recursal/Fanatic-Fandom huggingface dataset:
Green Construct (Helicopter Gunship)

**Character Bio -** From the military fantasies of Green Lanterns, comes the creative physical manifestation of the Helicopter Gunship - a powerful military attack helicopter that shoots long-range missiles and has a powerful machine gun for when battles get up close. This Helicopter Gunship is a non-sentient construct made completely out of Green Energy that flows from a Green Power ring and the one that wears it.

## Stats

* Life: 2
* Move: 4
* Range: 7
* Attack: 4
* Defense: 5
* Points: 130

## Abilities

**GREEN CONSTRUCT CREATION**

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

**GREEN CONSTRUCT CONTROL**

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

**HEAVY MACHINE GUN SPECIAL ATTACK**

Range 5. Attack 4.

If this Green Construct inflicts one or more wounds with this special attack, it may attack again with this special attack. This Green Construct may continue attacking with this special attack until it does not inflict a wound. It may not attack the same figure more than once.

**FLYING**

## More Info

**-Rulings and Clarifications-**

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

**-Combinations and Synergies-**

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

**-Strategy, Tactics and Tips-**

* Green Lantern faction strategy guide
Magenta

**Character Bio -** Francis Kane has the ability to control and generate magnetic fields, though she struggled to control it for a while due to an evil split personality. Wally West (as Kid Flash) helped her with that. Kane took the superhero name Magenta, and the two dated for some time. Eventually the two split, and Magenta's evil split personality started to resurface. She joined up with the Rogues, and fought repeatedly against Wally West's Flash.

## Stats

* Life: 4
* Move: 5
* Range: 5
* Attack: 3
* Defense: 4
* Points: 130

## Abilities

**MAGNETIC THROW DEFENSE 17**

If an opponent's figure within 5 clear sight spaces of Magenta targets a figure you control for an attack, you may roll the 20-sided die. If you roll 17 or higher, that figure cannot attack this turn and you may place it on any empty space within 4 spaces of its current placement. After that opponent's figure is placed, it receives a wound. Thrown figures do not take any leaving engagement attacks.

**ELECTROMAGNETIC PULSE DISRUPTION**

When an opponent rolls the 20-sided die for a figure they control within 5 clear sight spaces of Magenta, you may subtract 1 from the roll, or 3 from the roll if the opponent's figure is an Android, Cyborg, or has the Steel Skin special power.

**FLYING**
**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* Q: What's the timing when your Magenta's *Magnetic Throw Defense 17* and your Weather Wizard's *Fog Cover 13* both activate at the same time?
* A: Since you control both figures and both powers trigger at the same time, you get to choose which effect triggers first. If you trigger *Fog Cover 13* first and hit the roll, the trigger for *Magnetic Throw Defense 17* would no longer be in effect and it wouldn't activate. Likewise if you hit the roll for *Magnetic Throw Defense 17* first. You probably want to trigger *Magnetic Throw Defense 17* first!

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Magenta is one of the few defensive Rogues that protects the rest of your team. Because of that, she's a priority target for your opponent to take down quick. Keep Magenta alive as long as possible so you have more chances to roll for *Magnetic Throw Defense 17*!
* Rogues faction strategy
Ox

### **Publisher**

MARVEL

Ox
--

### **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
Meteorite

**Character Bio -** Karla Sofen was born in California grew up as the child of Karl Sofen a butler. After her father died, her mother (Marion Sofen) worked three jobs to put her daughter through college, and Karla vowed never to end up like her mother, to never put another's needs before her own. Despite building a successful practice as a psychologist and psychiatrist, Karla so disliked being dependent on her patients for income that she entered the super-criminal world as an aide to Doctor Faustus. Learning of the original Moonstone (Lloyd Bloch) she became his psychologist and manipulated him into rejecting the source of his powers, an extraterrestrial gem of considerable power, which she then acquired and absorbed to gain the powers of Moonstone. As Moonstone she fought the Avengers in the third Masters of Evil and later in the fourth Masters of Evil under Baron Zemo. She participated in the Masters' takeover of Avengers Mansion. She battled Captain Marvel and became paralyzed for a time. She later captured and decided to serve out her prison term and give up her criminal life.

When Zemo formed a group of villains to masquerade as heroes, he broke Moonstone out of the Vault and she reluctantly returned to villainy as Meteorite, a member of the Thunderbolts.

## Stats

* Life: 4
* Move: 7
* Range: 5
* Attack: 5
* Defense: 5
* Points: 210

## Abilities

**MANIPULATION**

Before moving, you may choose one Unique Hero adjacent to Meteorite and remove one unrevealed Order Marker at random from the chosen figure's Army Card. If Meteorite attacks the chosen figure this turn, subtract one skull from whatever is rolled. Manipulation cannot be used against figures with the Valiant personality and can only be used once per round.

**INTANGIBILITY**

Meteorite can move through all figures, Fortress Walls, and obstacles, and is never attacked when leaving an engagement. Meteorite cannot be targeted by opponents' non-adjacent figures for any attacks or for any opponents' special powers that require clear sight.

**BLINDING LIGHT**

Opponents' figures within 5 clear sight spaces of Meteorite cannot use attacks or special powers that require clear sight. Figures with the Blind Warrior or Sensory Assault special power are not affected by Blinding Light.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* Q: Can a figure affected by Blinding Light use a special power that requires clear sight on a figure adjacent to them?
* A: No. Blinding Light completely prevents figures from using special powers that require clear sight, regardless of where the figure is. They can still attack adjacent figures though, because that does not require clear sight.

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Thunderbolts Strategy Guide
Iris West

**Character Bio –** Iris West’s obsession with Central City’s newest Superhero, “the Streak,” leads to an investigative blog, and much, much more, as she eventually becomes wife to Barry Allen and “woman in the chair” for Team Flash. Barry may be the fastest man alive, but his love for Iris keeps him grounded.

## Stats

* Life: 3
* Move: 5
* Range: 1
* Attack: 2
* Defense: 3
* Points: 70

## Abilities

**TEAM FLASH**

Whenever Iris West is moved, you may reveal an “X” Order Marker on this card. While an “X” Order Marker is revealed on a card you control, after revealing an Order Marker on this card or the card of a Unique Metahuman you control and taking a turn, you may choose another Unique Metahuman Hero you control. If you did not reveal an Order Marker on a Hero named Flash, the chosen Hero must be named Flash. Take a turn with the chosen Hero and you may not take any additional turns with other figures you control.

**SPEED BEACON**

If Iris West is targeted by an enemy figure, before attack dice are rolled, you may move one figure you control that has the Superspeed or Speed Force special power. If this figure ends this movement adjacent to the enemy figure targeting Iris West, you may roll one unblockable attack die against that enemy figure.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Iris's Team Flash special power allows Metahumans and heroes named Flash to bond.
* Iris's Speed Beacon special power allows you to move a figure with the Superspeed or Speed Force special powers whenever Iris is targeted by an opponent.

**-Strategy, Tactics and Tips-**

* Team Flash Faction Strategy
Captain Boomerang (Digger Harkness)

**Character Bio -** The illegitimate son of an American soldier and an Australian woman, Harkness was raised in poverty, during which time he developed great skill in making boomerangs, and in using them as weapons. As a young adult, he was hired as a performer and boomerang promoter by a toy company which was, unbeknownst to him, owned by his biological father. Audiences ridiculed him, and a resentful Harkness turned to using his boomerangs for crime. He originally became Captain Boomerang as a mascot for a Toy Company.

Although he lacked any actual superhuman abilities, he became a recurring enemy of the Flash, typically by devising altered boomerangs which could produce astonishing effects (some would explode, others had razor-sharp edges, etc.), and using them ruthlessly. He became a staple member of the Rogues, a group of villains dedicated to opposing Flash, and who were first organized after Gorilla Grodd broke them out of jail.

## Stats

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

## Abilities

**GRAVITY BOOMERANG**

Before moving choose a figure within 5 clear sight spaces of Captain Boomerang. Roll the 20-sided die. If you roll 1-11, nothing happens. If you roll 12 or higher, the chosen figure cannot move or be moved this turn. If an opponent rolls the 20-sided die for the chosen figure this turn, you may subtract 3 from the roll.

**RAZOR BOOMERANG SPECIAL ATTACK**

Range 4. Attack 3.

After attacking with this special attack, you may choose up to 3 figures within 2 spaces of the original placement of the defending figure that are in clear sight of Captain Boomerang. Roll the 20-sided die once for each figure. If you roll 17 or higher, the chosen figure receives one wound.

**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-**

* Q: Suppose Captain Boomerang attacks Spider-Man with his Razor Boomerang Special Attack, and Spider-Man avoids it with Spidey-Senses 9 and moves away to a position up to 2 spaces from his original position. Could you choose Spider-Man as one of the 3 figures, even though he was the defender in the attack?

A: Yes. When you choose the 3 figures, remember to select the figures based on the defending figure's original placement, and not based on the current position of the defender. So the defender can be one of the figures, provided he remains within 2 spaces of his original placement. You may even select the defending figure if it doesn’t move.

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Rogues faction strategy
Mechagodzilla

## Mechagodzilla - Back

### **Points**

900

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 (Simon Baz)

**Character Bio -** Simon Baz is an American of Lebanese descent, born and raised in Michigan. Baz has a tattoo on his forearm of Alshajaea (which means "Courage" in Arabic), despite tattoos being considered Harem by his culture and family. He ends up being found worthy by a Green Lantern ring after being arrested while stealing cars to sell them for parts. Once he is equipped with the ring, he attempts to visit his family, but is interrupted by the arrival of the Justice League. Knowing he cannot take on the League by himself (except maybe Batman), he allows Wonder Woman to lasso him. The Lasso of Truth causes a poor reaction to his ring which was programmed by Sinestro, which startles the Justice League and causes him to run. He goes on a quest to redeem himself but has some issues getting the ring to work for him fully so he carries a gun with him. Over time he becomes a full fledged Green Lantern and even works with the Justice League on a regular basis alongside his partner, Jessica Cruz.

## Stats

* Life: 4
* Move: 5
* Range: 4
* Attack: 3
* Defense: 3
* Points: 260

## Abilities

**GREEN POWER BATTERY 3**

Start the game with 3 green Battery Markers on this card. Add one to Green Lantern's Move, Range, Attack, and Defense numbers for each green Battery Marker on this card.

**EMERALD SIGHT**

If you win initiative and the difference between your roll and the next highest roll is 10 or higher, you may view all Order Markers on opponents’ Army Cards.

**ALSHAJAEA**

After moving and before attacking with Green Lantern, you may choose Green Lantern or an adjacent figure and remove a green Battery Marker from this card. You may remove any marker on that figure’s Army Card, or two markers if they are both Wound Markers. Order Markers may only be removed with this special power once per round.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Green Lantern faction strategy guide
Green Lantern (John Stewart) (Justice League)

**Character Bio -** Formerly an architect, social activist, and U.S. Marine sniper, John Stewart was chosen by the Guardians of the Universe to join the Green Lantern Corps, an intergalactic peacekeeping organization dedicated to protecting life throughout the universe. Stewart has proven himself time and time again to be an exceptional champion in countless missions that have taken him across the cosmos. His distinguished service in the Corps has resulted in a place among the Oan Honor Guard, the position of Corps Leader, and a mainstay in the modern Justice League.

## Stats

* Life: 4
* Move: 6
* Range: 5
* Attack: 5
* Defense: 6
* Points: 280

## Abilities

**HONOR, COURAGE, AND COMMITMENT**

If Green Lantern or a friendly Unique Hero within 3 clear sight spaces of Green Lantern would receive enough wounds to be destroyed, you may instead remove an unrevealed "X" Order Marker from this card. If you do, place or remove Wound Markers until the Hero has 1 Life remaining.

**SNIPER TARGETING**

If Green Lantern does not move this turn, you may add 3 to his Range number and 1 automatic skull to whatever is rolled when he attacks a non-adjacent figure.

**GREEN BULLET BARRAGE 9**

Instead of attacking, you may choose up to 3 figures within 3 clear sight spaces of Green Lantern. Roll the 20-sided die once for each chosen figure. If you roll 9 or higher, the chosen figure receives a wound.

**SUPER STRENGTH**
**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Justice League Faction Strategy
Six-Gun Gorilla

## Six-Gun Gorilla

### **Points**

250

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
DO-Green Central Power Battery

**Object Bio -** The Green Central Power Battery, was built by the immortal Guardians of the Universe after they had abandoned their home world of Maltus and settled on the planet Oa. This massive device served as a reservoir for all of their combined cosmic power which was based on the Green Light of Will in the Emotional Spectrum. At some point in its early history, the Guardians captured the fear elemental known as the Parallax Entity and trapped it within the Central Power Battery. Today, it is used to power the Green Power Batteries used by the Green Lantern Corps.

## Stats

* Life: 6
* Defense: 6
* Points: 160

## Abilities

**GREEN CENTRAL POWER BATTERY 8**

Start the game with one Glyph of Green Power Battery and eight green Battery Markers on this card. Instead of attacking, a Unique Hero adjacent to the Green Central Power Battery may equip the Glyph of Green Power Battery.

**GREEN ENERGY RECHARGE**

Instead of attacking with a figure within 4 spaces of this object, you may move one green Battery Marker on this card onto that figure's Army Card. You may never place more green Battery Markers on an Army Card than were on that card at the start of the game.

**AURA OF WILLPOWER**

Figures within 8 spaces of this object cannot have their Attack numbers reduced by any special power and gain the Fearless personality in addition to what is listed on their card.

## More Info

**-Rulings and Clarifications-**

* **Event Draftable Destructible Object**: A Destructible Object can be drafted and targeted and cannot be destroyed or removed from play the same way an Event figure is. See HERE for additional C3G Destructible Object rules.
* **Base Clarification:** Green Central Power Battery is a single-spaced figure.
* Green Central Power Battery starts the game with a Glyph of Green Power Battery
* Q: Can you stand on top of this Destructible Object?
* A: Yep! If a figure can get to the top of it (this figure is 9 levels tall), this DO has one space a figure can stand on.

**-Combinations and Synergies-**

**Incoming Synergy:**

* N/A

**Outgoing Synergy:**

* Green Central Power Battery can replace spent green Battery Markers on figures who start the game with green Battery Markers.
* Figures within 8 spaces of Green Central Power Battery gain the Fearless personality, causing them to interact differently with these special powers.

**Immunities, Benefits, and Weaknesses:**

* N/A

**-Strategy, Tactics and Tips-**

* Green Lantern faction strategy guide
Clark Kent

**Character Bio -** Up, up, and away!

## Stats

* Life: 2
* Move: 5
* Range: 1
* Attack: 3
* Defense: 5
* Points: 120

## Abilities

**UP, UP, AND AWAY!**

You may draft one other Unique Hero with an identity of Kal-El that is not a Journalist. That Kal-El does not start the game on the battlefield. If Clark or a figure you control within clear sight of Clark would be destroyed, you may instead ignore any wounds that figure would have received, remove Clark from the battlefield, and place your other Kal-El on any empty space within 3 clear sight spaces of another figure. You may then move any number of Order Markers from cards you control to that Kal-El's card.

**SUBTLE SUPER FEATS**

At the start of each player's turn, you may choose a special power on the Army Card of the Kal-El drafted with Clark's Up, Up, and Away! special power. For this turn, Clark gains that special power. Once per round, at the start of your turn, you may take an immediate turn with Clark.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Clark may choose a Kal-El to turn into for his Up, Up, and Away!.

**-Strategy, Tactics and Tips-**

* Superman Family Faction Strategy Guide
Clayface II

## CLAYFACE

### **Points**

265

Character Bio goes here

## Stats

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

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* Injustice Faction Strategy Guide
Glyph of Sharknado

**Glyph Bio -** Against all logic and laws of nature, as most things in comics, sometimes Sharks can get stuck in Typhoons and make them even more deadly.

## Abilities

**NAME = SHARKNADO**

**SUBTITLE = SHARK DISPLACEMENT**

*If this Glyph starts the game on the Army Card of a figure in your army, you may place any number of Sharks in your Army onto this card*

**WEATHER PERMANENT GLYPH**

Any time a numbered Order Marker is revealed on any Army Card, or when this glyph is first placed onto the battlefield, all players must immediately roll the 20-sided die for any figure that is on or within 1 space of this glyph, even if this glyph is unoccupied. If a player rolls 6 or lower, you may immediately roll one unblockable attack die against that figure, or place a Shark from this card on an unoccupied space adjacent to that figure and roll two unlockable attack dice against that figure.

**-Rulings and Clarifications-**

* N/A

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

* Figures that start the game with a choice of Weather Glyphs:
	+ - Weather Wizard (II)
		- Storm (II)

**Synergy Benefits Offered**

* This Glyph may start the game with any number of Sharks from your army on its card.

**-Strategy, Tactics and Tips-**

* N/A
Bibbo Bibbowski

## Bibbo Bibbowski

### **Points**

50

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 Space

**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 Space Gem grants limitless manipulation of space, allowing for teleportation, dimensional manipulation, creation of wormholes, etc.

## Abilities

**NAME = SPACE GEM**

**SUBTITLE = TELEPORTATION**

**INFINITY EQUIPMENT GLYPH**

Instead of taking a turn with this figure, you may choose up to two figures within 2 clear sight spaces of this figure and place this figure on any unoccupied space on the battlefield. After placing this figure, place the chosen figures adjacent to this figure. Figures moved by this Glyph will not take any leaving engagement attacks.

**-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
Jimmy Woo

## JIMMY WOO

### **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
Livewire Amanda McKee

## LIVEWIRE

### **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
Martian Manhunter (III)

**Character Bio -** Sole survivor of the Martian people, J'onn J'onzz was teleported to Earth decades ago by Dr. Saul Erdel. Since then, he has adopted Earth as his new home, playing many roles over his time with humanity: detective, secret agent, explorer, and even a founding member of the Justice League.

## Stats

* Life: 6
* Move: 6
* Range: 1
* Attack: 5
* Defense: 6
* Points: 340

## Abilities

**DENSITY CONTROL**

Martian Manhunter can move through all figures, Fortress Walls, and obstacles, and is never attacked when leaving an engagement. Martian Manhunter cannot be targeted by opponents' non-adjacent figures for any attacks or for any opponents' special powers that require clear sight. Martian Manhunter may not be moved by any special power on an opponent's Army Card.

**MALLEABLE MAYHEM**

Before attacking, you may:

* remove 2 Wound Markers from this card;
* roll 2 additional attack dice;
* attack normally up to 2 times this turn; or
* choose up to 2 figures within 4 clear sight spaces of Martian Manhunter. Place the chosen figures on any empty spaces within 2 spaces of Martian Manhunter, ignoring any leaving engagement attacks.

Each option may be chosen once per round.

**MARTIAN VISION**

Once per round, instead of an attack, you may choose a figure within 4 clear sight spaces of Martian Manhunter. Roll the 20-sided die. If you roll 5-6, 12-13, or 19-20, the chosen figure receives 2 wounds.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Justice League Faction Strategy
Black Adam

**Character Bio -** Acting as a hero the Mighty Adam came into the service of Egyptian Prince Khufu Kha-Taar. Shortly after the prince's murder Adam lost sight of his purpose and began to use his powers for self gain. Fallen from grace the former hero was fearfully called Khem-Adam, translated as Black Adam.

Shamed by his disciple's corruption the wizard Shazam stripped Teth-Adam of his powers and placed them within a scarab amulet, which was entombed with Pharaoh Rameses II, until it was uncovered by archaeologists C.C. and Marilyn Batson. Theo Adam becomes obsessed with the scarab amulet, and kills both Batsons in order to steal it. Escaping Egypt, Theo Adam soon made his way back to America.

When Theo Adam first encounters Captain Marvel, he notes both Marvel's identical appearance to C.C. Batson and the lightning-bolt insignia on Marvel's chest that had also decorated Khem-Adam's tomb. Adam therefore has a revelation, and realizes that he is a reincarnation of Khem-Adam. Grasping his stolen scarab, Adam speaks Shazam's name and is transformed into the super-powered Black Adam. Black Adam reveals himself to Captain Marvel as the Batsons' killer, and the two battle.

## Stats

* Life: 7
* Move: 8
* Range: 1
* Attack: 7
* Defense: 7
* Points: 380

## Abilities

**STAMINA OF SHU**

If you lose initiative and there is at least one Order Marker on this card, you may remove 1 Wound Marker from this card.

**WISDOM OF ZEHUTI**

After revealing an Order Marker on this card, you may switch 2 other Order Markers on Army Cards you control. Revealed Order Markers or Order Markers on Army Cards of destroyed figures may be switched.

**POWER OF ATON LIGHTNING STRIKE**

After attacking with Black Adam, you may roll the 20-sided die. If you roll 16 or higher the defending figure receives 1 wound. If the defending figure does not have the Super Strength special power it receives 1 additional Wound.

**COURAGE OF MEHEN**

If an opponent chooses Black Adam for any special power and rolls the 20-sided die, and that opponent rolls 18 or lower, the opponent's figure using the power immediately receives 1 wound.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* **Q: Can Black Adam use Courage of Mehen to counter powers that are defensive in nature, such as Batman's Evasive Strike?**
* **A: No. The key words for Courage of Mehen are "If an opponent chooses Black Adam". Courage of Mehen can only be used to alter the 20-sided die from a power that must specifically choose Black Adam as the target.**

**-Combinations and Synergies-**

* As Black Adam, Black Adam may grant bonding to Osiris with his Power of Black Adam special power.

**-Strategy, Tactics and Tips-**

* Injustice Faction Strategy Guide
Brainiac (II)

**Character Bio -** Brainiac is one of Superman's oldest and most powerful foes. A techno-organic being with a twelfth-level intellect and hyper-advanced technology, he travels the multiverse seeking civilizations to shrink and abduct, which he then adds to his collection of captured worlds. He has been responsible for the extinction of countless cultures and the deaths of untold billions

## Stats

* Life: 7
* Move: 6
* Range: 1
* Attack: 6
* Defense: 5
* Points: 455

## Abilities

**MIND MELT SPECIAL ATTACK**

Range 3. Attack 7 + Special.

You may target up to 3 additional figures with this special attack. Roll 1 fewer attack die for each additional targeted figure. If a figure receives 3 or more wounds from this attack, you may remove a marker from its card. Figures with the Mental Shield special power and destructible objects are not affected by this special attack.

**ULTRA-FORCE SHIELD 7**

If a figure targets Brainiac for an attack, the player controlling that figure must roll the 20-sided die. If they roll 7 or lower, the figure’s turn immediately ends and, if that figure is engaged with Brainiac, it receives one wound.

**12TH LEVEL INTELLECT**

After any attack dice, defense dice, or the 20-sided die is rolled for Brainiac or any figure within clear sight of Brainiac, you may immediately remove an "X" Order Marker from this card and add or subtract a skull, shield, blank, or 1 from that roll.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Injustice Faction Strategy Guide
Guardian of the Universe (Ganthet)

**Character Bio -** Ganthet is one of the Guardians of the Universe. While most of the Guardians are very unemotional and distanced, Ganthet has a personality that is more human-like, including displays of empathy and concern for an individual, instead of only thinking of the Green Lantern Corps. Ganthet is good friends with the Earth lanterns, especially Kyle Rayner, who sees him as a father figure.

Ganthet (along with a fellow Guardian, Sayd) was eventually banished from the council for feeling emotion. Together, the two exiled Guardians formed the Blue Lantern Corps, a corps powered by hope. They personally chose Saint Walker as the first to wield the blue light.

## Stats

* Life: 3
* Move: 6
* Range: 4
* Attack: 5
* Defense: 9
* Points: 350

## Abilities

**THE CHOSEN LANTERN**

At the start of the game, choose a Blue Lantern or Green Lantern you control. For the entire game, once per turn, the chosen figure may re-roll one combat die or 20-sided die roll.

**WISDOM OF GANTHET**

If there is at least one Order Marker on this card, you may add or subtract 3 from your initiative roll. Order Markers cannot be removed from this card.

**HOPE BURNS BRIGHT**

Once per game, if a Blue Lantern or Green Lantern you control within 6 clear sight spaces of this Guardian of the Universe is attacked and would receive enough wounds to be destroyed, you may move this Guardian of the Universe adjacent to that figure. If you do, ignore those wounds and you may place one previously removed blue or green Battery Marker back on that figure's card. When this Guardian of the Universe moves with this special power, he will take any leaving engagement attacks.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* Guardian of the Universe is an Event Hero and follows Event Hero rules.
* Q: How does Hope Burns Bright work exactly?
* A: You move Ganthet up to his normal move value (taking all leaving engagement attacks that apply). If Ganthet survives and ends that move adjacent to the Lantern that would be destroyed, you can then ignore those wounds and recharge a Battery Marker. If Ganthet can't end his move adjacent to the Lantern due to a power like Stuck or due to himself dying to leaving engagement attacks, the saving/recharge portion of the power does not activate.

**-Combinations and Synergies-**

* Guardian of the Universe can choose a Blue Lantern or Green Lantern for his The Chosen Lantern special power and allow that figure to reroll a die once per turn.
* Guardian of the Universe can save a Blue Lantern or Green Lantern from destruction and recharge one of their battery markers with his Hope Burns Bright special power.

**-Strategy, Tactics and Tips-**

* Green Lantern (And Blue Lantern) faction strategy guide
Guardian of the Universe (Herupa)

**Character Bio -** The Guardians of the Universe evolved on the planet Maltus, and were possibly the first intelligent life forms in the universe. The Guardians of the Universe gave up on emotions and even their names in favor of intellect. In a pivotal moment billions of years ago, a Maltusian named Krona used time-bending technology to observe the beginning of the universe. That experiment caused the creation of the multiverse and the anti-matter universe, and flooded the universe with entropy. Feeling responsible for Krona's actions, the Maltusians relocated to the planet Oa at the center of the Universe and became known as the Guardians of the Universe. Their goal was simple: combat evil and create an orderly universe.

The Guardians created the Manhunters, a force of emotionless robotic soldiers designed to keep the peace. However, a programming error led to the Manhunters wiping out all life in Sector 666, and so the Guardians disbanded them and sought a new army.

Chastened by the failure of The Manhunters, the Guardians decided that their newest force of soldiers for good would consist of living beings, ones who had free will and strong moral character. They were equipped with green power rings, weapons that could create anything, limited only by the wielder's imagination and willpower. And so the Green Lantern Corps was born.

## Stats

* Life: 3
* Move: 6
* Range: 4
* Attack: 5
* Defense: 9
* Points: 250

## Abilities

**WISDOM OF THE COUNCIL**

Order Markers cannot be removed from this card. If there is at least one Order Marker on this card and all your Order Markers are on Oan Army Cards, you may add or subtract 3 from your initiative roll.

**HEED THE GUARDIANS**

You may not place Order Markers on Green Lantern Unique Hero cards at the start of the round. Before revealing an Order Marker on this card, you may move that Order Marker to any other Green Lantern or Oan card you control and reveal it there instead. After moving an Order Marker in this way, before taking any turns, you may reveal an "X" Order Marker on this card to first take a turn with this Guardian of the Universe.

**EMOTIONLESS APATHY**

This Guardian of the Universe may not attack an opponent's figure unless that opponent has attacked or wounded a Guardian of the Universe you control, destroyed one of your figures, or your only remaining figures are Guardians of the Universe.

**FLYING**

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* Guardian of the Universe is an Event Hero and follows Event Hero rules.

**-Combinations and Synergies-**

* Guardian of the Universe may move Order Markers to the cards of Green Lanterns and Oans you control.
* Guardian of the Universe may add to your initiative roll if all your Order Markers are on the cards of Oans.

**-Strategy, Tactics and Tips-**

* Green Lantern faction strategy guide
Tattooed Man

**Character Bio -** When serving with the U.S. Marines, Mark Richards went missing when his helicopter exploded, and he was presumed dead for several years. He then appeared in Gotham City, operating as a hit man with the aid of seemingly living tattoos.

Mark Richards joined forces with Deathstroke's Titans in order to avenge the death of his son at the hands of Slipknot. He was instrumental in the death of The Atom, Ryan Choi, an act that haunts him. Eventually, Slipknot was captured by Deathstroke, who allowed Mark and Slipknot to fight each other to the death, with Richards winning after he beheaded Slipknot. Thereafter, Mark quit working for Deathstroke and returned to Liberty Hill.

For his deeds during the Final Crisis, he was granted honorary membership in the JLA.

## Stats

* Life: 5
* Move: 5
* Range: 1
* Attack: 4
* Defense: 4
* Points: 125

## Abilities

**LIVING TATTOOS**

At the start the game place 3 purple Tattoo Markers of the appropriate type on this card.

* Barbed Wire: After moving Tattooed Man, you may remove the appropriate Tattoo Marker from this card. Choose a non-adjacent small or medium figure within 4 clear sight spaces of Tattooed Man. Place the chosen figure adjacent to Tattooed Man. For the remainder of this player turn, subtract 1 from that figure's Defense number.
* Dragon: Before attacking with Tattooed Man, you may remove the appropriate Tattoo Marker from this card. Add 4 to his Range number and 1 to his Attack number for the remainder of this turn.
* Snake: Once per round, before a figure within 4 clear sight spaces of Tattooed Man begins its movement, you may remove the appropriate Tattoo Marker from this card to prevent that figure from moving this turn.After taking a turn with Tattooed Man, if he did not move, you may replace a previously removed Tattoo Marker on this card.

**INKED UP**

Before rolling defense dice for Tattooed Man, you may remove a Tattoo Marker from this card to add 1 automatic shield to the roll.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

text here
Killer Frost (Caitlin Snow)

### **Points**

**Character Bio –** A devoted scientist working for S.T.A.R. Labs, Caitlin Snow started out in the superhero business as a supporting member of Team Flash, but as she got in touch with a long buried alternate identity (one who had Metahuman powers!) she struggled to repress Killer Frost's violent actions. Eventually the two reached an accord and Caitlin became more than just the team's biologist and physician. She became a full fledged ice blasting hero!

## Stats

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

## Abilities

**CRYOKINETIC HEALING**

At the start of each round, if Killer Frost is not engaged, you may remove up to two Wound Markers from this card and then flip it.

**ICE SHARDS SPECIAL ATTACK**

Range 4. Attack 1.

When Killer Frost attacks with this special attack, she may attack 2 additional times. Each skull rolled counts for one additional hit against figures with the Ice Resistance special power or for two additional hits against other figures.

**ICE RESISTANCE**

Slippery Ice and Heavy Snow only count as 1 space when moving. Add 1 die to Killer Frost’s defense while on an ice or snow space

## More Info

**-Rulings and Clarifications-**

* Caitlin Snow/Killer Frost is a design with a flip card, so her card is intended to be printed double-sided. When playing with a flip card, you only need to pay the one listed drafting cost to get both sides of the card. At the start of the game, follow any rules listed on the card when it comes to placing a side face-up. Once the game starts, only the side of the card that is face-up counts as "existing" within the game at that time. When you flip a card, place any markers, glyphs, and other items back on that card after flipping.

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Team Flash Faction Strategy
Sci-Fi

## Sci-Fi

### **Points**

100

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
Orange Construct (Stolen Identity)

**Character Bio -** The most notable and unique aspect of an Orange Lantern's abilities is his power to steal the identities of those he kills. After these individuals have died, an Orange Construct resembling them rises from their body, adding a new member to the Orange Lanterns. The Orange Constructs are able to steal the identities of others in the same way.

## Stats

* Life: 3
* Move: 5
* Range: 1
* Attack: 4
* Defense: 4
* Points: 100

## Abilities

**ORANGE CONSTRUCT CREATION**

This Orange Construct does not start the game on the battlefield. Whenever an Orange Lantern or an Orange Construct you control destroys a small or medium Unique Hero, if this Orange Construct has not been placed on the battlefield, you may replace the destroyed figure with this Orange Construct and place the destroyed figure on this card. At any time, if you do not control any Orange Lanterns, destroy this Orange Construct.

**ASSUMED IDENTITY**

This Orange Construct can use any special powers on the Army Card of the figure that this Orange Construct replaced. If the special power refers to the chosen figure or the chosen figure's card, it refers to this figure or this card instead.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* If a special power's text references "the start of the game," then even if the Orange Construct uses Assumed Identity to use that power, he cannot use those "start of the game" effects. Example: Green Power Battery.

**-Combinations and Synergies-**

**Incoming Synergy:**

* N/A

**-Strategy, Tactics and Tips-**

* Orange Lanterns Strategy Guide
Klaw

## KLAW

### **Points**

240

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
Nightwing (Chris Kent)

**Character Bio -** Christopher Kent (née Lor-Zod) is the son of General Zod and Ursa. Appearing on Earth as a child, he was adopted by Clark Kent and Lois Lane. He experienced rapid growth that was eventually able to be halted, and at one point reversed. He has a strong connection with Thara Ak-Var, who he partners with under Flamebird and Nightwing monikers. Due to his birth in the Phantom Zone, he has developed some abilities unlike that of most Kryptonians. Eventually this is revealed as being due to his status as an Avatar of the Kryptonian Entity Nightwing

## Stats

* Life: 6
* Move: 7
* Range: 1
* Attack: 5
* Defense: 5
* Points: 250

## Abilities

**NIGHTWING'S AVATAR**

After revealing an Order Marker on this card and instead of either moving or attacking with Nightwing, you may either move or attack with a figure with the Flamebird's Avatar special power. When Nightwing would be affected by a glyph or special power, you may ignore his species of Kryptonian.

**SHADOW TELEKINETICS 15**

Once per turn, after moving or before attacking with Nightwing, you may choose a figure within 4 clear sight spaces of Nightwing and roll the 20-sided die, adding 1 to the roll for each shadow tile within 2 spaces of Nightwing to a maximum of +4. If you roll a 15 or higher, inflict one wound on that figure. If you roll a 20 or higher, you may also remove one unrevealed Order Marker from that figure's 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 extra shields.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Nightwing can trade out his movement or attack for movement or attack with a figure with the Flamebird's Avatar special power.

**-Strategy, Tactics and Tips-**

* Superman Family Faction Strategy Guide
Batman (Bat-Family)

## BATMAN

### **Points**

270

Character Bio goes here

## Stats

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

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Blue Lantern (Warth)

**Character Bio -** Warth is from Sector 2. He is the second person to be initiated into the Blue Lantern Corps. Warth was brought to Odym, home planet of the Blue Lantern Corps, by its first member, Saint Bro'Dee Walker of Sector 0001. Warth would go on to select Brother Hymn to be the Blue Lantern of his own sector of space and bring hope to its inhabitants. He chose to join the Blue Lanterns and was sent with Saint Walker and Hal Jordan to rescue Sinestro from execution by the Red Lanterns. As they passed a planet on the way, its sun prepared to go supernova. Jordan attempted to call for backup but was unable because of the interference of Warth and Saint's rings. It proved unnecessary as Warth and Saint joined together to use their powers on the sun, reversing its age until it was once more a young vital blue star. Warth listened as Saint Walker explained to Jordan Ganthet's ultimate purpose for him, to lead the Blue Lantern Corps.

## Stats

* Life: 5
* Move: 4
* Range: 4
* Attack: 4
* Defense: 5
* Points: 260

## Abilities

**BLUE POWER BATTERY 2**

Start the game with 2 blue Battery Markers on this card. Add 1 to Blue Lantern's Move and Defense numbers for each blue Battery Marker on this card. If one or more Green Lantern figures are within 4 spaces of Blue Lantern, you may also add the same number to Blue Lantern's Range and Attack numbers.

**CALMING ENERGY**

Instead of attacking with Blue Lantern, you may remove a blue Battery Marker from this card and choose Blue Lantern and up to 2 other figures within 2 spaces of Blue Lantern. For each chosen figure, you may:

* remove 1 Wound Marker from its Army Card; or
* remove 1 orange, red, or yellow Battery Marker from its Army Card; or
* replace 1 previously removed green Battery Marker from its Army Card back onto its card, if possible.

**LIGHT THE WAY**

If there is at least one Order Marker on this card, Blue Lantern and all friendly figures within 4 clear sight spaces of Blue Lantern never take any leaving engagement attacks.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Blue Lantern can replace previously removed green Battery Markers with his Calming Energy special power. Figures who start the game with green Battery Markers.

**-Strategy, Tactics and Tips-**

* Green Lantern (And Blue Lantern) faction strategy guide
Orion Arm Ravager

## ORION ARM RAVAGERS

### **Points**

105

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad: 3

## 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
Invisible Man

## INVISIBLE MAN

### **Points**

95

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