recursal/Fanatic-Fandom huggingface dataset:
Johnny Quick

**Character Bio -** Johnny Quick is a member of the Crime Syndicate of Amerika with the power of super-speed. The man who would become Johnny Quick was originally a drug addict who killed another speedster, and processed that speedster's blood into a synthetic chemical. This "Speed Juice" allowed him to attain a certain degree of superspeed, but he grew addicted to it, further damaging his physical condition and causing him withdrawal symptoms when his "Speed Juice" runs out. As a member of the Crime Syndicate, Johnny and his teammates preside over the Earth of the Antimatter Universe. In this Universe, everything is opposite: hearts on are the right side of the chest, Benedict Arnold was the hero of the Amerikan Revolution (and instilled his ideals over George Washington's), and Evil usually conquers Good. So much so, that even the Justice League could not overcome this "Physical Law" of the Antimatter Universe and could only "win" by choosing to leave so that the Crime Syndicate could defeat their common enemy. This Universe used to be inhabited by many heroes (good versions of Earth-1 villains), but most have been annihilated by the Crime Syndicate over time. Because of this, the Crime Syndicate are constantly looking for new challenges.

Johnny Quick is the only known possessor of super-speed in his universe, and the extent of his super-speed limits are not known though he seems able to hold his own in direct combat with the Flash (Wally West), who was considered to be the fastest of the known Flashes. But Johnny Quick is NOT able to break the light speed barrier or the dimensional barrier between the matter and antimatter realities on his own power levels.

## Stats

* Life: 4
* Move: 12
* Range: 1
* Attack: 5
* Defense: 4
* Points: 230

## Abilities

**SPEED FORCE**

Johnny Quick may move through all figures, never takes leaving engagement attacks, and does not have to stop his movement when entering water spaces. After Johnny Quick's turn, if he did not attack, you may either move him up to an additional 4 spaces, or choose up to 3 figures Johnny Quick moved through this turn and roll an unblockable attack die against each chosen figure.

**SPEED DODGE STRIKE 4**

When Johnny Quick defends against an attack, if you roll at least one blank, Johnny Quick takes no damage and may immediately move up to 4 spaces. If Johnny Quick ends this movement adjacent to the attacking figure, you may roll 1 unblockable attack die against the attacking figure.

**SPEEDSTER BURNOUT**

Whenever you roll an unblockable attack die for Johnny Quick's Speed Force or Speed Dodge Strike special power, if a blank is rolled, Johnny Quick's turn immediately ends and all special powers on this card are negated until the end of the round.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Crime Syndicate Faction Strategy
Cheshire (II)

**Character Bio -** Distraught after the death of her daughter, Lian, Cheshire is approached by Deathstroke, who wants her on his newly formed Mercenary Team, Titans. She refuses claiming that she is not interested. Slade then uses Lian's death to goad her into joining by stating that her daughter's death was the reason Jade lost her edge and offers her help in regaining that edge. She agrees to join, but only as a means to take revenge on Slade.

## Stats

* Life: 4
* Move: 6
* Range: 1
* Attack: 4
* Defense: 3
* Points: 185

## Abilities

**IMPLEMENTS OF POISON**

Start the game with a green Poison Marker on this card. If the Poison Marker is on this card and Cheshire rolls all skulls when attacking a figure that is not an Android, Construct, or Undead, before defense dice are rolled, you may inflict a wound on the defending figure or, if the defending figure is a Unique Hero, you may place her Poison Marker on that figure's card. For the entire game, after a figure with a Poison Marker on its card takes a turn, or at the end of each round, roll an unblockable attack die against that figure. Cheshire is not affected by this special power.

**SWIFT COMBAT BARRAGE**

Cheshire may attack with her normal attack up to 2 times at any point before, during, or after her normal move as long as she is on a space where she could end her movement. Before attacking normally with Cheshire, you may change her Range number to 4 and Attack number to 2 for the remainder of this turn.

**ACROBATIC MANEUVER**

When Cheshire rolls defense dice against an opponent's attack, one shield will block all damage. For each shield rolled, you may immediately move Cheshire one space up to 6 levels up or down. When Cheshire moves using Acrobatic Maneuver, she will not take any falling damage or leaving engagement attacks.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**
Batman (Occult)

## BATMAN

### **Points**

230

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 (John Stewart)

**Character Bio -** John Stewart is an architect and veteran U.S. Marine who was selected by the Guardians as Hal Jordan’s backup after Guy Gardner was seriously injured. Although Jordan objected after seeing that Stewart had a belligerent attitude to authority figures, the Guardians stood by their selection. After Jordan gave up being Green Lantern, the Guardians selected Stewart for full time duty. Stewart filled that role for some years, during which time he married Katma Tui, the Green Lantern of the planet Korugar who was initially assigned to train John in the use of his ring. Because of his dedication to the Corps over the years and his mentoring to Kyle Rayner when Kyle was the only Green Lantern, John was named as a Honor Guard Lantern upon the rebuilding of the Green Lantern Corps.

## Stats

* Life: 4
* Move: 5
* Range: 1
* Attack: 4
* Defense: 4
* Points: 340

## Abilities

**GREEN POWER BATTERY 3**

Start the game with 3 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 SHIELD STRIKE**

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. When this Green Lantern removes a green Battery Marker to ignore a normal attack from a figure adjacent to this Green Lantern, the attacking figure receives one wound.

**GREEN BASKET CARRY**

Before moving, you may choose one unengaged friendly small or medium figure for each green Battery Marker on this card. Chosen figures must be within 2 clear sight spaces of this Green Lantern and they cannot have the Flying special power. After moving, place each chosen figure adjacent to 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
The Top

**Character Bio -** Originally a villain of Barry Allen, the second Flash, Roscoe Dillon was a man who taught himself to spin so fast that he could deflect bullets. In love with the idea of fame and fortune, he soon donned a green and yellow stripped costume and assumed the identity of The Top! Over time, The Top fell in love with Captain Cold's sister, Lisa Snart (aka the Golden Glider) and worked to use his spinning skills to help her be a better skater and Rogue. Through continued use of his powers, Roscoe developed psionic abilities enough to control the minds of others in his proximity. Roscoe Dillon scrambed his own brain cells when he spun, causing him to grow in power but go increasingly insane. His augmented brain cells deteriorated as he came into contact with Barry Allen, the Flash, and specifically wielders of the Speed Force. This deterioration slowly pushed him away from life, until his body was destroyed. However, after Barry Allen's death, he recovered his sanity and his body, and returned more competent and powerful, though still somewhat insane. Since then, he has grown in power and continued facing the Flashes (Barry Allen, Wally West, and Bart Allen) walking the fine line between being at his most powerful and returning to insanity.

## Stats

* Life: 4
* Move: 7
* Range: 1
* Attack: 4
* Defense: 5
* Points: 185

## Abilities

**MAKING THE WORLD SPIN**

When a Rogue you control attacks a figure that is within 6 clear sight spaces of The Top, the defending figure cannot move this turn and must roll 1 fewer defense die for each blank rolled by the attacking figure. Androids and destructible objects are not affected by Making the World Spin.

**SPINNING TOP SPECIAL ATTACK**

Range 1. Attack 4.

Instead of moving and attacking, you may move The Top up to 3 spaces and then roll 4 attack dice once against all figures adjacent to him. Affected figures roll defense dice separately. If The Top inflicts at least one wound with this special attack, you may move him up to 3 spaces and attack with this special attack one additional time. The Top will not take any leaving engagement attacks when moving with this special attack.

**EXPLOSIVE TOP SPECIAL ATTACK**

Range Special. Attack 3.

Choose a space within 6 spaces of The Top. All figures on or within one space of the chosen space that are within clear sight of The Top are affected by this special attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* The Top weakens opponents defending against attacks from friendly Rogues near him with his Making The World Spin special power.

**-Strategy, Tactics and Tips-**

* Rogues faction strategy
Lightning Lad (II)

## Lightning Lad (II)

### **Points**

220

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
Mutt

## Mutt

### **Points**

105

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
Omnidroid

## OMNIDROID

### **Points**

175

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
Flash (Barry Allen)

**Character Bio -** Police Forensic Scientist Barry Allen was just a normal everyday guy, who always had a problem with punctuality. One night, while working late on a case in the science lab (to make up for being late to work!), a bolt of lightning struck the chemicals and splashed them on him as he held them up to carefully measure them out. Barry was knocked unconscious by the resulting explosion, but miraculously awoke unharmed! As a result, Allen finds that he can run extremely fast and has matching reflexes. In homage to his childhood hero, he dons a set of red tights sporting a lightning bolt and becomes Central City's resident costumed crimefighter - The Flash!

## Stats

* Life: 4
* Move: 12
* Range: 1
* Attack: 5
* Defense: 4
* Points: 250

## Abilities

**SUPERSPEED**

Flash 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 Flash, if he did not use his Fist Fusillade Special Attack this turn, he may move up to an additional 4 spaces.

**FIST FUSILLADE SPECIAL ATTACK**

Range 1. Attack 1, 2, or 3.

Start the attack with 12 attack dice. You may attack with 1, 2, or 3 attack dice until all 12 attack dice have been rolled.

**SPEED DODGE 4**

When Flash defends against an attack, and you roll at least one blank, Flash takes no damage and may immediately move up to 4 spaces.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Flash Family Faction Strategy
Spider-Bots

**Character Bio -** When Otto Octavius had his ultimate victory against Peter Parker, swapping minds with him and becoming Spider-Man himself, he needed to prove himself to be Peter's superior in every way. Not only did he upgrade his suit and technology, but he streamline the whole Spider-Man experience, creating hundreds of Spider-Bots which patrolled the city so he didn't have to. They would send alerts to Otto about crimes in progress, and were also utilized as spies, such as when they listened in to the Sinister Six plotting to kill Spider-Man, effectively taking away any advantage they thought they had.

After Peter's return, even he made use of the Spider-Bots to a limited degree, seeing how useful they could be.

## Stats

* Life: 1
* Move: 6
* Range: 1
* Attack: 0
* Defense: 4
* Points: 30
* Figures Per Squad: 3

## Abilities

**SURVEILLANCE WEB**

Before rolling for initiative you may either:

* add 2 to your initiative roll for each Spider-Bot you control within 5 clear sight spaces of an opponent’s figure; or
* choose a figure within 5 clear sight spaces of a Spider-Bot. That figure's controller cannot add to their initiative roll this round.

**SPIDER-VERSE: DRONES**

Once per player turn, before taking a turn with another figure you control that has a Spider-Verse, Swing Line or Web Swing special power, you may move the Spider-Bots.

**RECONNAISSANCE MODE**

Spider-Bots may ignore their height when climbing, move through all figures and never take leaving engagement attacks. Spider-Bots cannot be targeted for attacks from non-adjacent figures and may not attack or make leaving engagement attacks.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* See Spider-Verse Faction Strategy Guide
Moondragon

## Moondragon

### **Points**

230

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
Desaad

## Desaad

### **Points**

220

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
Spider-Knight

**Character Bio -** Once upon a time, in a faraway land, lived the Parkers - a noble family renowned for their bravery, honor, and loyalty. In a battle to protect the borders of the Kingdom, both Benjamin and Richard Parker fell in battle, but not before Richard asked Norman Osborn to take care of Peter.

The Osborns prove to be cruel Knights, and mistreat many of their servants. When The King holds a ball to find a suitable Knight to marry his daughter, Princess Gwendolyn, Norman orders Peter to clean the castle while Harry tries to woo Gwen. Peter himself wants to meet Gwen, and with help from his other servant friend Mary Jane, he constructs his own armor with inspiration from a spider weaving a web on his parents' graves. Using this armor and his own charm, he wins over the Princess's heart. Norman, furious at the revelation that Peter was the Spider-Knight, and that the King allowed the Princess to marry a servant, he attacks the King. Peter defends the King, and during the battle, Norman accidentally kills Gwendolyn. Peter takes vengeance and slays Norman, and the King later declares Peter their new prince and protector.

He is later recruited by Spider-UK to join the fight against the inter-dimensional villains, the Inheritors.

*~Spider-Man: Fairy Tales #4*

## Stats

* Life: 4
* Move: 5
* Range: 1
* Attack: 4
* Defense: 5
* Points: 130

## Abilities

**SPIDER-VERSE: RETALIATION**

When a friendly figure that is a Crusader or has a Spider-Verse, Swing Line or Web Swing special power receives one or more wounds from an attack from an opponent’s figure, if the defending figure was in clear sight of Spider-Knight, you may move Spider-Knight up to 3 spaces. If he ends this movement adjacent to the attacking figure, you may roll one unblockable attack die against that figure, or two if the friendly figure was destroyed.

**FORWARD CHARGE**

When moving normally, you may add 2 to Spider-Knight’s Move number as long as he ends his movement adjacent to an enemy figure.

**THE PRINCE OF ARACHNE**

When a friendly adjacent figure that is a Crusader or has a Spider-Verse, Swing Line or Web Swing special power rolls for defense, they roll one additional die.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Friendly figures with a Spider-Verse, Swing Line or Web Swing special power or that are Crusaders who are adjacent to Spider-Knight roll one additional defense die.

**-Strategy, Tactics and Tips-**

* See Spider-Verse Faction Strategy Guide
U.S. Agent II

## U.S. AGENT

### **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
Vandal Savage

## Vandal Savage

### **Points**

335

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
Black Manta

**Character Bio** - A ruthless treasure hunter and mercenary, the man known as Black Manta spent his days scavenging the unexplored depths of the ocean, discovering long lost relics and powerful mythical items, all while taking on various jobs to fund his passion. Until one particular job changed his life.

Hired to bring back a sample of Arthur Curry's blood, Black Manta encountered the young Aquaman and his father while the two were out at sea. In the ensuing struggle, Aquaman's father suffered a heart attack that ultimately led to his death. Seeking revenge, Aquaman hunted down Black Manta—and accidentally killed his father in retaliation. Thus began a circle of vengeance that forever bonded hero and villain.

Fueled by hate and utilizing a powerful suit of armor that allows him to breathe underwater, survive the incredible pressures of the ocean depths and fire deadly energy blasts through his mask, Black Manta seeks to destroy Aquaman and everything he holds dear.

## Stats

* Life: 4
* Move: 5
* Range: 4
* Attack: 5
* Defense: 5
* Points: 230

## Abilities

**WATER STRENGTH 1**

Black Manta does not stop his movement when entering a water space. Add 1 die to Black Manta's attack and defense while he is on a water space.

**CONCUSSIVE ENERGY BEAM**

Before moving with Black Manta, you may choose a figure within 4 clear sight spaces and roll the 20-sided die. If you roll 11 or higher, place the chosen figure on any empty space within 2 spaces of its original placement and that figure subtracts 2 from its Defense number until the end of Black Manta's turn. A figure moved by this special power never takes leaving engagement attacks and cannot be placed closer to Black Manta than its original placement.

**PROJECTILE ARSENAL 3 SPECIAL ATTACK**

Range 4 + Special. Attack 3 + Special.

When attacking with this special attack, you may

* add 2 to the range; or
* roll 1 additional attack die; or
* choose all figures adjacent to the targeted figure to be affected. Roll attack dice once for all affected figures. Each figure rolls defense dice separately, and Black Manta cannot be affected by this special attack.

After attacking with this special attack, Black Manta may attack with it one additional time.

**FLYING**

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Injustice Faction Strategy Guide
Syndrome

## Syndrome

### **Points**

150

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
Terra

**Character Bio -** Tara Markov, half-sister of Brion Markov (Geo-Force), was the illegitimate daughter of the King of Markovia. While in Markovia, she came under the care of a Dr. Helga Jace and, through her experiments, Terra obtained Earth manipulation powers—specifically, the ability to control all forms of earthen matter.
Terra became a mercenary, doing dirty work for others such as Deathstroke the Terminator. She joined the Teen Titans, fooling them by staging a battle against Deathstroke. She then operated as a spy for Deathstroke, eventually giving him the information he needed to kidnap the Titans.

## Stats

* Life: 4
* Move: 5
* Range: 5
* Attack: 3
* Defense: 4
* Points: 100

## Abilities

'**TERRA MANIPULATION 2**

Start the game with 2 Small Rock Outcrop Destructible Objects on this card. Instead of moving, you may place up to two Small Rock Outrcrops on this card on any empty space within 5 spaces of Terra. Instead of attacking, you may destroy a Small Rock Outcrop within 5 spaces of Terra. Whenever a Small Rock Outcrop from this card is destroyed, place it on this card. Terra never takes damage from the Crumble special power.

**ROCK SHIELD**

All figures you control adjacent to a Rock Outcrop add 1 to their Defense numbers when attacked by a non-adjacent figure.

**EARTH STRENGTH 1**

Terra never rolls for lava field or molten lava damage. Add 1 to Terra's Attack and Defense numbers while she is on a lava field or rock space.

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**
Hulkling

## HULKLING

### **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
Glyph of Mind Gem

**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 Mind Gem grants the ability to tap into the universal consciousness, allowing for unlimited manipulation of psionic powers including telepathy and telekinesis.

## Abilities

**NAME = MIND GEM**

**SUBTITLE = MENTAL SHIELD / ORDER MARKER REVEAL**

**INFINITY EQUIPMENT GLYPH**

This figure gains the Mental Shield special power. An opponent may never take temporary or permanent control of this figure. If you lose initiative and there is at least one Order Marker on this figure's Army Card, you may choose an opponent. The chosen opponent must show you all Order Markers on Army Cards that opponent controls.

**-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
Octus

## Octus

### **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
Superman (Family Leader)

**Character Bio -** *I'll tell you something about glory. A hero doesn't want it. The best day of my life will be the day the world doesn't need me anymore. But until that day comes... I'll never quit fighting for what's right.*—Kal-El

## Stats

* Life: 8
* Move: 8
* Range: 1
* Attack: 7
* Defense: 7
* Points: 430

## Abilities

**SUPERMAN FAMILY**

After revealing an Order Marker on the card of a Unique Kryptonian Champion and taking a turn with that Champion, if that Champion has no more than one revealed numbered Order Marker on its card, you may then take a turn with any other Unique Champion you control that is a Daxamite, Human, or Kryptonian within 6 clear sight spaces of that Champion. You may not take any additional turns.

**HOPE IN ACTION**

When rolling defense dice for a figure you control within 6 clear sight spaces of Superman, you may reroll X dice, where X is the number of revealed Order Markers on this card.

**MAN OF STEEL**

When rolling defense against a normal attack from a figure who is not a Kryptonian, all blanks rolled count as extra shields.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Superman may offer turn bonding to Daxamite, Human, and Kryptonian Champions with his Superman Family special power.

**-Strategy, Tactics and Tips-**

* Superman Family Faction Strategy Guide

### Important Links

Kryptonian Champions

* Superman (Kal-El) (Justice League)
* Superman (Justice League II)
* Supergirl (Kara Zor-El) (II)
* Nightwing (Chris Kent)
* Flamebird (Thara Ak-Var)
* Superwoman (Lana Lang)
* Superboy (Kon-El) (II)
* Super-Man (Kong Kenan)
Red Lantern (Kara Zor-El / Supergirl)

**Character Bio -** Kara Zor-El has never quite acclimated to life on Earth in the same way her cousin has... unlike him, she lived on Krypton long enough to think of it as home. While struggling to adapt to Earth and use her powers for good, a time travel adventure forced her to witness the destruction of Krypton all over again. Even worse, Kara was put in the terrible position of having to make sure that Krypton was destroyed, in order to preserve the timeline. Just to top things off, while she was trying to recover from that trauma, Lobo came to Earth and picked a fight with her.

Anyone would be angry, but Supergirl was positively enraged, and that rage drew a Red Lantern Ring to her. After briefly losing control and becoming a berserker as newly-recruited Red Lanterns do, she was captured by Hal Jordan's Green Lanterns and brought to Ysmault. She was put through the ceremony to restore a Red Lantern's rationality, and served the Red Lantern Corps under Guy Gardner for a time. Guy did his best to discourage her from embracing the red light, knowing what a danger she could be. She eventually freed herself from the red ring by removing it while inside the Sun, which sustained her life during the normally-fatal process of removing a red ring.

## Stats

* Life: 7
* Move: 7
* Range: 1
* Attack: 6
* Defense: 5
* Points: 370

## Abilities

**BLOOD OF YSMAULT 2**

Start the game with 2 red Battery Markers on this card. Add one to Red Lantern's Move and Attack numbers for each red Battery Marker on this card. Whenever Red Lantern receives one or more wounds from an attack or the Blood and Rage special power, if there are fewer than 2 red Battery Markers on this card, you may choose any red Battery Marker that is not on an Army Card and place it on this card.

**RECKLESS RAGE**

After Red Lantern attacks a figure she was not engaged with at the start of her turn, if there is at least one red Battery Marker on this card, the defending figure receives a wound for each blank rolled by Red Lantern, and Red Lantern receives a wound for each blank rolled by the defending figure, then you must remove all red Battery Markers from this card.

**KRYPTONIAN DEFENSE**

When rolling defense dice against a normal attack from a figure that is not a Kryptonian, if at least one shield is rolled, all blanks rolled count as additional shields.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Strategy, Tactics and Tips-**

* Red Lanterns Strategy Guide
Black Lantern (Uncommon)

**Character Bio -** Black Lantern Corps are composed of re-animated bodies of former heroes, villains and even normal people from all across the DC Universe. They are powered by the corpse of the Anti-Monitor and are led by the Black Hand. They have the power to raise the dead.

## Stats

* Life: 4
* Move: 4
* Range: 1
* Attack: 5
* Defense: 4
* Points: 175

## Abilities

***DEATH SWARM***

After revealing an Order Marker on this card and taking a turn with this Black Lantern, you may either move up to 4 other Uncommon Black Lanterns you control up to 4 spaces each, or take a turn with one other Uncommon Black Lantern you control.

***BLACKEST NIGHT 11***

If an enemy figure that is not an Android, Construct, or Undead would be destroyed by this Black Lantern's attack or special power, you may roll the 20-sided die. If you roll 11 or higher, place a black Battery Marker on each Black Lantern card you control, if possible. After rolling, if the destroyed figure was a Unique Hero, you may remove a black Battery Marker from this card. If you do, remove all Order Markers from that card, take control of that Hero and its card, and place or remove Wound Markers until the Hero has up to 2 Life remaining.

***BLACK POWER RING 2***

If this Black Lantern would be destroyed, you may instead remove a black Battery Marker from this card and remove all but 3 Wound Markers from this card. This Black Lantern may never have more than 2 black Battery Markers on this card.

***SUPER STRENGTH***

***FLYING***

## More Info

**-Rulings and Clarifications-**

* Q: How many black Battery Markers do these Black Lanterns have at the start of the game?
* A: None. As with Absorbing Man and Bishop, you don't start a game with markers on the card unless an ability explicitly indicates you do.

**-Combinations and Synergies-**

* Black Lantern's Blackest Night 11 special power may place a black Battery Marker on the cards of all Black Lanterns you control.

**-Strategy, Tactics and Tips-**

* Black Lantern Faction Strategy Guide
Katana (I)

**Character Bio -** Katana is a sword-wielding Japanese super-hero with magical weaponry. Her blade is the Soultaker Sword, a relic that steals the essence of those it slays and stores them inside. It was taken in a duel with the man who killed her family, Takeo Yamashiro. Batman eventually recruited her to become a member of his black-ops team the Outsiders during a mission in Markovia. She has also been a member of the Birds of Prey, and once helped the Suicide Squad as requested by a family member of her deceased husband(originally she declined on the basis of her giri-ninjo, although she was willing to help if the need was truly desperate).

## Stats

* Life: 4
* Move: 6
* Range: 1
* Attack: 3
* Defense: 4
* Points: 190

## Abilities

**BLADERUNNER**

Katana may move through all figures, never takes leaving engagement attacks, and may attack with her normal attack up to 2 times at any point before, during, or after her normal move as long as she is on a space where she could end her movement.

**SOULTAKER**

Adjacent figures subtract 2 dice when defending against Katana's normal attack. When Katana destroys an opponent’s adjacent Unique Hero that is not an Android, Construct, or Undead, you may place that figure on this card. When an opponent rolls the 20-sided die for initiative or for a figure attacked with Katana's normal attack, you may subtract 2 from the roll for each figure on this card, to a maximum of -6.

**DEFENSIVE ARTS**

When defending against a normal attack, add one automatic shield to whatever is rolled and, if the attacking figure is adjacent to Katana, all excess shields count as unblockable hits on the attacking figure.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Using **Bladerunner**, Katana can get through tricky figure placements and pods by moving through figures and avoiding leaving engagements.
* With her **Soultaker** and **Defensive Arts**, Katana works well with stat boosters such as Captain America, Star-Lord, and Invisible Woman.
* Katana's **Soultaker** can allow her to -2 from her opponent's initiative for each figure on her card, but it also helps her break through certain figures with defensive specials that rely on a 20-sided die roll. An example of some of these figures would be Daredevil, Gorgon, Spider-Man(Peter Parker), and Venom etc.
* As a figure without Superstrength, Katana is a nice option for Enchantress's Enchantment special power.
* Outsiders faction guide
Thing

Character Bio - Ben Grimm may look like a terrifying monster, and in fact he can be quite difficult to deal with, but underneath the rough exterior of his personality.... and his skin, he is a lovable and compassionate man who is particularly moved to protect those who cannot protect themselves. Ben is one of the best Pilots in the world, able to fly just about anything from helicopters, to airplanes, to space crafts. Ben was changed with Reed Richards, Sue Richards and Johnny Storm, the Fantastic 4, when the cosmic radiation shielding on a space shuttle failed, and he was changed to a rock like monster with near impenetrable skin and super human strength.

## Stats

* Life: 6
* Move: 5
* Range: 1
* Attack: 6
* Defense: 6
* Points: 325

## Abilities

**CLOBBERIN' TIME**

Before attacking with the Thing, you may choose one other Adventurer or Scientist Hero you control within 4 clear sight spaces of The Thing. Add 1 die to The Thing's attack for each Wound Marker on the chosen figure's Army Card. If The Thing adds 4 or more dice to his normal attack with Clobberin' Time, he may attack one additional time.

**ROCK WALL DEFENSE 4**

If an adjacent figure attacks The Thing with a normal attack, and The Thing rolls at least 4 shields, The Thing takes no damage, and the attacking figure receives one wound.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* The Thing may choose another Adventurer or Scientist for his Clobberin' Time special power.

**-Strategy, Tactics and Tips-**

* Fantastic 4 faction strategy guide
Green Lantern (Aya)

**Character Bio -** Created by Scar, Aya is the A.I. and nav computer of the experimental faster-than-light Guardian spacecraft, the Interceptor. After the Interceptor was commandeered by Hal Jordan and Kilowog of the Green Lantern Corps to investigate the killings of frontier Green Lanterns, Aya was influenced by the actions of the Green Lanterns she served with and their willingness to put themselves in harm's way to save others, to the point of taking independent action to aid in their missions, far beyond the remit of a mere nav computer. She began to regard herself as a Green Lantern, to the point of, at the unintentional suggestion of a perturbed Kilowog, creating a body for herself so she could discharge her duties as one.

Despite not being recognised as such by the Guardians of Oa, and not carrying a Green Lantern power ring, Aya carries out her duties as diligently as any member of the Green Lantern Corps. She is capable of harnessing Green energy just as any other Green Lantern, drawing her power, presumably, from the Interceptor's central power battery - her body is mostly a green construct itself, holding together a white metal frame. She also continues to act as the nav computer and A.I. aboard the Interceptor, giving her a vital role in the crew's missions. Naturally logical and analytical as an A.I., Aya has blossomed slowly into an emotional being in her own right, including developing feelings for redeemed Red Lantern and fellow crew member, Razer.

## Stats

* Life: 5
* Move: 7
* Range: 4
* Attack: 4
* Defense: 5
* Points: 280

## Abilities

**INTERCEPTOR NAV COMPUTER**

At the start of the game, choose Green Lantern and up to 3 Unique Heroes in your army with Battery Markers on their cards to be Interceptor Crew Members. You may place any Crew Members on this card. After revealing an Order Marker on the card of a Crew Member that has not yet been placed on the battlefield, you may place that Crew Member on an empty space within 5 spaces of another figure you control and take a turn with it, during which it may not move.

**LOGICAL COMPUTATION**

After rolling the 20-sided die for a special power of a Crew Member, you may reveal an "X" Order Marker on this card to add or subtract X from your roll, where X is the number of Battery Markers on that figure's card.

**INTERCEPTOR STRIKE**

If Green Lantern is on this card, after placing a Crew Member on the battlefield with the Interceptor Nav Computer special power, you may roll an unblockable attack die against any figure within 5 spaces of that Crew Member. After using this special power, you may use it one additional time.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

Green Lantern's Interceptor Nav Computer allows you to choose figures with Battery Markers to be Interceptor Crew Members.

**Strategy, Tactics and Tips-**

* Green Lantern faction strategy guide
* New Guardians Faction strategy guide
Spider-Boy

**Character Bio -** When Project Cadmus attempted to create a clone of Super-Soldier that has the power to control gravity, they used the DNA from one of the researchers, Peter Parker. But when the project was sabotaged, the researcher was killed, but his clone survived. Feeling responsible for the clone, General Ross adopted the clone and gave him the name Peter Ross. The foster father and son became a true family, but all of their happiness was cut short when General Ross was killed by a mugger. Inspired by his wall-crawling powers, Peter vowed to use his special abilities to gain the attention of the public as he thought that he was being dismissed as an ordinary boy. Peter dons a costume and takes the name Spider-Boy. He returned to the place where he was born, Project Cadmus, where he gained possession of a gun called the Web-Shooter that releases synthetic webbing. He later became a photographer for the Daily Bugle, where he sends pictures of himself as Spider-Boy flirting with other super-heroines

## Stats

* Life: 6
* Move: 6
* Range: 1
* Attack: 4
* Defense: 5
* Points: 230

## Abilities

**WEB-PISTOL**

Start the game with the Glyph of Web-Pistol on this card. While the Glyph of Web-Pistol is on this card, whenever another special power refers to the Web Swing special power, it refers to this special power as well.

**DARING DECOY**

Figures engaged with Spider-Boy can only attack figures that have the Daring Decoy special power.

**PERSONAL GRAVITY MANIPULATION**

Spider-Boy never takes leaving engagement attacks. When counting spaces for Spider-Boy's movement, elevation changes of up to 3 levels count as 1 space. Once per turn, you may count an elevation change of up to 30 levels as 1 space. After rolling defense dice for Spider-Boy, you may move him up to 3 spaces.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* Spider-Boy starts the game equipped with a Glyph of Web-Pistol

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* N/A
Captain Boomerang (Owen Mercer)

**Character Bio -** Biological son of the prestigious super-villain Captain Boomerang, Owen Mercer was unaware of his heritage until his father contacted him while he was working in a movie theater. Owen discovered his relationship with his father, and that he possessed high levels of speed. Soon after, his father died in a shooting, and Owen took up the mantle of Captain Boomerang, although unsure about his villain identity.

## Stats

* Life: 4
* Move: 6
* Range: 5
* Attack: 4
* Defense: 3
* Points: 135

## Abilities

**ACID BOOMERANG SPECIAL ATTACK**

Range 4. Attack 3.

After attacking with this special attack, roll one unblockable attack die against each figure adjacent to the defending figure.

**SPEED BURST**

Before using his Returning Boomerang special power, Captain Boomerang may immediately move up to 4 spaces. When moving with Speed Burst, Captain Boomerang will not take any leaving engagement attacks.

**RETURNING BOOMERANG**

If Captain Boomerang does not inflict one or more wounds when attacking an opponent's non-adjacent figure with his normal attack, he may attack that figure one additional time with his normal attack, even if he is engaged during the additional attack.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Rogues faction strategy
Weather Wizard (II)

**Character Bio -** He's got a stick that controls the weather. He's kind of a jerk

## Stats

* Life: 4
* Move: 5
* Range: 4
* Attack: 3
* Defense: 4
* Points: 140

## Abilities

**WEATHER WAND**

Start the game with up to two Weather Glyphs of different types on this card. You may not have more than two Weather Glyphs on this card at a time.

* Instead of moving normally, you may choose a Weather Glyph on the battlefield within 4 spaces of Weather Wizard and place it on this card; or
* Instead of attacking, you may place a Weather Glyph from this card power-side up onto any space within 4 spaces of Weather Wizard.

Weather Glyphs cannot be placed on any space occupied by a glyph. When Weather Wizard is destroyed, remove all Weather Glyphs that were placed by this special power from the battlefield.

**LIGHTING STORM 17**

Once per round, instead of attacking, you may roll the 20-sided die for all figures within 2 spaces of Weather Wizard, one at a time, adding 3 to the roll if the figure is on a water space. If you roll 17 or higher, that figure receives 2 wounds.

**FLYING**

## More Info

**-Rulings and Clarifications-**

* Weather Wizard requires the use of up to two Weather Glyphs.
* Q: If you have multiple figures with Weather Glyphs in a game, and the figure who started with a specific Glyph places it and the another figure moves that Glyph and then dies, does it get removed from the game?
* A: Yes. The last figure to move or place the Glyph is the one it is associated with for it being removed from the battlefield.

**-Combinations and Synergies-**

* Weather Wizard can control Weather Glyphs with his Weather Wand special power.

**-Strategy, Tactics and Tips-**

* Rogues faction strategy

#### Important Links: Weather Glyphs

* Glyph of Tornado
* Glyph of Blizzard
* Glyph of Fog
* Glyph of Heavy Rain
* Glyph of High Winds
* Glyph of Sharknado
* Glyph of Thunderstorm
Sentinel (Mark V)

## Sentinel (Mark V)

### **Points**

150

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
Spider-Man (Pavitr Prabhakar)

**Character Bio -** It's a story you've maybe heard before. Young Pavitr Prabhakar lives a quite life with his aunt Maya and uncle Bhim, and vies for the attention of his high school sweetheart Meera Jain. Pavitr is chosen by a mystical being to gain abilities to fight evil in the world, but fights his destiny at first, until he finds out that his stubbornness caused his own uncle Bhim to try to be a hero when a hero was needed, with tragic results. Learning responsibility, he takes up the mantle of Spider-Man fully, and becomes a hero.

Later on he is attacked by the Inheritors in their quest to hunt down all of the Spiders of the multiverse. The Superior Spider-Man rescues him and recruits him into his Superior Spider-Army. After the defeat of the Inheritors, Pavitr joins Spider-UK and Spider-Girl in creating the Web Warriors, adding his genius and technological prowess to the cause.

## Stats

* Life: 4
* Move: 6
* Range: 4
* Attack: 4
* Defense: 5
* Points: 150

## Abilities

**INVENTIVE TINKERING**

Before moving Spider-Man during your turn, you may roll 3 combat dice. If you do, Spider-Man may not attack this turn. For each skull rolled, place a silver Invention Marker on this card, up to a maximum of 3. For each Invention Marker on this card, add 1 to your initiative roll.

**SPIDER-TECH**

At the beginning of your turn, you may remove an Invention Marker from this card to move one Order Marker from an Army Card in your army to another Army Card. If a figure you control with a Spider-Verse, Swing Line, or Web Swing special power within 6 clear sight spaces of Spider-Man would be destroyed by receiving wounds, you may remove 2 Invention Markers from this card to ignore any wounds that would be received.

**SWING LINE 4**

Instead of his normal move, Spider-Man may move up to 4 spaces with Swing Line. When moving with Swing Line, Spider-Man 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-**

* N/A

**-Combinations and Synergies-**

* Spider-Man can remove Invention Markers from his card to prevent wounds that would destroy a figure with a Spider-Verse, Swing Line or Web Swing special power.

**-Strategy, Tactics and Tips-**

* See Spider-Verse Faction Strategy Guide
War Machine (Avengers)

## WAR MACHINE

### **Points**

260

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