recursal/Fanatic-Fandom huggingface dataset:
Scarlet Spiders

**Character Bio -** The Scarlet Spiders were created when the promising young hero known as MVP was tragically killed during a training exercise run by the Initiative, the government organization created to train young heroes after the passing of the Superhuman Registration Act. In an attempt to save face, the Initiative created a clone of MVP to take his place and keep the death a secret. They created three extra clones besides; these other three clones were equipped with versions of Tony Stark's Iron Spider armor and acted as elite black ops agents for the Initiative, going by the codename Scarlet Spiders.

Like their predecessor, two of the three Scarlet Spiders were killed in action. The last surviving Scarlet Spider left the Initiative and his current whereabouts are unknown.

## Stats

* Life: 1
* Move: 6
* Range: 4
* Attack: 3
* Defense: 4
* Points: 150
* Figures Per Squad: 3

## Abilities

**SWING LINE 4**

Instead of his normal move, a Scarlet Spider may move up to 4 spaces with Swing Line. When moving with Swing Line, Scarlet Spider 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.

**IRON SPIDERS**

When a Scarlet Spider defends against a non-adjacent attack, one shield will block all damage. When a Scarlet Spider defends against an adjacent attack, add one automatic shield to whatever is rolled. Whenever a Scarlet Spider defends against an attack and receives no damage, that Scarlet Spider may immediately use his Swing Line special power.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* See Spider-Verse Faction Strategy Guide
Tornado Twin (Don Allen)

**Character Bio -** Twins Dawn and Don Allen were born in the 30th century to Barry Allen and Iris West. Both children inherited their father's superspeed. Although the 30th century was full of fear and hatred towards metahumans, the twins used their superspeed to help save lives as superheroes. To hide their identities, they spun in circles at incredible speed, giving them the appearance of tornadoes. Together they are known as the Tornado Twins!

## Stats

* Life: 3
* Move: 9
* Range: 1
* Attack: 4
* Defense: 3
* Points: 135

## Abilities

**THE TORNADO TWINS**

After revealing an Order Marker on this card and taking a turn with Tornado Twin, you may take a turn with a Dawn Allen figure you control. Tornado Twin rolls one additional attack die on his turn when attacking a figure Dawn Allen attacked this player turn.

**SUPERSPEED**

Tornado Twin 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 Tornado Twin, if he did not use his Whirlwind Assault special power this turn, he may move up to an additional 4 spaces.

**WHIRLWIND ASSAULT**

Tornado Twin may attack any or all figures adjacent to him. Roll each attack separately.

**SPEED DODGE 3**

When Tornado Twin defends against an attack, and you roll at least one blank, Tornado Twin takes no damage and may immediately move up to 3 spaces.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Tornado Twin may bond with and boost Dawn Allen with his The Tornado Twins special power.

**Immunities, Benefits, and Weaknesses:**

* N/A

**-Strategy, Tactics and Tips-**

* Flash Family Faction Strategy
Speedy (Roy Harper)

**Character Bio -** “Roy Harper was raised by Brave Bow, a Navajo medicine chief after his father, a forest ranger, died in a forest fire. Under Brave Bow's tutelage, Roy became a remarkable archer, and, after Brave Bow's death, Roy was adopted by Oliver Queen, the Green Arrow, and became the Green Arrow's sidekick, ‘**Speedy**.’ Speedy joined Robin, Kid Flash, Aqualad, and Wonder Girl in the newly formed Teen Titans, a group originally formed from the various "teen sidekicks" active in DC comics at that time.” “Speedy was initially a successful member and began dating Wonder Girl (Donna Troy). Some time later, however, Roy's fortunes took a turn for the worse. The Titans disbanded, Roy and Donna broke up, and then Green Arrow both lost his fortune and began neglecting Roy. While the Green Arrow was away on a cross-country adventure with Green Lantern and Black Canary, Roy became addicted to heroin; the award-winning story played out in *Green Lantern* vol. 2, #85-86 in September and November 1971. Once Roy's secret was discovered, Green Arrow angrily punched him and then threw Roy out on the street. Green Lantern later found him and left him in the care of Black Canary, who stayed by his side while he went through withdrawal. Soon after, he had a confrontation with Green Arrow that caused the two of them to stop working together”

## Stats

* Life: 3
* Move: 5
* Range: 8
* Attack: 3
* Defense: 4
* Points: 90

## Abilities

**SPEED SHOT**

After revealing an Order Marker on the Army Card of another Unique Hero that is an Archer or Sidekick you control in clear sight of Speedy and moving that Unique Hero, before attacking with that Unique Hero, if Speedy is not engaged, he may immediately attack an opponent's figure with his normal attack.

**BOXING GLOVE ARROW SPECIAL ATTACK**

Range 6. Attack 3.

If Speedy inflicts one or more wounds on a Unique Hero with this special attack, you may remove one unrevealed Order Marker at random from that Unique Hero's Army Card. Speedy may not attack adjacent figures with this special attack.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Speedy may attack before a Unique Archer or Sidekick Hero control due to his Speed Shot special power. Current Archers and Sidekicks.

**-Strategy, Tactics and Tips-**

* Titans faction guide
Raven

**Character Bio -** “Raven is the half-breed daughter of a human mother named Arella and the interdimensional demon Trigon. She grew up in an alternate dimension called Azarath, with pacifistic inhabitants whose spiritual leader was the mystic Azar. She was taught to "control her emotions" by Azar, in order to suppress her inherited demonic powers. Essentially, it was feared that if Raven was allowed to feel any emotion that was too strong, she could become a demon like her father.

"During this time, Raven rarely saw her mother and grew detached from her. Upon Azar's death, Arella began the task of raising and teaching Raven. Around this same time, Raven's demonic heritage was revealed, as she met her father face to face for the first time. Soon after her 16th birthday, Raven learned that Trigon planned to come to her dimension; she vowed to stop him.

"Raven initially approached the Justice League, but they refused her on the advice of Zatanna, who sensed her demonic parentage. In desperation, she reformed the Titans as the New Teen Titans to fight her father. The team consisted of Robin, Wonder Girl, Kid Flash, Starfire, Cyborg, and Beast Boy. Raven and her new friends later came to think of one another as family." (Wikipedia 2012).

## Stats

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

## Abilities

**TEAM EMPATH**

Before taking a turn with Raven, you may choose a Titan or Sidekick you control in clear sight of Raven. If the chosen figure is adjacent to Raven, move any number of Wound Markers from the chosen figure's card onto this card. If the chosen figure is not adjacent to Raven, add 1 to Raven's Move number this turn for each enemy figure engaged with the chosen figure.

**SOUL SELF**

Once per round, instead of attacking normally with Raven, you may choose a figure within 10 spaces of Raven that is not an Android or destructible object and move 1 Wound Marker from this card onto the chosen figure's card. After using Soul Self, remove all unrevealed Order Markers from this card.

**MAGICAL DEFENSE**

When Raven is attacked by an opponent's figure that does not have the Magical Defense special power, the most wounds Raven can take for this attack is one.

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Raven may use her Team Empath special power to heal an adjacent Titan or Sidekick, or boost her movement when a Titan or Sidekick is engaged to enemy figures.

**-Strategy, Tactics and Tips-**

* See Titans Faction Strategy Guide
Wiccan

## WICCAN

### **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
Superboy (Kon-El) (II)

**Character Bio -** After Superman died to stop the monster Doomsday, four new players showed up in Metropolis, claiming to be the returned Superman. One of these imposters was Superboy, known at times as "The Metropolis Kid." This clone created from the DNA of Superman and Lex Luthor. He spent some time as an independent hero, and even spent some time working alongside Cadmus Labs as a field agent. Then one day, Superman invited the Kid to join the family, and Kon-El finally had a family to call his own.

## Stats

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

## Abilities

**KRYPTONIAN DNA**

Superboy has the species of Kryptonian in addition to the species listed on this card. When Superboy rolls 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.

**SOMETHING TO PROVE**

Once per player turn, when a friendly Champion or Kryptonian attacks an enemy figure within 6 clear sight spaces of Superboy with a normal attack and two or fewer skulls are rolled, immediately move Superboy adjacent to the defending figure, if possible. After moving adjacent, immediately roll 2 combat dice to add to the attack roll. If the defending figure does not receive any wounds, move one unrevealed Order Marker from an Army Card you control to this card, if possible.

**TACTILE TELEKINETIC TOUCH**

Before moving on Superboy's turn, you may choose an opponent's figure adjacent to Superboy and move that figure 1 space. Figures moved with Tactile Telekinetic Touch never take leaving engagement attacks.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Superboy can potentially help attacks from Kryptonians and Champions..

**-Strategy, Tactics and Tips-**

* N/A
Remote Control Car

## Remote Control Car

### **Points**

5

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
Mirror Master (Evan McCulloch)

**Character Bio -** Orphaned as a baby he had nothing but his first name and a photograph of his parents. Around age 8, Evan is sexually assaulted by an older boy, who Evan in self defense kills and drowns in a creek. Never caught, Evan leaves the orphanage at 16 with his parents' photograph.

He settles in Glasgow, taking up a life that leads to crime and eventually takes up employment as an assassin. He becomes one of the most renowned mercenaries in the United Kingdom.

One day, he has two hits scheduled, and due to an eye injury is barely able to make out his second target. After firing his shot, he recognizes the target as his father. At the funeral, Evan sees his mother.

Over the next few days, he tries to work up the courage to see her, but visits her too late, discovering that she has committed suicide. Stricken with grief at the loss of both parents, Evan decides to turn himself in but is instead picked up by a consortium of U.S. government and big business interests who offer him the costume and weapons of the original Mirror Master in exchange for his services.

Eventually tiring of government service he banished his handlers to another dimension. Using his new skills and array of weapons he continued the tradition of menacing the Flash as the criminal Mirror Master.

## Stats

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

## Abilities

**THROUGH THE LOOKING GLASS**

After moving and before attacking, you may choose Mirror Master or any figure adjacent to Mirror Master. Roll the 20-sided die. Place the chosen figure on an empty space exactly X spaces away from its original placement, if possible, where X equals the number rolled on the 20-sided die. Figures moved by this special power will not take any leaving engagement attacks.

**MIRROR MIRAGE**

When Mirror Master is attacked and at least one skull is rolled, you may immediately place 2 Mirror Markers face down on any empty spaces within 3 spaces of Mirror Master. The opponent that controls the attacking figure must choose one Mirror Marker. If the chosen Mirror Marker has Mirror Master's face on it, roll defense dice normally. If the chosen Mirror Marker does not have Mirror Master's face on it, place Mirror Master on the space occupied by the chosen Mirror Marker and Mirror Master ignores the attack. Mirror Master will not take any leaving engagement attacks when moved by this special power. After using this special power, remove all Mirror Markers from the battlefield.

## More Info

**-Rulings and Clarifications-**

* **Q:** If I roll X for Through The Looking Glass, but there is no empty space exactly X spaces away that I can place the figure on, do I not get to place the figure at all?
* **A:** No, you do not.

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Rogues faction strategy
Perry White

**Character Bio -** *Relax, Lois. Relax. You were beaten to it, that's all. Happens to the best reporters. Used to happen to me all the time. And you might as well take a good look at the fella who got the Superman story ahead of you. He's joined the Planet staff, as of today. Lois Lane, meet Clark Kent!*

-Perry White, Editor of the Daily Planet

## Stats

* Life: 2
* Move: 4
* Range: 1
* Attack: 1
* Defense: 2
* Points: 30

## Abilities

**FRONT PAGE HEROISM**

Once per game before rolling for initiative, if you control at least one Kryptonian Champion, you may choose to add 5 to your initiative roll for each Journalist you control. If you do, you may then choose an opponent's figure engaged with a Journalist you control. You may immediately remove a random Order Marker from that figure's card.

**"GREAT CAESAR'S GHOST!"**

At the end of any player's turn, if a figure you control received one or more wounds, you may move a Journalist Hero you control that did not receive those wounds up to 4 spaces. A figure moved this way will not take any leaving engagement attacks.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Perry allows for initiative bonuses and Order Marker removal if you control a Kryptonian Champion.
* Perry can offer movement to Journalists.

**-Strategy, Tactics and Tips-**

* Superman Family Faction Strategy Guide

### Important Links

Kryptonian Champions

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

## TERMINATOR

### **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
Zatara

## ZATARA

### **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
Beast (Avengers)

## BEAST

### **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-**

* See Avengers Faction Strategy Guide
Yellow Lantern (Arkillo)

**Character Bio -** One of the most brutal savages in Space Sector 674, the cannibalistic Arkillo of Vorn / Coristeel used his massive strength to dominate the species of the planet and to feed. He was selected to join the Sinestro Corps for his ability to instill great fear.Given a yellow power ring and brought to the anti-matter universe of Qward, Arkillo became the drill sergeant and enforcer in the Sinestro Corps. It was not unheard of for Arkillo to slay a fellow member of the Corps should their performance not match his expectations. Arkillo was also in charge of overseeing the ore mining and construction of the yellow power rings, individual power batteries, and Central Power Battery for the Sinestro Corps. The actual labor was performed by the enslaved Qwardian population. Arkillo was known to randomly kill Qwardians, to motivate the rest to work harder and faster.

## Stats

* Life: 5
* Move: 5
* Range: 1
* Attack: 6
* Defense: 4
* Points: 310

## Abilities

**YELLOW POWER BATTERY 2**

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

**INSURGENT MOTIVATION**

Before moving, you may destroy any Insurgent figure you control adjacent to this Yellow Lantern. All other Insurgents you control add 2 extra attack dice to their normal attack until this Yellow Lantern is destroyed. Insurgent Motivation may only be used once per game.

**EVISCERATE**

After moving and before attacking, you may remove one yellow Battery Marker from this card and choose a figure adjacent to this Yellow Lantern. Roll the 20-sided die:

* If you roll 1-7, that figure takes one wound.
* If you roll 8-16, that figure takes two wounds.
* If you roll 17-19, that figure takes three wounds.
* If you roll 20 or higher, destroy that figure.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* All Insurgents you control may add 2 to their Attack Number if Yellow Lantern destroys a figure with his Insurgent Motivation special power.

**-Strategy, Tactics and Tips-**

* CharosInCharge's Yellow Lantern Strategy
* New Guardians faction guide
* Yellow Lantern Faction guide
The Weird

## The Weird

### **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
Reverse-Flash (Eobard Thawne)

**Character Bio -** The Legion of Zoom was a supervillain team formed by the Reverse-Flash, Eobard Thawne, to ruin Barry Allen's life and consists of Flash villains from different points in time.

## Stats

* Life: 4
* Move: 12
* Range: 1
* Attack: 4
* Defense: 7
* Points: 295

## Abilities

**LEGION OF ZOOM**

At the start of the game, choose an opponent’s Unique Hero and place 1 black Injustice Marker on this card for each Unique Hero you control with the Superspeed special power or the class of Antagonist or Rogue, to a maximum of 4. Immediately after the chosen Hero takes a turn, you may remove an Injustice Marker from this card to move any Unique Hero you control other than Reverse-Flash. If it ends this move adjacent to an opponent’s figure, roll one unblockable attack die against that opponent's figure.

**SUPERSPEED**

Reverse-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 Reverse-Flash, if he did not use his Phase Attack special power this turn, he may move up to an additional 4 spaces.

**PHASE ATTACK**

Reverse-Flash may attack with his normal attack up to 2 times at any point before, during, or after his normal move as long as he is on a space where he could end his movement. When Reverse-Flash attacks with a normal attack, if he moved through the defending figure this turn, after defense dice are rolled, you may subtract 1 shield from the roll.

## More Info

**-Rulings and Clarifications-**

* Q - If the defending figure rolls only one shield and it is removed by Phase Attack, do powers such as Luke Cage's Impenetrable Skin, Robin's Acrobatic Maneuver, or General Zod's Kryptonian Defense still activate?
* A - No. Subtracted shields do not count as having been rolled for defensive powers.

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* While the unblockable attack dice from *Legion of Zoom* are nice, don't be afraid to spend a marker just to move an ally up. And sometimes just repositioning is worth it.
* Flash Family Faction Strategy
* Rogue Faction Strategy
* Injustice Faction Strategy Guide
Red Tornado (II)

**Character Bio -** An android created by the supervillian T.O. Morrow to infiltrate the Justice Society of America. The android has since become a noble superhero and member of the Justice League.

## Stats

* Life: 6
* Move: 7
* Range: 3
* Attack: 5
* Defense: 5
* Points: 320

## Abilities

**CYCLONE CONSTRUCTION**

Start the game with 3 Glyphs of Tornado on this card. Before attacking, you may place a Glyph of Tornado from this card power-side up onto any space within 3 spaces of Red Tornado that is not occupied by a glyph. At the end of the round, you may place any of those Glyphs of Tornado back onto this card. Red Tornado and friendly figures within 3 spaces of Red Tornado ignore the effects of Glyphs of Tornado.

**WHIRLWIND ASSAULT**

Red Tornado may attack any or all figures adjacent to him. Roll each attack separately.

**F5 FURY**

At the end of the round, if there is a revealed Order Marker on this card, you may roll the 20-sided die. Players must then roll the 20-sided die for each figure they control within 3 spaces of Red Tornado. If they do not roll higher than your roll, you may place that figure on an empty space up to 3 spaces from its current placement and, if it is an enemy figure, it receives a wound. Red Tornado, and any figures placed by F5 Fury, never take any leaving engagement attacks.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* Start the game with 3 x Glyph of Tornado on this card.

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Justice League Faction Strategy
Silk

**Character Bio -** Bitten by the same spider that gave Peter Parker his powers, Cindy was found by Ezekiel Sims and convinced to hide herself away in a bunker before her existence could cause a mysterious catastrophe. After ten years, Spider-Man discovered her and set her free. Morlun and the Inheritors, sensing her presence and believing Cindy to be host to a powerful entity known as The Bride, began a multiversal hunt of all Spider-Totems. After teaming up with Spider-People from across the Multiverse to defeat Morlun, and having a brief fling with Spider-Man, Cindy set out on her own to adapt to the world she'd been away from for so long. And fight crime, of course.

## Stats

* Life: 5
* Move: 6
* Range: 4
* Attack: 4
* Defense: 3
* Points: 220

## Abilities

**SILK WEB CONSTRUCTS**

Start the game with three Web Shield Destructible Objects on this card. Instead of moving Silk normally, you may choose to either:

* roll 1 additional die when Silk attacks an adjacent figure this turn; or
* place a Web Shield from this card on a space occupied by Silk or a figure you control within 4 clear sight spaces of Silk, and place that figure on the Web Shield.

**SILK SENSE 8**

If Silk is attacked and at least 1 skull is rolled, roll the 20-sided die. Subtract 1 from your roll for each figure Silk is engaged with. If you roll 8 or higher, Silk takes no damage and may immediately use her Web Swing special power.

**WEB SWING 2**

Instead of her normal move, Silk may move up to 2 spaces with Web Swing. When moving with Web Swing, Silk 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. After using Web Swing 2, you may use it two additional times.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Silk can place Web Shield Destructible Objects with her Silk Web Constructs special power, which provide additional defensive benefit to figures with a Spider-Verse, Swing Line or Web Swing special power.

**-Strategy, Tactics and Tips-**

* See Spider-Verse Faction Strategy Guide
Spider-Ham

**Character Bio -** A spider that gets bitten by a radioactive pig. What more do you need to know.

## Stats

* Life: 4
* Move: 5
* Range: 4
* Attack: 3
* Defense: 4
* Points: 150

## Abilities

**SURPRISE MALLET SPECIAL ATTACK**

Range 1. Attack 3.

If Spider-Ham attacks a figure he was not adjacent to at the start of his turn, the defending figure rolls 2 fewer defense dice. Spider-Ham may only use this special attack once per round.

**SPIDER-NONSENSE 12**

If Spider-Ham would be destroyed, roll the 20-sided die, adding 1 to the roll for each enemy figure within 3 spaces of Spider-Ham. If you roll 12 or higher, Spider-Ham is not destroyed and you may remove Wound Markers from this card until there are only two Wound Markers on this card.

**SWING LINE 4**

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

* N/A

**-Strategy, Tactics and Tips-**

* See Spider-Verse Faction Strategy Guide
Weather Wizard (I)

**Character Bio -** Escaping the guards on his way to prison, Mark Mardon jumped from a moving train and fled to the home of his brother Clyde. A meteorologist, Clyde had just discovered a way to control the weather, moments before dying of a heart attack.

Mark stole his dead brother's notes and used his own inventive ingenuity to build a wand that could generate weather, dubbing himself the Weather Wizard.

## Stats

* Life: 4
* Move: 5
* Range: 1
* Attack: 2
* Defense: 3
* Points: 100

## Abilities

**LIGHTNING RE-STRIKE SPECIAL ATTACK**

Range 5 + Special. Attack 4 + Special.

After attacking with this special attack, you may attack the same figure one additional time. Add 1 die to the additional attack for each space the defending figure moved this turn. The defending figure does not have to be within range or clear line of sight of Weather Wizard for the additional attack.

**FOG COVER 13**

When Weather Wizard or any figure you control within 4 clear sight spaces of Weather Wizard is targeted for an attack from a non-adjacent figure, you may roll the 20-sided die. If you roll 13 or higher, Weather Wizard and all figures you control within 4 clear sight spaces of Weather Wizard no longer have any visible hit zones for the rest of the targeting figure's turn.

**BLINDING RAIN**

Weather Wizard and all friendly figures within 5 clear sight spaces of Weather Wizard never take any leaving engagement attacks.

**FLYING**

## More Info

**-Rulings and Clarifications-**

* **Q -** When I add extra dice Weather Wizard's second attempt on his special attack, can I add dice to that attack for "placement" powers like Teleport Evade, Radar Sense, or Mirror Mirage?
* **A -** Yes, because the official FAQ is that "Placement" = "Movement". So, be sure to add +1 to Weather Wizard's second attempt at his special attack for each space the defending figure was moved/placed. Remember, if the figure is "placed", you need to count the number of spaces it was "placed" on this turn, not the number of spaces between it previous location and its current location.

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Rogues faction strategy
Rodan

## Rodan

### **Points**

700

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 (Hobie Brown)

**Character Bio -** Hobie Brown became a Spider Totem after being bitten by a spider mutated by illegal waste dumping. Using his powers and his pull as the lead singer of the punk rock bank Spider-Slayers, he teams up with Captain Anarchy and creates an army to fight President Norman Osborn’s oppressive regime. With Osborn and his military police backed by the V.E.N.O.M. projects which gives them all symbiotic super suits, the Anarchic Spider-Man fights them using the weapon he knows best: Music!

While he continues to fight the Man throughout his life, the Superior Spider-Man recruits him into his Spider-Army when all Spider Totems are threatened throughout the multiverse.

## Stats

* Life: 4
* Move: 6
* Range: 1
* Attack: 4
* Defense: 5
* Points: 160

## Abilities

**SPIDER-PUNK RIOT 9**

Once per round, instead of attacking with Spider-Man, you may choose a figure adjacent to each figure you control that has the Rebellious personality or that has a Spider-Verse, Swing Line, or Web Swing special power. One at a time for each chosen figure, roll the 20-sided die, adding 2 to the roll if the chosen figure is a Symbiote. If you roll 9 or higher, the chosen figure receives one wound. You may not choose the same figure more than once per turn.

**FENDER BENDER**

Instead of attacking with Spider-Man, you may roll either 1 or 3 unblockable attack dice against an adjacent figure. If you roll 3 dice, Spider-Man's Fender Bender and Spider-Punk Riot special powers are negated for the rest of the game.

**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-**

* Figures with the Rebellious Personality or that have a Spider-Verse, Swing Line or Web Swing special power allow Spider-Man to choose additional figures with his Spider-Punk Riot special power

**-Strategy, Tactics and Tips-**

* See Spider-Verse Faction Strategy Guide
Spider-Man (Hasbro)

## SPIDER-MAN

### **Points**

160

Character Bio goes here

## Stats

* Life: 5
* Move: 6
* Range: 1
* Attack: 4
* Defense: 4
* Points: 160

## 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 Spider-Verse Faction Strategy Guide
Robin (Tim Drake) (YJ)

**Character Bio -** After deducing Batman’s identity with his natural detective skills, Tim Drake proves himself an invaluable asset to the Dark Knight, and eventually becomes the third Robin. He also finds himself to be a natural leader, and along with his friends Superboy and Impulse, founded Young Justice. Tim unofficially leads the team through many adventures. The Bat-family’s secrets eventually take a toll on the team, and they start to mistrust Tim after finding out about Batman’s secret files on the Justice League. While Tim eventually falls back into their good graces, Secret never fully recovers and harbors a resentment towards him. In the interest of fairness in light of the trust issues, Young Justice holds a formal election, with Wonder Girl winning and becoming the new leader. Tim wholeheartedly backs her, and she relies on his wisdom and friendship to lead the team successfully.

## Stats

* Life: 4
* Move: 6
* Range: 4
* Attack: 3
* Defense: 4
* Points: 150

## Abilities

**TEEN LEADER**

At the start of the round, you may reveal an "X" Order Marker on this card. After revealing an Order Marker on any other Titan or Sidekick you control in clear sight of Robin, before taking a turn with that figure, if there is a revealed "X" Order Marker on this card, you may take a turn with Robin. You may not take any additional turns with other figures you control.

**TACTICAL DEDUCTION**

Once per round, after an enemy figure within 4 clear sight spaces of Robin rolls attack dice, you may subtract one skull from whatever is rolled.

**BAT-GRAPPLE 3**

Instead of his normal move, Robin may move up to 3 spaces with Bat-Grapple. When moving with Bat-Grapple, Robin has the Flying special power, but may not move up or down more than 30 levels in a single grapple, and will not take any leaving engagement attacks.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Robin can take a turn before taking a turn with Sidekick or Titan you control with his Teen Leader special power.

**-Strategy, Tactics and Tips-**

* Young Justice Faction Strategy
Red Lantern (Dex-Starr)

**Character Bio -** Dex-Starr is one of the most brutal and vicious Red Lanterns in Atrocitus' army, who originally was just a blue house cat.

## Stats

* Life: 4
* Move: 6
* Range: 2
* Attack: 2
* Defense: 6
* Points: 250

## 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.

**CAT SCRATCH FEVER**

After attacking an adjacent figure, if the defending figure received a wound, it receives one additional wound. After attacking with Red Lantern, you may remove a red Battery Marker from this card to attack again.

**FURBALL UNDERFOOT**

Figures engaged with Red Lantern subtract 1 from their Defense number. After a friendly Ravager moves normally, you may move Red Lantern as long as he ends his movement adjacent to that Ravager. Red Lantern will not take any leaving engagement attacks when moving with Furball Underfoot.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Red Lanterns Strategy Guide
Solomon Grundy II

## SOLOMON GRUNDY

### **Points**

355

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
Vegeta (Super Saiyan)

## VEGETA (SUPER SAIYAN)

### **Points**

380

Character Bio goes here

## Stats

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

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* See Dragon Ball Z Strategy Guide
Titan

## TITAN

### **Points**

280

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
Peter Stanchek

## PETER STANCHEK

### **Points**

330

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 (Justice League II)

**Character Bio -** When Kryptonian Kal-El’s rocket crashed on Earth and farmers Jonathan and Martha Kent decided to raise him as their son Clark, little did they know that this child would one day grow into a powerful man who would decide to don a cape and become a worldwide symbol of justice, ushering in a new era of heroism. Always ready and willing to put the lives of others before his own, performing daring rescues, Superman eventually realized some crises were too big for him to handle alone. This lead to his teaming up with and leading other heroes as a core member of the Justice League. Fighting alongside great heroes such as Batman, Wonder Woman, Green Lantern, Flash, Aquaman, and scores of others, Superman is an enduring icon of truth, justice, and the American way!

## Stats

* Life: 7
* Move: 7
* Range: 4
* Attack: 4
* Defense: 7
* Points: 380

## Abilities

**FREEZE BREATH 11**

Before taking a turn with Superman, you may choose up to two figures adjacent to Superman. Roll the 20-sided die. If you roll 11 or higher, the chosen figures subtract 1 from their Defense number and may not move this player turn.

**THIS LOOKS LIKE A JOB FOR SUPERMAN**

When Superman attacks an adjacent figure with his normal attack, add 3 + X to his Attack number. X equals the number of Wound Markers on the cards of friendly figures engaged with the defending figure, up to a maximum of 3.

**HEROIC INSPIRATION**

If Superman is destroyed by an enemy figure, for the remainder of the game, all Unique Heroes you control add 1 to their Attack number and any 20-sided die rolls.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Justice League Faction Strategy
Sinestro Corps Soldier

**Character Bio -** The Sinestro Corps Soldier wields the power of the yellow light of fear, out of the emotional spectrum. Members are chosen, throughout the universe, for their ability to instill great fear, leading to an army of nightmarish creatures wielding power rings. Serial killers, torturers, mass murderers, criminals. These are the beings who comprise the Sinestro Corps.

## Stats

* Life: 3
* Move: 5
* Range: 1
* Attack: 2
* Defense: 2
* Points: 110

## Abilities

**YELLOW POWER BATTERY 2**

Start the game with 2 yellow Battery Markers on this card. Add one to this Sinestro Corps Soldier's Move, Range, Attack, and Defense for each yellow Battery Marker on this card.

**YELLOW POWER SHIELD**

Anytime this Sinestro Corps Soldier is attacked by an opponent's figure and at least one skull is rolled, instead of rolling defense dice normally, you may remove one yellow Battery Marker from this card and ignore that attack.

**TACTICAL FORMATION**

After revealing an Order Marker on any Unique Yellow Lantern's Army Card, and after taking a turn with that Yellow Lantern, you may take a turn with any Sinestro Corps Soldier you control. You may not take any additional turns with other Sinestro Corps Soldiers you control.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Sinestro Corps Soldier may take a turn after a Unique Yellow Lantern you control takes a turn.

**-Strategy, Tactics and Tips-**

* N/A
Thor (Asgard)

## THOR

### **Points**

470

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 (Miles Morales)

**Character Bio -** Miles was born and raised in Brooklyn and has an aptitude for science much like his predecessor, Peter Parker. Miles regularly visited his Uncle Aaron (Who also happened to be the super thief Prowler) against his parents' wishes. While they discussed school opportunities, an Oz-enhanced spider emerged from Aaron's bag and bit Miles on his hand. When Aaron and Miles' dad were arguing, Miles ran out, and then realized that he was starting to become invisible. After telling his best friend Ganke that he has powers, Miles soon has no choice in using his powers to save people trapped inside a burning building. Afterward, he tells Ganke that he is not cut out to be a superhero and does not want to do anything like that again.

While Miles and Ganke are adjusting to life at Brooklyn Visions Academy, Miles and his classmates are called to the school gym in the middle of the night. The students are informed that Queensboro Bridge has been turned into a super hero war zone and that Spider-Man has been shot. Miles then sneaks out of the Academy and goes where Spider-Man is fighting Green Goblin. He arrives right when Peter dies in the arms of his loved ones. Miles and Ganke later attend the funeral and Miles talks to Gwen Stacy, asking why Peter became a superhero. She explained to him that he did it because, "With great power comes great responsibility". Given a costume by SHIELD, and Peter Parker's own web shooters, along with a blessing by Peter's Aunt May, Miles decides to become the next Spider-Man in honor of Peter Parker.

## Stats

* Life: 4
* Move: 6
* Range: 4
* Attack: 3
* Defense: 5
* Points: 170

## Abilities

**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.

**VENOM BLAST STUN** **13**

After attacking an adjacent Unique Hero with Spider-Man's normal attack, if you rolled one or more blanks, you may roll the 20-sided die. If you roll 13 or higher, you may remove an unrevealed Order Marker at random from the defending figure's Army Card.

**SPIDER CAMOUFLAGE**

If Spider-Man is unengaged, he cannot be targeted by opponents' figures for any attacks or special powers that require clear sight. If Spider-Man is unengaged at the beginning of his turn, you may roll 1 additional attack die this turn.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Spider-Man (Miguel O'Hara)

**Character Bio -** In the year 2099, Miguel O'Hara is Spider-Man! In an attempt to break free from his masters at mega-corporation Alchemax, Miguel gained powers similar to the legendary Spider-Man, and took up the mantle himself. The return of the world's greatest hero ushered in a new Heroic Age as other heroes and villains followed in his footsteps. Miguel keeps the Spider-Man legacy alive by fighting against a variety of costumed criminals, as well as the dystopian world order of 2099.

## Stats

* Life: 5
* Move: 6
* Range: 4
* Attack: 4
* Defense: 4
* Points: 200

## Abilities

**SPIDER-BLITZ SPECIAL ATTACK**

Range 1. Attack 3.

After attacking with this special attack for the first time this turn, you may do up to two of the following, in any order:

* attack with this special attack one additional time.
* attack with Spider-Man's normal attack.
* move Spider-Man up to 2 spaces with his Swing Line special power.

**STEALTH DODGE**

When Spider-Man rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage.

**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-**

* N/A

**-Strategy, Tactics and Tips-**

* See Spider-Verse Faction Strategy Guide
Scarlet Spider (Kaine)

**Character Bio -** One of the Jackel's first clones, Kaine was also considered a failure. Shortly after his creation, his body began to deteriorate. The Jackel, thinking him a lost cause, used him for experimentation, augmenting his strength, but also making his mind unstable. He escaped, and became an assassin, and a recurring foe of Spider-Man and Scarlet Spider. He was later killed (multiple times), and brought back to life during Spider-Island. Being mutated and controlled by the Spider Queen, he fought Spider-Man, trying to destroy the cure for the Spider virus, only to be thrown into the cure himself! He emerges, and finds that not only is he no longer mutated by the virus, but that his scars and deformities from the original cloning process were gone. He himself kills the Spider Queen, and Madame Web tells him he needs to find his own path. He takes Peter's stealth suit and runs to Houston, where he uses his second chance at life to forge his own path. Not long after his arrival, he realizes he's surrounded by crime, and donning Peter's suit, he becomes one of Houston's most recognizable heroes. He is uncomfortable for a long time, being a hero for the first time in his life, plagued by guilt over his "brother," Ben Reilly's death, and thoughts that he would always be a monster, but saving the life of Aracely, one of his new closest friends, and the public's approval of him has helped put him into his new role as the Scarlet Spider.

## Stats

* Life: 6
* Move: 6
* Range: 1
* Attack: 6
* Defense: 5
* Points: 245

## Abilities

**STEALTH SUIT**

Before moving, you may place the black Stealth Marker on this card. While the Stealth Marker is on this card, Scarlet Spider can move through all figures and is never attacked when leaving an engagement. Scarlet Spider cannot be targeted by opponents' non-adjacent figures for any attack or for any opponents' special powers that require clear sight. If Scarlet Spider attacks or uses his Spider Stingers special ability, remove the Stealth Marker from this card.

**SWING LINE 4**

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

**SPIDER STINGERS 9**

Instead of attacking, you may choose an adjacent opponent’s figure and roll the 20-sided die. If you roll 9 or higher, the chosen figure receives one wound. After rolling for Spider Stingers, you may roll for Spider Stingers one additional time.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* See Spider-Verse Faction Strategy Guide
Wolverine (Avengers)

## WOLVERINE

### **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-**

* See Avengers Faction Strategy Guide