it down for good, however, is a different story. The Flesh Golem is such a mess of redundant organs and black magic that massive wounds just seem to be completely shrugged off, with the monster starting each of its Activations fully healed!

**Lesser Roaming Monster**

* It heals half its Wounds (rounded down) when it Activates during the Enemies' Phase.
* **Melee Dice:** 3 Yellow
* **Defense Dice:** 1 Blue, 1 Green
* **Health:** 5 per Hero

**Greater Roaming Monster**

* It heals half its Wounds (rounded down) when it Activates during the Enemies' Phase.
* **Melee Dice:** 2 Yellow, 2 Red
* **Defense Dice:** 1 Blue, 2 Green
* **Health:** 7 per Hero
Abyssal Demon

The Darkness has many lieutenants in its collective host of monsters and minions, but some of its most heinous are the demons from the deep abyss. Creatures of malice personified, abyssal demons are horrors that defy the imagination. Looking upon the twisted visage of crimson flesh wreathed in bony horns and protrusions is enough to turn the most stalwart of dwarves' legs to water, but nothing is as terrifying as the amethyst flames that fills their hands when lives to extinguish present themselves. Abyssal demons bow only to the Darkness, all else is meat to be hurled to the fire.

## **Gameplay**

The Abyssal Demon is capable of unleashing devastating attacks of dark magic! On their own, these attacks are already extremely powerful, but their Enchantments often bring despair. Each Bam rolled adds one wound, while each Diamond rolled adds three wounds to the poor soul targeted by the Abyssal Demon.

**Lesser Roaming Monster**

* **Attack (Diamond):** +1 Wound and heal 1 from Abyssal Demon
* **Melee Dice:** 2 Red
* **Magic Dice:** 2 Red
* **Defense Dice:** 2 Green
* **Health:** 4 per Hero

**Lesser Roaming Monster**

* **Attack (Diamond):** +1 Wound and heal 1 from Abyssal Demon (Repeat 3)
* **Melee Dice:** 1 Yellow, 3 Red
* **Magic Dice:** 1 Yellow, 3 Red
* **Defense Dice:** 1 Blue, 3 Green
* **Health:** 6 per Hero
Victoria

*“I swore to give my life to the Light, but not yours"*

## **Background**

The Lightbringers left a swathe of damage in their wake, and many societies never fully recovered. In humanity's darkest hours it was the few remaining faithful soldiers that helped keep everyone from falling apart. When crime and villainy was running rampart in the chaos, Victoria and her sisters fought bravely to keep man's spirit alive. Their prayers spared innocent lives while their swords ended unworthy ones. Now that the Darkness is back, Victoria knows that her people - and all other good people - need her protection once again. For her, it is time to wear the vestments of battle once more.

* **Race:** Human
* **Recommended Class:** Warrior Priest
* **Pronouns:** She/Her

## **Gameplay**

Victoria is a warrior of faith, hunting down the enemies of the Light with fervorous purpose. She scoffs at anyone who would think her a lesser warrior for being a woman, as she expertly wield her huge two-handed sword better than any barbarian. When using a two-handed weapon, she gets a bonus Attack die and a bonus Defense die! Her Melee attacks also inflict extra Wounds if she rolls Bam symbols, and her recommended Warrior Priest class may give her an extra blue Defense die.

* **Shadow Mode Skill:** Defense: +1 (Shield)
* **Special Skill - Keen Mind:** Victoria may use her Signature one additional time per Activation.

## **Attainable From**

* Heroes & Monster Set: Bloodmoon Assassins vs The Hellephant
Zuri

*"Sometimes life just needs a little push to keep going." - Zuri*

## **Background**

Zuri's connection to nature was readily apparent growing up on the streets. It never seemed strange to her that rats, cats, dogs, pigeons, insects, ants, roaches, or other city animals had voices. In time, her gift was discovered by a charitable priestess who knew of the Lightbringer Druid called Berko. The priestess arranged a meeting, and Berko took her on as an apprentice. Now finally of age, Zuri's gifts have developed more towards healing than destructive magics. She's been called a "wellspring" by other Druids, one whose connection to nature overflows to aid all around her.

* **Race:** Human
* **Age:** 26
* **Origin**: Formerly Crondarian
* **Class:** Druid
* **Occupation:** Healer
* **Pronouns:** She/Her

## **Gameplay**

* **Special Skill: Transformation:** You may return 1 discarded potion to your Inventory.
* **Shadow Mode Skill:** Increase each Animal Form track by 1 and gain 1 (Mana)
* **Health:** 4
* **Mana:** 3

Zuri has learned well from Berko, her master, and developed her own particular connection with nature: Shapeshifting her body into other forms has taught her a way to heal injuries and wounds. On the deep jungles, Zuri learned how to secretly harvest the Shadows into magical energy for herself, which comes in handy when she needs to transform!
Mist

*"I'm a shadow of my former self ... That's supposed to be a joke." - Mist*

## **Background**

Mist was a bounty hunter who worked extensively with the Lightbringers of Yildan and the Alchemist's Guild in particular. When there was a call for volunteers to be experimented on, for the purposes of enhancing stealthy skills and abilities, Mist stepped up. The experiments were a success ... partially. While Mist is now indeed ethereal, their flesh has melted away entirely. Mist is made of light and shadow, and little else. That said, their stealthy powers and combat abilities have increased substantially.

* **Race:** Formerly Human
* **Age:** 34
* **Origin**: Yildan
* **Class:** Rogue
* **Pronouns:** They/Them

## **Gameplay**

* **Shadow Mode Skill:**
* **Special Skill:**

The role of a rogue fell naturally to Mist after the transformation took place, and even more so call to fight Darkness in dark dungeons. Unlike other Lightbringers, Mist can easily untangle from close combat with enemies; and when standing amidst dark zones not only can Mist disentangle from enemies but also deal out unexpected strikes!
Julian

*"That one looks like it might have some gold. I'll take care of it."*

## **Background**

Julian was doing pretty well for himself. The cities were growing full and fat, and a fat city is a great place for someone who lives by skimming off the top. A few coins here, a jewel or two there, and you are living like a king and working about as much as an alley cat. Julian had a great life - and then the zombies overran the cities. It's hard to pick the pocket of a brainless monster. So first, he has to kill them. Then he can steal from them. And, on the bright side, the zombies never report his crimes to the city watch.

* **Race:** Human
* **Recommended Class:** Bloodmoon Nightrunner
* **Pronouns:** He/Him

## **Gameplay**

* **Shadow Mode Skill:** Melee (Two Bams): Steal the Treasure from the targeted Mob.
* **Special Skill - Thief:** At the start of a Quest, draw 3 Treasure cards of your Level and choose 1 to keep.
Carol Black-Oak

*"These wretched souls didn't deserve this. Not even the orcs."*

## **Background**

As a highly devout individual, Carol Black-Oak finds the Black Plague particularly vile. Not only has it killed countless numbers, but their souls may well be trapped within these undead husks. The mages and priests among the survivors can't say either way, as their animation could be due to a number of foul energies. Carol won't take that chance. She sees it as her holy cause to free the souls trapped within these withered, shambling husks, and send those responsible screaming down to the netherworld.

* **Race:** Human
* **Recommended Class:** Bonecrusher

## **Gameplay**

* **Shadow Mode Skill:** Attack (Bam): Roll 1 (Yellow Dice) and deal wounds equal the number of (Sword)
* **Special Skill - Collector:** Carol gains double XP for killing Minions.

## **Attainable From**

* Zombicide Crossover - Paul Bonner Special Guest Box
Enemy Box: Elementals

The Elementals tend to remain neutral in the affairs of the population of the land, they are merely natural forces that act according to their whims and goals that are beyond the comprehension of mere mortals. The Darkness, however, managed to sway them to its cause by manipulating the natural laws, thus gaining extremely powerful allies to ensure its victory!

## **Included items**

The Elementals Enemy box contains:

* Air Elemental
* Earth Elemental
* Fire Elemental
* Water Elemental
* 8 cards

Elementals retail box
Spearmaiden Cyclops

Unlike ogres and giants, the females of the cyclopean race are larger and arguably more aggressive than their male counterparts. Armed with a shield that can turn away ballistae bolts and a spear that could double as one, the Darkness' goblin forges ensure the mother and sister cyclops are well taken care of in their battle against the new Lightbringers. Spearmaiden cyclops are, in their mind, always protecting their children - even those yet to be conceived. They have been promised food, wealth and territory for their growing broods, helping stoke their murderous instincts against all of the Darkness' enemies.

## **Gameplay**

The Spearmaiden Cyclops is a towering nightmare few have any hope of standing against. She wields her spear with brute strength that shatters shield and pierces armor. Her targets get no defense whatsoever against her attacks.

**Lesser Roaming Monster**

* **Attack:** Defender rolls no dice (Ignore the Cyclops's Equipment when it's attacking).
* **Melee Dice:** 1 Red
* **Defense Dice:** 2 Blue, 1 Green
* **Health:** 5 per Hero

**Greater Roaming Monster**

* **Attack:** Defender rolls no dice (Ignore the Cyclops's Equipment when it's attacking).
* **Melee Dice:** 1 Yellow, 1 Red
* **Defense Dice:** 2 Blue, 2 Green
* **Health:** 8 per Hero

## **Attainable From**

* Heroes & Monster Set: Warrior Priests vs The Spearmaiden Cyclops
Cun-Ha

**The Mummy**

*"The gods will have no mercy on this kingdom."*

 Cun-Ha was a powerful and influential sorcerer who served as advisor to an ancient emperor. As his knowledge of the occult grew, so did his greed and malice. He was eventually corrupted by power, and attempted to overthrow the emperor. His coup, however, failed. He was brutally murdered, and several curses were placed on his embalmed body to make sure he stayed dead. Cun-Ha's mummified body remained safely entombed, until the power of the Darkness reached him and released his decayed form. His curses now serve the Darkness, and his malice has only festered during his long wait.

## **Gameplay**

Cun-Ha is a powerful sorcerer, whose magic is so powerful not even death was able to keep it from serving the Darkness. His Magic attacks can easily bring any hero to their knees, but it's the protective curses he is imbued with that heroes must be extra careful of. CunHa gets extra Defense, and wounds its attackers if his Defense rolls a Bam, and the effect is doubled if it rolls a Diamond!

**Lesser Roaming Monster**

* **Defense (Bam):** +1 (Shield) and inflict 1 Wound to the attacker.
* **Defense (Diamond):** +2 (Shield) and inflict 1 Wound to the attacker.
* **Melee Dice:** 2 Red
* **Defense Dice:** 1 Blue, 1 Green
* **Health:** 4 per Hero

**Greater Roaming Monster**

* **Defense (Bam):** +1 (Shield) and inflict 1 Wound to the attacker.
* **Defense (Diamond):** +2 (Shield) and inflict 1 Wound to the attacker.
* **Melee Dice:** 1 Yellow, 3 Red
* **Defense Dice:** 3 Green
* **Health:** 6 per Hero
War

*"You like to fight? Fight me." - Gheta, the Hammer of Ril*

War rides close on Plague's hooves, as the most directly destructive and least subtle of the Horsemen. War as but one purpose: destroy all opposition by fire and sword. All monsters and mortals under War's sway are bolstered by the Horseman's presence on the field, and take their cues directly from this juggernaut. War sunders shields, shrugs off spells, and tramples anyone unfortunate enough to get in its path.

## **Gameplay**

If Plague heralds the beginning of the Apocalypse playing a devious, long-term infectious game, War follows with a completely different approach, going with all-out offense and overwhelming numbers, leaving no breathing room for the Lightbringers. War’s Punishment cards significantly empower the offensive capabilities of all enemies on the dungeon and to make matters worse, its fourth Punishment card summons 2 Mobs at once, to add to the Heroes’ woes. War is also a powerful Roaming Monsters by itself, with savage attacks that can be empowered with rolls.
Undead

*"The dead are rising. Because, of course they are. Every damn time, I swear ..." - Nahias the Wanderer*

The dead are perfect vessels for demonic spirits let loose by this onset of Massive Darkness. The Arcanists explain that bodies are simply matter accustomed to hosting an animating spirit. As such, they're magnets for any noncorporeal entity, particularly malevolent ones. The undead themselves come in a vast variety of shapes, sizes, and states of decay, often developing grotesque features that grossly parody the former individual in life. The Yildan Empire is particularly besieged, owing to their above-ground burial customs in necropolises across the empire.

## **Gameplay**

Troops with no regard for their well-being are valuable assets for the Darkness, and perhaps this is why undead beings are often found in their ranks. When they’re attacking, the Undead are able to throw themselves at their prey to get more attack die but suffer automatic damage in the process.

**Level 3-4**

* **Treasure:** 1 Random
* **Health:** 5
* **Defense Dice:** None
* **Attack (Claw):** +1 (Yellow Dice) and this Mob takes 2 Wounds.
Kendra

*"Our great city's leaders have gone astray - I can no longer watch as our wizards are carted away to prison or worse - now is the time for disobedience with a vengeance."*

## **Background**

Once a loyal officer of the Gateway City Guard, Kendra's loyalties switched when she could no longer, in good conscience, execute the orders of the Chancellor and his Inquisitors whose sole objective is to mercilessly crush the Wizard Uprising. Kendra was mainly responsible for beating back the Drueggar Horde from the city walls, a cause she believed to be just and righteous, but when her talents were recognized by her superiors, she as given new tasks relating to raids on resistance hideouts and such. It became too much to bear when she was forced to arrest and witness the execution of one of her childhood friends. From then on she vowed to fight only for the resistance.

* **Race:** Human
* **Recommended Class:** Battle Mage

## **Gameplay**

* **Shadow Mode Skill:** [Dual Wielding] Attack: If the attack inflicts any Wounds, inflict the same amount to a different Enemy in the same or adjacent Zone.
* **Special Skill - Resistant:** Defense (Two Bams): Stun the Enemy.

## **Attainable From**

* Zombicide Crossover - Sean A. Murray Special Guest Box
Malleus

*“To the depths with you! Your sins will be your anchor!"*

## **Background**

It was widely thought that the gods left mortal men to fend for themselves during the first battle against Darkness and its minions, but there are some tireless beacons of hope that never gave up faith. Malleus is a prime example of what the power of unfaltering belief can do. Wielding weapons both physical and spiritual in the war against the Darkness, Malleus knows he follows the righteous path. When others question if his gods are real, his laughter is deep and booming. The scores of dead monsters at his feet are all the answer he ever cares to give!

* **Race:** Human
* **Recommended Class:** Warrior Priest
* **Pronouns:** He/Him

## **Gameplay**

Malleus is a cleric trying to wield the holy light against the Darkness. He wields faith and steel with the same fervor, and both are equally deadly. Whenever he performs a Melee attack, he can also perform a free Magic attack right before it! Bams rolled by his Magic attack can heal himself or any companion in line of sight. His Warrior Priest class also grants his Melee attacks with an extra Yellow die.

* **Shadow Mode Skill:** Attack (Bam): +1 (Diamond)
* **Special Skill - Scholar:** Acquiring Class Skills costs him 1 less XP.

## **Gameplay: MD2**

Class: Paladin

* **Special Skill:** You may bless 1 additional skill per round
* **Shadow Mode Skill:** Gain 2 (Mana) for each Consecrated Zone in LoS
* **Health:** 4
* **Mana:** 5

Class: Monk

* **Special Skill:** **Attack 2 (Mana):** You are in Shadow for this attack
* **Shadow Mode Skill:** +1 (Mana) for each active and discarded Chakra
* **Health:** 4
* **Mana:** 4

## **Attainable From**

* Warrior Priests vs The Spearmaiden Cyclops
Clovis

*"The end of the world? The end of yours, not mine!"*

## **Background**

Clovis' love of the law led him to become a paladin long ago. As years passed, he learned the hard way that the law is rarely black & white. Shades of grey colored his perceptions, especially in the many deeds done to keep his lord's hands clean. Now civilization is crumbling, and the lords can do naught but cower. Clovis has at last realized that justice and glory are more than a shiny shield and serving the nobility. Real honor is gained through deeds, not by lordly fiat.

* **Race:** Human
* **Recommended Class:** Noble Warrior
* **Pronouns:** He/Him

## **Gameplay**

* **Shadow Mode Skill:** [Dual Wielding] Attack: +1 Wound
* **Special Skill - Resilient:** Defense: May Re-roll blank results one additional time.
Ajax

**The Sorcerer**

*“Bow. Bow before the might of Ajax!"*

## **Background**

Magic always has a price to pay. Sorcerers give over a portion of their very life essence to channel their magic, becoming the funnel for immense power. Ajex made that sacrifice long ago and has never regretted a moment since. The spells, the supernatural senses, and the voices from beyond; he views them all as amazing gifts. IN fact it was those sinister whispers that set Ajex on track to battle the Darkness. Whether it is his goal to keep the monster at bay or replace the horrid thing as their master has yet to be seen!

* **Race:** Human
* **Recommended Class:** Sorcerer
* **Pronouns:** He/Him

## **Gameplay**

Ajax use of Magic is ruthless and efficient. He has little interest in fancy tricks or showy demonstrations. He uses his power to annihilate those who stand against him, plain and simple. All of his Magic attacks roll an extra Yellow die and deal an extra Wound. His Sorcerer free class skill may grant even more Wounds to his Magic attacks, if Bams are rolled. Fear Ajax!

* **Shadow Mode Skill -** Attack (Bam): Roll 1 (Yellow Dice) and inflict Wounds to the Enemy equal to the number of (Sword).
* **Special Skill - Dark Magic:** At the end of the Round, Ajax may resurrect a dead Hero in the same Zone (twice per Quest).

## **Gameplay: MD2**

Class: Wizard

* **Special Skill: 3 (Mana):** Flip back 1 Lifebringer token *(once per Quest)*
* **Shadow Mode Skill:** After combat, roll 3 (Black Dice). For each (Claw) rolled, deal 2 Wounds and gain 1 (Mana)
* **Health:** 4
* **Mana:** 6

Class: Necromancer

* **Special Skill: Move 1 (Soul):** Ignore Reaction Damage
* **Shadow Mode Skill:** +2 (Sword), +1 (Sword) for each threshold reached on the Soul track
* **Health:** 4
* **Mana:** 4
Cassiel

*"It would seem I was sent just in time." - Cassiel*

## **Background**

Cassiel was among the first Seraphs created at the dawn of the universe. The four elements were given to Cassiel to shepherd and safeguard as they were used to construct many realms across the cosmos. Thus, it's no surprise that Cassiel was sent by the Archangel Raphael to the Prime Realm when the troubles first began. As such, Cassiel avoided the initial corruption of the Supernal Realm, and uses their powerful abilities to aid the Lightbringers against the Massive Darkness.

* **Race:** Angelic Being
* **Age:** Eternal
* **Origin**: Supernal Realm
* **Class:** Shaman
* **Pronouns:** They/Them

## **Gameplay**

* **Shadow Mode Skill:**
* **Special Skill:**

Fortunately for the Lightbringers, Cassiel escaped the corruption of the Supernal Realm, and has allied with them; bearing heavenly powers down upon the agents of Darkness. Cassiel’s innate connection to the natural elements allows them to convert and bend them in unexpected manners, being able to channel one instead of another with ease.
Solveig

*"Legends from my homeland speak of 'choosers of the slain.' What would they make of the zombie horde, I wonder?"*

## **Background**

Solveig was a caravaneer, journeying south from her wintry homeland. Her stock consisted largely of cloth, tools, some well-preserved mead, and, most importantly, arms and armor. She'd heard of the war against the orcs, and she was relieved when her well-armed caravan made it to the capital. Unfortunately, before she could return home, the black plague struck, and money suddenly lost all importance. Like all her people, Solveig is a trained warrior, skilled with shield and blade. She never thought to put it to much use, but everything has changed.

* **Race:** Human
* **Recommended Class:** Noble Warrior
* **Pronouns:** Solveig

## **Gameplay**

* **Shadow Mode Skill:** Defense: If the Attack deals no Wounds, inflict 1 Wound to the Attacker.
* **Special Skill - Intimidation:** Enemies in the same Zone as Solveig get "Attack -1 (Sword)."
Heroes: MD2

The Darkness that had been vanquished long ago is rallying all manner of wicked creatures to its cause. The legendary Lightbringers who once stood against it are no more, and so it is up to a handful of untested heroes to gather their courage and venture into the dungeons to uncover the Darkness' plans, and stop them before it can spread throughout the land!

## **Massive Darkness 2: Hellscape**

### **Original Heroes**

* Feydra
* Sir Ronen
* Gheta
* Mathrin
* Irk
* Nahias

## **Heroes & Monster Set**

### **Monks & Necromancers vs The Paragon**

* Ygraine
* Mortemyr
* Harin
* Riya

### **Bards & Tinkerers vs Metal Angel**

* Kaylee
* Jebediah
* Dylan
* Thalia

### **Druids vs Beelzebub**

* Berko
* Zuri

## **Kickstarter Exclusive - Darkbringer Box**

* Ivan
* Gera
* Mist
* Cassiel
* Harriet
* Lyn
* Father Corvus
* Ego
* Daisy
* Ryff
* Victor
* Valdis

## **Massive Darkness**

### **Original Heroes**

* Bjorn
* Whisper
* Elias
* Sibyl
* Owen
* Siegfried

## **Heroes & Monster Set MD**

### **Noble Warrios vs The Cockatrix**

* Azrael
* Zoe
* Mila

### **Warrior Priests vs The Spearmaiden Cyclops**

* Ostara
* Moira
* Malleus

### **Bloodmoon Assassins vs The Hellephant**

* Victoria
* Sylvan
* Valerie

### **Sorcerers vs Lord Tusk**

* Ajax
* Sarah
* Silence

## **Kickstarter Exclusive - Lightbringer Pack**

* Lil'Ned
* Myriam
* Sicarius

## **Zombicide Crossover Heroes**

### **Black Plague**

* Silas
* Samson
* Clovis
* Ann
* Baldric
* Nelly

### **Wulfsburg**

* Karl
* Theo
* Ariane
* Morrigan

### **Hero Pack 1**

* Sylvia
* Tucker
* Julian
* Arnaud
* Glynda

### **Green Horde**

* Asim
* Berin
* Johannes
* Megan
* Rolf
* Seli

### **Friends And Foes**

* Katelyn
* Solveig
* Doran
* Kabral
Myriam

**The Witch**

*“How can you hope to succeed against the combined might of the universe in my hands?"*

## **Background**

Spells are commonly learned through a scholarly path, but magic is much older than books or scrolls. There are still those who teach arcane methods by spoken word, ancient rituals, and folklore. Myriam is the seventh daughter of a seventh daughter, traditionally handed the bones and the staff of her tribe's wizardry as soon as she became a woman. Since that fateful day she knew what she was supposed to do - she was to bring her magic into the struggle against a Darkness yet rise. Now that time is upon her, Myriam will not turn away from her calling.

* **Race:** Human
* **Recommended Class:** Battle Wizard
* **Pronouns:** She/Her

## **Gameplay**

Myriam knows secrets of the occult that would amaze even the wisest of library-dwellers. Her unconventional Magic attacks are able to lower her target's defenses. She's also learned long ago that a stationary target tends to be a dead target, so she mastered the art of teleporting herself at a moment's notice. Every activation she may be able to teleport 1 or 2 zones away for free.

* **Shadow Mode Skill:** Attack or Defense: Steal 1 (Bam) or (Diamond) from the defender or attacker.
* **Special Skill - Healer:** Once per Activation, roll 1 (Blue Dice) and heal wounds equal the number of (Shield) from herself or an Ally in Line of Sight.

## **Gameplay: MD2**

Class: Wizard

* **Special Skill: 1 (Mana):** Once per round, roll 2 (Blue Dice). Heal 1 Hero in (Magic) range the number of (Shield) rolled
* **Shadow Mode Skill:** Ignore all (Black Dice). Gain 1 (Mana) for each ignored (Black Dice)
* **Health:** 4
* **Mana:** 7

Class: Druid

* **Special Skill: Transformation:** Roll 2 (Blue Dice). Heal 1 Hero in (Magic) range the number of (Shield) rolled
* **Shadow Mode Skill:** Ignore all (Black Dice). Increase any track by 1 for each ignored (Black Dice)
* **Health:** 5
* **Mana:** 3
Berin

*"I always keep my Enchanted Axe of Thunderous Lockpicking, just in case."*

## **Background**

An adventurer at heart, Berin has been seeking glory, gold and trouble for his entire life. What he likes the most in dungeon crawling; bullying monsters is his favorite hobby. When asked by the local lord to fight the orcs for gold and glory, Berin looked for trouble head-on, and won. That is, until the day his group met the first zombie orcs. They lost the cleric in the ensuing battle, and sought revenge. They killed their first necromancer, but lost another friend, and swore to avenge her ... A couple weeks later, Berin was the only one left. A group of survivors found him and offered to join. The world is now a giant dungeon, and there are monsters to bully everywhere!

* **Race:** Dwarf
* **Recommended Class:** Pit Fighter Berserker
* **Pronouns:** He/Him

## **Gameplay**

* **Shadow Mode Skill:** Attack (Diamond): +4 (Sword) and Berin takes 1 Wound.
* **Special Skill - Well Armored:** May Equip 2 Armors in his Body slot.
Oni

Part demon, part ogre and all killers - the oni are servants of the Darkness from far off these shores. After their own violent conquest over their own faraway lands, the oni came in tall-sailed ships to willingly bend the knee and pledge their skills to the Darkness. Every oni is a skilled warrior, capable sorcerer, and a font of unending rage. Although each oni is an individual being with its own personality, thoughts and desires, they seem to all collectively share one communal mind. For now the oni collective has pledged their blood to the Darkness. All should tremble.

## **Gameplay**

The Oni is a demon who wields powerful magic with the sole intent of causing pain to others. Its obstinate and hateful nature means it will pursue its target to the edge of the world if necessary. Once it decides on a target, it is able to bypass anybody else standing in its way and just march inexorably towards its prey.

**Lesser Roaming Monster**

* **Slippery**
* When leaving a Zone, inflict 1 Wound to each Heroes there.
* **Melee Dice:** 2 Red
* **Defense Dice:** 2 Blue, 1 Green
* **Health:** 5 per Hero

**Greater Roaming Monster**

* **Slippery**
* When leaving a Zone, inflict 1 Wound to each Heroes there.
* **Melee Dice:** 1 Yellow, 3 Red
* **Defense Dice:** 1 Blue, 3 Green
* **Health:** 7 per Hero
Ivan

*"Perhaps to you it sounds strange, but I do not relish battle. I merely do what needs to be done." - Ivan*

## **Background**

Ivan is a towering man of fearsome countenance, large even for the typically powerful inhabitants of the great northern taiga. Yet his is a soul that prefers peaceful solitude of the deep forests, hunting game for his village, and keeping to himself. His title as Axe was earned almost accidentally, as few warriors possess his innate talents for battle. He fills his role faithfully, both at home, and now with the Lightbringers.

* **Race:** Human
* **Age:** 22
* **Origin**: Pact of Grond (Elk Clan)
* **Class:** Berserker
* **Pronouns**: He/Him

## **Gameplay**

* **Shadow Mode Skill:**
* **Special Skill:**

Ivan’s sober demeanour and intrinsic combat skills make for a powerful combination and allow him to change stances more flexibly in and out of combat. When hiding in Shadows, Ivan’s combat prowess comes to life as he deftly strikes back at enemies with each hit he takes!
Death

*"The Reaper just wants to kill you. This thing ... this is somehow worse." - Nahias the Wanderer*

Astride its pale horse, the Horseman Death represents the end of all hope, the end of all life. It's a creature of pure annihilation, capable of sapping the living soul from those who oppose it with a simple touch. There is almost no defense against Death. It is as inevitable as time, the end result of the three Horsemen who came before it. For those who has survived Pestilence, War, and Famine, they face now the final judgment of the most merciless of Horsemen.

## **Gameplay**

Death is the final, and ultimate Horseman, and brings on its heels the end of all things. Death is quick and sudden and requires careful maneuvering to avoid it. Heroes have to weight their options well, for when the ‘Death Upon You!’ Punishment card is revealed, Death moves to each Zone with Heroes that have low Health and outright kills them, potentially bringing the fight to a sudden and violent end. Lightbringers can’t afford taking as many risks in this fight and have to avoid hanging by a thread at all costs. But Death has been prepared for this for ages: Their other 3 cards affect the effectiveness of the Lightbringers’ Healing and regeneration capabilities.
Nelly

*"Life and risk, my friend: they go hand in hand."*

## **Background**

Never quite able to get ahead, Nelly found herself stuck in the life of a tavern wench from an early age. She avoided the usual traps such young women often fell victim to, such as becoming a mistress for some petty noble, or working in some brothel. Ever a dreamer, bright-eyed Nelly craved something more, but didn't really know what, or how to get it. Until the zombies appeared. Turns out bashing grabby patrons in the head with full tankards isn't too much different than bashing grabby zombies with a club. A natural with just about any weapon, Nelly has found her purpose in life: Zombicide!

* **Race:** Human
* **Recommended Class:** Shadow Barbarian
* **Pronouns:** She/Her

## **Gameplay**

* **Shadow Mode Skill:** [Two-Handed] Attack: +1 (Yellow Dice)
* **Special Skill - Hit & Run:** If her Attack deals any Wounds, Nelly may immediately move one Zone with Slippery.
Giant Spider

Ever since beasts have walked the world, its caverns, deep forests, and dungeon sprawls have been the most prime of hunting grounds for monsters and predators alike - yet there is one family of creatures that equally embody both. Scholars call them *araneae titanica*, yet folk simply cry out two plain words when they are around...giant spiders! Armed with deadly venom, steel-hard webbing, and fangs like spearheads, giant spiders are just as adept at ambush hunting as they are at attacking prey head-on. What is worse, the Darkness somehow has encouraged these monstrous arachnids to hunt and kill on its behalf.

## **Gameplay**

The Giant Spider is able to attack it targets from a distance, possibly ensnaring them in a powerful web. If is attack rolls any Diamonds, all heroes in the targeted zone are stunned.

**Lesser Roaming Monster**

* **Ranged (Bam):** Stun and place the target in the Giant Spider's Zone.
* **Melee:** +1 (Sword)
* **Melee Dice:** 2 Yellow
* **Ranged Dice:** 2 Red
* **Defense Dice:** 2 Blue, 1 Green
* **Health:** 5 per Hero

**Greater Roaming Monster**

* **Ranged (Bam ) or (Diamond):** Stun and place the target in the Giant Spider's Zone.
* **Melee:** +2 (Sword)
* **Melee Dice:** 2 Yellow, 1 Red
* **Ranged Dice:** 3 Red
* **Defense Dice:** 2 Blue, 2 Green
* **Health:** 7 per Hero
Cultist

*"Insane. Dragons care not for worship." - Gheta, the Hammer of Ril*

Various forms of madness can plague the mortal mind, and those fueled by whispers sent by the Demon Dragon have a very specific purpose. With the current Massive Darkness underway, an opportunity exists for the vile Dragon Cult to enter Hell and perform a ritual of unbinding, thereby releasing their demonic overlord upon the Prime Realm. The fact that these very cultists would likely serve as Grundarkjell's first meal seems immaterial to them. Such a thing is their "worthy reward." Truly, they're beyond madness, and their plan is all-too-near fruition.

## **Gameplay**

They might once have been men and women of the Prime Realm, but have long since fallen to the corruption of the Demon Dragon and their hearts and souls now belong to Grundarkjell. In battle, they’re able to channel their Draconic Corruption and breathe fire onto their victims, which add considerable to their attack power at the cost of generating fire onto themselves.
Hades

*"Hades is not traditionally a villainous figure. Yet here we are." - Mathrin of Xon*

According to lore, Hades is a god of the Infernal Realm, greater in power than most of the demonic Archdukes, but not inherently evil himself. His is the role of judgment, deciding the fate of lost souls that will either rest peacefully or roam eternally, depending on their deeds in life. That he has now taken up arms and battles for the Infernal Realm is alarming, though possibly something of a misunderstanding. Portals work in both directions, and the light of the living world was never meant for Hades and his dark domain.

## **Gameplay**

Hades comes with its own exclusive Quest, listing not only the dungeon setup but also its special rules.

Ok, let’s break down the battle against Hades!

Unlike most other Bosses, Hades’ track triggers an effect, Judge You All, every single turn (starting the second). Giving his Judgement tokens to Heroes connects with Hades’ other abilities, but it’s also worth to note that should Heroes take too long on the fight, they’ll lose Movement Points and actions.

Hades’ basic ability, Soul Burn, provides him an efficient way to move across the dungeon, attack the Hero, and apply more Judgement tokens. When Hades’ Judgement ability is triggered, the time of reckoning is come, and Heroes with Judgement tokens must test their fate and possibly lose precious time or health. When Hades’ ultimate ability, Soul Ripped Out, triggers he’s at his worst: he snatches a Hero to his throne and becomes completely impervious to damage until a magical protection is destroyed – should the Lightbringers fail to destroy his defenses, the Hero gets defeated outright.

Being judged by Hades in his realm is inevitable and as the battle rages on, Heroes accumulate Judgement tokens that trigger against them from time to time, hindering their actions and wearing them down. This game of cat-and-mouse is only beneficial to Hades, who’s only to happy to indulge in a battle against the intruders that can only lead to victory the more time passes. How will the Lightbringers devise a strategy to vanquish this foe?