recursal/Fanatic-Fandom huggingface dataset:
Vegeta (base)

## VEGETA (BASE)

### **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-**

* See Dragon Ball Z Strategy Guide
Superman (Kal-El) (Justice League)

**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: 8
* Range: 1
* Attack: 7
* Defense: 7
* Points: 440

## Abilities

**JLA TRINITY**

At the start of the game, place 1 blue Justice League marker on this card for each Unique Champion, Warrior, or Vigilante Hero you control, to a maximum of 3. When Superman rolls defense against a normal attack, for each Justice League marker on this card you may count one blank rolled as an extra shield.

'***HEROIC RESCUE'***

After moving and before attacking with Superman, you may place one engaged friendly figure Superman passed over this turn on any empty space adjacent to Superman. Figures moved by Heroic Rescue will not take any leaving engagement attacks.

**SYMBOL OF HOPE**

After any other figure you control is targeted for an attack, you may remove 1 Justice League marker from this card. If you do, choose Superman or any other figure you control within clear sight of Superman. Move the chosen figure normally, if it ends that move adjacent to the targeted figure, then switch the chosen and targeted figures, if possible. After the figures are switched, the attacking figure must target and attack the chosen figure, if possible, and the chosen figure rolls 2 additional defense dice. Figures moved with this special power will not take any leaving engagement attacks.

**SUPER STRENGTH**
**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Superman starts the game with an additional Justice League Marker for each Unique Hero you control that is a Champions, Vigilantes, or Warriors, due to his JLA Trinity special power.

**-Strategy, Tactics and Tips-**

* Justice League Faction Strategy
* Super Man Family Faction Strategy
Songbird

**Character Bio -** Melissa Gold ran away from home at an early age, after her mother was sent to prison and she was left with her alcoholic father. She adopted a harder persona in order to get by on the streets, and started calling herself "Mimi", after her mother. Her moniker eventually evolved into "Screaming Mimi" after she fell in with the wrong crowd and wound up a cybernetically-enhanced supervillain with sonic powers.

After several years of working with criminal groups like the Grapplers and the Masters of Evil, Melissa was selected by Baron Helmut Zemo to join the team that would become the Thunderbolts. Though her new persona as Songbird was initially created as a ruse to help "Citizen V" and the rest of the Thunderbolts gain the public's trust, Melissa found that she genuinely enjoyed being a superhero. When Zemo's master plan reached its endgame, Melissa joined most of her teammates in revolting against him.

After saving the world from falling under the sway of a madman in a purple headsock, Melissa stuck with the rest of the reformed Thunderbolts and came into her own as Songbird. She has since lead multiple incarnations of the Thunderbolts herself, helped to reform several former criminals, and gone toe-to-toe with baddies ranging from Zemo to the Green Goblin.

## Stats

* Life: 5
* Move: 6
* Range: 4
* Attack: 4
* Defense: 5
* Points: 180

## Abilities

**THUNDERBOLT REDEMPTION**

At the start of the game you may choose Songbird and up to one other Unique Hero you control that is a Criminal or has a Repentant personality. For the entire game, the chosen figures have the class of Crime Fighter instead of what is listed on their Army Cards.

**THUNDERBOLT LOYALTY**

After revealing an Order Marker on the Army Card of any other Unique Crime Fighter Hero or Unique Charlatan Hero you control that is within 5 clear sight spaces of Songbird and before taking a turn with that Hero, if that Hero shares a class with Songbird, you may take an immediate turn with Songbird. After using this special power, you may not take any additional turns with other figures you control other than that Hero.

**SONIC CONSTRUCT DEFENSE**

When defending against a normal attack, Songbird and all figures you control within 4 clear sight spaces of Songbird that share a class with her add 1 to their Defense numbers, or 2 to their Defense numbers if the attacking figure is a Symbiote.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Songbird may turn a Unique Hero that is a Criminal or has the Repentant personality into a Crime Fighter.
* Songbird's Thunderbolt Loyalty special power allows her to take a turn after a Unique Crime Fighter or Charlatan Hero that shares a class with her, and her Sonic Construct Defense special power allows her to boost their Defense numbers.

**-Strategy, Tactics and Tips-**

* Thunderbolts Strategy Guide
Thanos (Infinity Quest)

**Character Bio -** The universe's darkest hour has come. The Mad Titan has found his purpose and strives for his goal, his destiny, to possess all six of the Infinity Gems, to wield the power of the universe itself. He cannot be stopped - he cannot be reasoned with or swayed - and once his quest is complete, one half of all life will pay the price...

## Stats

* Life: 8
* Move: 6
* Range: 6
* Attack: 6
* Defense: 7
* Points: 1200

## Abilities

**INCOMPLETE GAUNTLET**

Start the game with the Glyph of Infinity Gauntlet on this card. Thanos can equip glyphs as though he were a Unique Hero and when he rolls the 20-sided die for the Glyph of Infinity Gauntlet, add 1 to the roll for each special power it has gained, to a maximum of +5.

**INFINITY QUEST**

At the start of the game all other players, starting with the player to your left and going clockwise, must place a Glyph of Infinity that is not in the game on an empty space on the battlefield. Then, you may choose a Glyph of Infinity that is not in the game and equip it. At the end of each round, the player who won initiative must place a Glyph of Infinity that is not in the game on an empty space on the battlefield. Glyphs cannot be placed within 3 spaces of any other glyph or any player's figure.

**\*SNAP!\***

Once per game, instead of taking a turn with Thanos, if he is equipped with the Glyph of Infinity Gauntlet and it has the special powers of all six Glyphs of Infinity, you may roll the 20-sided die for all other figures in play, one at a time. If you roll 11 or higher, that figure is destroyed. Thanos cannot use his Incomplete Gauntlet special power for the rest of the game.

**REWRITTEN DEATH**

Once per game, if Thanos would be destroyed, you may instead remove all Wound Markers from this card and end the round.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* Thanos is an Event Hero and follows Event Hero rules.

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* N/A
Yamcha

## Yamcha

### **Points**

130

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
Toyman

## Toyman

### **Points**

135

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
Venom (Hasbro)

## VENOM

### **Points**

150

Character Bio goes here

## Stats

* Life: 5
* Move: 6
* Range: 1
* Attack: 6
* Defense: 4
* Points: 150
* 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 Spider-Verse Faction Strategy Guide
Super Buu

## Super Buu

### **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
Trickster (James Jesse)

**Character Bio -** At first James Jesse was only the stage name for circus acrobat born Giovanni Giuseppe. That is until he decided to turn to a life of crime just like his "reverse namesake" Jesse James. He created shoes that allowed him to walk on air to first help him in the trapeze shows his family was in, as every member of his family was a trapeze expert and his father wanted him to be one also, and now uses the shoes and other dangerous gag gadgets for his crimes.

A practical joker and conman whose favorite occupation is damaging enemies like the Flash with items such as explosive teddy bears.

After Barry Allen's death, the Trickster relocated from Central City to Hollywood, where he spent some time working in special effects. He attempted to steal Dan Cassidy's innovative Blue Devil suit, but was defeated. When Cassidy later became trapped in the suit, Jesse befriended him and relied on Cassidy to help with his sporadic efforts to give up supervillainy. In the miniseries Underworld Unleashed, Neron tried to create Hell on Earth, and Trickster realized it was up to him to beat the Devil. He managed to trick Neron and defeat him with Captain Marvel's help. Upon finding himself back on Earth, Trickster lamented the fact that he had engineered "the greatest sting of all time" and no one had witnessed it... and promptly decided he'd better work the side of the angels, because he didn't dare go to Hell.

## Stats

* Life: 4
* Move: 5
* Range: 1
* Attack: 3
* Defense: 3
* Points: 65

## Abilities

**ITCHING POWDER BOMB SPECIAL ATTACK**

Range 5. Lob 10. Attack 4.

Start the game with 1 white Itching Powder Marker on this card. Choose a Unique Hero to attack. No clear line of sight is needed. Place the Itching Powder Marker on the chosen Hero's card. While the Marker is on the chosen Hero's card, it must roll the 20-sided die before moving. If it rolls 1-13, it subtracts 1 from its movement for that turn. The chosen Hero must continue rolling the 20-sided die until 1-13 is no longer rolled or its movement is reduced to 0. This special attack may only be used once per game.

**STICKY GUM**

When attacking with a normal attack, if you roll 1 or more blanks, the defending figure cannot move this turn and must roll 1 fewer defense die for each blank rolled.

**HEY, LOOK OVER THERE!**

If Trickster is attacked and at least 1 skull is rolled, you may reveal an "X" Order Marker on any other card you control and ignore the attack. The attacking player’s turn immediately ends.

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Rogues faction strategy
Tutorial

To Be Finished Later

**DO** use ALL CAPS When filling out the left box infobox. Otherwise the script won't be able to create the auto links.

**DO** add Categories for all the Left Box info (Species, Uniqueness, Class, Personality, Size as well as publisher, Release, and any Special powers with synergies such as Flying, Super Strength, Super Speed, Speedforce, Ice Resistance, etc.

**DO NOT** accidentally create a second category for an existing one...it's case sensative. Categories are not ALL CAPS. Making them so will screw up the auto script.

**DO** use the templates when starting a new page. The easiest way is to go straight to SOURCE EDITOR and type `{{subst:page name}}` where page name is one of the following:

* Figure
* VDO
* Glyph

Then hit SAVE then you can edit.

**DO** start all Destructible Objects with "DO-"

**DO** start all Glyphs with "Glyph of "
Parallax (Entity)

## PARALLAX

### **Points**

450

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-Girl (May Parker)

**Character Bio** - Child of Peter Parker and Mary Jane Watson, May (known as Mayday to friends) was born with wit, brains, good looks, and a bright future. While Spider-Man had been long retired by the time she hit her teens, it was at this point May discovered just how special she was. Quickly, the girl realized she had powers similar to her father's - super strength, amazing agility, "spider-sense," and a bio-magnetic field far more advanced than her father’s wall-crawling. When the Green Goblin returned, she took it upon herself to stop the threat, donning a costume and taking up superheroics. Now she followers in her father's footsteps, swinging through New York City as the Amazing Spider-Girl!

## Stats

* Life: 4
* Move: 6
* Range: 4
* Attack: 3
* Defense: 5
* Points: 140

## Abilities

**BIO-MAGNETIC FIELD 12**

Immediately after any opponent's numbered Order Marker is revealed, you may roll the 20-sided die. If you roll 12 or higher, all small or medium figures engaged with Spider-Girl may not move, attack or use any special power this turn.

**FIELD PULSE**

Before Spider-Girl moves, you may choose one small or medium figure adjacent to Spider-Girl. Place the chosen figure on any empty space within one space of its original placement. A figure moved by Field Pulse never takes leaving engagement attacks. A non-flying figure moved lower by Field Pulse can receive any falling damage that may apply.

**SWING LINE 3**

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

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* **Q:** If an Order Marker is revealed on Wolverine when Spider-Girl is engaged with Jubilee, and Spider Girl successfully rolls for Bio-Magnetic Field 12, can Jubilee take a turn after Wolverine's turn ends using Mutant Sidekick?
* **A:** No. "This turn" in Bio-Magnetic Field 12 refers to the player's turn, not the turn of a figure. Jubilee is still affected by Bio-Magnetic Field 12.

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* See Spider-Verse Faction Strategy Guide
Two-GunKid

## Two-GunKid

### **Points**

140

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 (Avengers Holiday Party)

**Character Bio -** Even the Avengers need a break from time to time, when the holidays come around they throw some of the best parties. Sometimes things happen while they are enjoying the mixed drinks and while their response time may be slower, you definitely don't want to fight against Avengers when they are back to back.

## Stats

* Life: 5
* Move: 6
* Range: 4
* Attack: 4
* Defense: 6
* Points: 180

## Abilities

**AVENGERS HOLIDAY PARTY**

At the start of the game, place a white Avenger Marker on the card of a friendly Unique Hero and two different Food Equipment Glyphs on this card. Spider-Man can equip a Food Equipment Glyph even if there are other Food Equipment Glyphs on this card, up to a maximum of 2. A figure you control with an Avenger Marker on its card subtracts 1 from its Move number and, while adjacent to a friendly figure with an Avenger Marker on its card, adds 1 to its Attack number when attacking adjacent figures.

**SECRET SANTA**

After taking a turn with Spider-Man, you may place a Food Equipment Glyph from this card onto the card of an adjacent friendly figure with an Avenger Marker on its card. If you do, take an immediate turn with that figure and you may not take any additional turns.

**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-**

* Spider-Man starts the game with two Food Equipment Glyphs on his card.

**-Combinations and Synergies-**

* Spider-Man's Avengers Holiday Party special power reduced the move and boosts the attack of all Unique Heroes with Avenger Markers on their cards while they are adjacent to another figure with an Avengers Marker on their card.

**-Strategy, Tactics and Tips-**

* See Spider-Verse Faction Strategy Guide
* See Avengers Faction Strategy Guide
Yondu (MCU)

## YONDU

### **Points**

190

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
Gigan

## Gigan

### **Points**

600

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
Wulf Sternhammer

## Wulf Sternhammer

### **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
Prometheus

## PROMTEHEUS

### **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
Secret

**Character Bio -** Greta Hayes was murdered by her brother at a young age. He yearned to be a supervillain and murderer by the name of Harm, and Greta was his first victim. Due to the circumstances of her death, Greta remained on this plane of existence as essentially a ghost. Having lost most of her memories at this point, she roamed the earth as Secret, until she was captured by the DEO (Department of Extranormal Operations) to be studied. Young Justice eventually found out about her mistreatment at the hands of the DEO, and helped her to escape. She became quick friends with them all, and grew a crush on Robin. After learning about Robin’s romance with Spoiler, Secret grew angry, to the point of violence, battling Spoiler across Gotham City until Robin and Red Tornado stopped them, with Robin promising to always be there for her. Her volatile nature never went away, and after Robin left the team, Spoiler grew resentful and abandoned. She remained part of Young Justice, and friends with Wonder Girl, Empress, and Cissie, but she never fully grew into the hero role that was expected of her, even with mentoring by Hal Jordan, the current Spectre. She then found a new friend, one who really understood who and what she was: the tyrannical overlord Darkseid.

## Stats

* Life: 3
* Move: 5
* Range: 1
* Attack: 3
* Defense: 4
* Points: 120

## Abilities

**OBSESSIVE JEALOUSY**

At the start of the game, you may choose a Unique Human Sidekick that you control to be Secret’s Obsession. If an opponent either inflicts a wound on or destroys Secret's Obsession with an attack, place Secret on an empty space adjacent to the attacking figure, if possible. Immediately after placing Secret this way, roll the 20-sided die once for each figure adjacent to Secret, other than her Obsession. If you roll 11 or higher, that figure receives a wound.

**INTANGIBILITY**

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

**IMPOSING PRESENCE**

Opponent's figures engaged with Secret subtract 1 die from their normal Attack number and 1 die from their Defense number, to a minimum of 1 die each.

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Secret may choose a Unique Human Sidekick you control to be her Obsession.

**-Strategy, Tactics and Tips-**

* Young Justice Faction Strategy

### Important Links

Human Sidekicks

* Robin (Tim Drake) (YJ)
* Speedy (Roy Harper)
* Artemis Crock
Red Wolf

## RED WOLF

### **Points**

130

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
White Lantern (Hal Jordan)

**Character Bio -** Hal Jordan considers himself the world's greatest Green Lantern, and he has the track record to back that claim up. But during the Blackest Night, even he was having trouble.

At the peak of the Blackest Night, Nekron summoned the Life Entity in an attempt to kill it - because doing so would extinguish all life as we know it. Sinestro absorbed the Life Entity in an attempt to combat Nekron, becoming the first White Lantern, but the power quickly overwhelmed him.

Hal Jordan then absorbed the Life Entity himself, but he also spread its power alongside all of Earth's heroes who had previously been resurrected, making them all White Lanterns. Their combined powers managed to bring the undead Black Lantern herald, Black Hand, back to life. This cut off Nekron's link to the world of the living, and so Nekron was able to be defeated and the universe was saved.

## Stats

* Life: 4
* Move: 9
* Range: 5
* Attack: 7
* Defense: 7
* Points: 580

## Abilities

**WHITE LIFE BATTERY 4**

Start the game with 4 white Battery Markers on this card. For the entire game, White Lantern, and any Unique Hero you control that is not a White Lantern, adds one to its Life number for each white Battery Marker on its card. Before taking a turn with White Lantern, you may remove a white Battery Marker from this card to remove 2 Wound Markers from this card.

**LIGHT IN THE DARK 17**

After taking a turn with White Lantern, if he is engaged, roll the 20-sided die, adding 1 to the roll for each card in your army with at least one white Battery Marker on it. If you roll 17 or higher, take an additional turn with 1 White Lantern or up to 2 other Unique Heroes you control with white Battery Markers on their cards. You may not take any additional turns with other figures you control.

**BRIGHTEST DAY**

Whenever a Unique Hero you control would be destroyed, if it is within 6 clear sight spaces of White Lantern, is not an Android, Construct, or Undead, and does not have a white Battery Marker on its card, you may instead remove a white Battery Marker from this card and place it on that figure's card. That Hero is not destroyed and takes no damage.

**FLYING**

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* White Lantern is an Event Hero and follows Event Hero rules.

**-Combinations and Synergies-**

* White Lantern may activate himself or another White Lantern you control with his Light in the Dark special power.

**-Strategy, Tactics and Tips-**

* N/A
Superwoman - Lois Lane CSA

**Character Bio** - Superwoman is an Amazon native of Earth-3 and a member of the Crime Syndicate. She delights in using the Lasso of Submission to enslave others to her will. When their world was destroyed by a powerful being, the Crime Syndicate made their way to Earth-0 (the main Earth) and defeated the Justice League to form a new world order of evil

## Stats

* Life: 5
* Move: 6
* Range: 1
* Attack: 6
* Defense: 6
* Point Value: 250

## Abilities

**LASSO OF SUBMISSION 14**

After taking a turn with Superwoman, you may choose an opponent’s non-adjacent small or medium Unique Hero within 4 clear sight spaces of Superwoman whose base is no more than 10 levels above Superwoman’s height or 10 levels below Superwoman’s base. Roll the 20-sided die. If you roll 14 or higher, take temporary control of that Hero and immediately take a turn with the chosen Hero.

**SECRET ORDERS**

At the end of any player’s turn, you may reveal an “X” Order Marker on this card to move Superwoman. Superwoman will not take any leaving engagement attacks when moved with this special power.

**WARRIOR ENGAGEMENT**

If Superwoman rolls a skull against a figure leaving an engagement with her, that figure may not leave the engagement with Superwoman this turn.

**FLYING**

**SUPER STRENGTH**

**-Rulings and Clarifications-**

* **Crossover Symbol:** The Crossover Symbol next to Superwoman's secret identity indicates that she is draftable into the same army with other Lois Lane cards. See C3G's Secret Identity Rules.

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Superwoman works well with her Crime Syndicate allies, especially Ultraman and Owlman. Since her *Lasso of Submission* requires you to choose a non-adjacent enemy figure, it is best for Superwoman to charge right into the midst of several enemies. You can always retreat afterwards with *Secret Orders*.
Spider-Cat

**Character Bio -** When the Jackal unleashed thousands of mutated insects in New York during the Spider-Island event, one of the recipients of Spider-powers was Spider-Cat. And as they say, when good emerges, evil rises up to meet it.

## Stats

* Life: 1
* Move: 5
* Range: 3
* Attack: 2
* Defense: 3
* Points: 40

## Abilities

**NINE LIVES**

Whenever Spider-Cat receives enough wounds to be destroyed, roll the 20-sided die. If you roll 9 or higher, remove all Wound Markers from this card and Spider-Cat is not removed from the battlefield.

**SPIDER-CAT SCRATCH SPECIAL ATTACK**

Range 1. Attack 2.

If the defending figure receives at least one wound, it receives one additional wound. After attacking with this special attack, Spider-Cat may immediately use his Swing Line special power and attack with this special attack one additional time.

**SWING LINE 3**

Instead of his normal move, Spider-Cat may move up to 3 spaces with Swing Line. When moving with Swing Line, Spider-Cat 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.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

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

## Quicksilver (Avengers)

### **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-**

* See Avengers Faction Strategy Guide
Ursa (Spymaster)

## Ursa (Spymaster)

### **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
Snow Job

## Snow Job

### **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
Splitting Images

**Character Bio -**When Speedsters run fast enough they can almost literally be in two places at once, striking their enemies and disappearing in a... flash.

## Stats

* Life: 1
* Move: 6
* Range: 1
* Attack: 4
* Defense: 0
* Points: 50
* Figures Per Squad: 2

## Abilities

**SEEING DOUBLE**

At the start of the game, you may choose 1 Unique Hero with the Superspeed or Speed Force special power to be these Splitting Images' Speedster and place these Splitting Images on their Speedster's card. If you do, these Splitting Images' Speedster cannot be chosen for any other cards with the Seeing Double special power. If a Splitting Image figure would be destroyed, instead removed it from the game and then return it to the game by placing it and one wound on its Speedster's card.

**HIGH SPEED**

These Splitting Images may move through all figures, never take leaving engagement attacks, and do not have to stop their movement when entering water spaces.

**FASTER THAN THE EYE CAN SEE**

Once per round, instead of taking a turn with their Speedster, you may place these Splitting Images adjacent to their Speedster and take a turn with them. After taking that turn, these Splitting Images and their Speedster are removed from the game and then returned to the game by placing these Splitting Images on their Speedster’s card and their Speedster on a space one of those Splitting Images just occupied.

## More Info

**-Rulings and Clarifications-**

* **The enigma and mystery that is the Uncommon Squad**: So just what is an Uncommon Squad? Like an Uncommon Hero is to a Unique Hero, an Uncommon Squad is a Unique Squad you can have more than one of. As Squads always only have one life, there normally isn't a lot of point to such a thing. In this case it's just so individual Speedsters can have their own squad attached to them.

**-Combinations and Synergies-**

* Splitting Images can be attached to Unique Heroes with the Superspeed or Speed Force special powers.

**-Strategy, Tactics and Tips-**

* Flash Family Faction Strategy
Vampirella

## VAMPIRELLA

### **Points**

320

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 (Transformers)

**Character Bio -** A strange human gifted with powers beyond his peers and a mysterious living costume, Peter Parker proved to be a valuable ally to the Autobots when their paths crossed.

## Stats

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

## Abilities

**THERE GOES THE SPIDER-MAN!**

At the start of your player turn, you may choose 1 figure, obstacle, or terrain with a height of 9 or greater within 4 clear sight spaces of Spider-Man. Place Spider-Man on a space within 4 clear sight spaces of that figure, obstacle, or terrain. After placing Spider-Man, he cannot be moved for the rest of your player turn and you may choose 1 adjacent figure he was not adjacent to before he was placed. Subtract 1 from that figure's Defense number until the end of your player turn.

**SPIDER-VERSE: WALL CRAWLING**

While Spider-Man is adjacent to any figure, obstacle, or terrain with a height of 9 or greater, he is considered to be 9 levels higher than his base for the purpose of determining height advantage against non-flying figures.

**ACROBATIC ARACHNID**

Spider-Man never takes falling damage or leaving engagement attacks. After rolling defense dice against an opponent's figure, if you rolled at least one shield, you may choose 1 figure, obstacle, or terrain with a height of 9 or greater within 2 clear sight spaces of Spider-Man and place him adjacent to the chosen figure, obstacle, or terrain.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* Although Spider-Man does not have a Crossover symbol, because he is from a different publisher than most other Peter Parker designs you can include him in the same army as Peter Parker cards with the Marvel Publisher symbol. See C3G's Secret Identity Rules.

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

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

**Character Bio -** Despite maintaining a reputation as a loner, Spider-Man isn't opposed to the odd team-up. He's worked with nearly every other hero operating out of New York City, and even some from stranger parts, like Devil Dinosaur. He has long-standing ties with the Fantastic Four and has become an Avengers mainstay in the last few years.

## Stats

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

## Abilities

**AVENGING TEAM-UP**

At the start of the game, you may choose one other Unique Hero you control and place a white Avenger Marker on its Army Card. After revealing an Order Marker on the Army Card of a Unique Hero you control that has an Avenger Marker on its card and taking a turn with only that Hero, you may take an immediate turn with Spider-Man and you may not take any additional turns. During this turn, Spider-Man can only attack figures engaged with that Hero.

**DISTRACTING BANTER**

Enemy figures attacking Spider-Man with a normal attack roll one additional attack die but subtract one skull from whatever is rolled. After rolling defense dice for Spider-Man against an opponent's attack, if he does not receive any wounds, Spider-Man may immediately use his Web Swing 2 special power.

**WEB SWING 2**

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

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* See Spider-Verse Faction Strategy Guide
* See Avengers Faction Strategy Guide
Scare Glow

## Scare Glow

### **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
Piccolo

## Piccolo

### **Points**

260

Character Bio goes here

## Stats

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

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Trunks (Future)

## TRUNKS

### **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-**

* See Dragon Ball Z Strategy Guide
Rick Jones

## RICK JONES

### **Points**

80

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
Wiki/Template:Example

## Stats

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

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

Incoming Synergy:

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

Outgoing Synergy:

* N/A

Immunities, Benefits, and Weaknesses
:

* N/A

**-Strategy, Tactics and Tips-**

* N/A
Super-Man (Kong Kenan)

**Character Bio -** Teenager Kong Kenan was a bit of a bully for most of his life. After standing up to the villain Blue Condor a bit instinctually while on the news, he was selected by the Ministry of Self Reliance. The Ministry imbued him with the powers of the deceased Superman, giving him the powers of the Man of Steel. However, Kenan's powers worked a bit differently, as he had to learn to tap into his powers via the Tao Te to access them.

After mastering this and synchronizing with a mystic artifact, he has come to embody the principles of Yin and Yang. His team, the Justice League China, acts independently from the Ministry of Self Reliance.

## Stats

* Life: 5
* Move: 6
* Range: 1
* Attack: 5
* Defense: 5
* Points: 290

## Abilities

**BALANCED KRYPTONIAN QI**

Super-Man has the species of Kryptonian in addition to what is listed on this card. When rolling defense dice for Super-Man, unless the attacking figure rolled more blanks than Super-Man, the most wounds he can receive is 1.

**ALL-YIN FOCUS**

Before you move Super-Man, you may activate All-Yin Focus. For the rest of this movement, Super-Man is not attacked when leaving an engagement and can move through all figures, Fortress Walls, and obstacles. When Super-Man attacks a figure he moved through this turn with a normal attack, you may subtract 1 shield from the defending figure's roll.

**ALL-YANG FOCUS**

After rolling attack dice for Super-Man's normal attack, if he did not use All-Yin Focus this turn, you may choose a different adjacent figure for each blank rolled. Each chosen figure receives one wound.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Superman Family Faction Strategy Guide
Magog

Character Bio goes here

## Stats

* Life: 6
* Move: 5
* Range: 5
* Attack: 5
* Defense: 5
* Points: 330

## Abilities

**ALL-STAR ASSAULT**

After revealing an Order Marker on this card and before taking a turn with Magog, you may take a turn with one other Protégé you control. You may not take any additional turns with any other figures you control.

**RECKLESS PUSH**

While there is a revealed Order Marker on this card, all Protégés you control within 4 clear sight spaces of Magog add 1 to their Attack number and subtract 1 from their Defense number.

**PRESS THE OFFENSIVE**

When Magog attacks a figure with his normal attack, roll 1 additional die for each of the following that is true:

• That figure is adjacent to Magog.

• That figure has received a wound this player turn.

• Magog has not moved this turn.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

**Incoming Synergy:**

* As a Protégé, Magog has these Protégé Synergies.

**Outgoing Synergy:**

* Magog can activate and boost Protégés with his All-Star Assault and Reckless Push special powers.

**Immunities, Benefits, and Weaknesses:**

* N/A

**-Strategy, Tactics and Tips-**

* Justice Society Faction Strategy
Red Lantern (Atrocitus)

**Character Bio -** The being known as Atrocitus was born on planet Ryut, and was a survivor of the infamous Massacre of Sector 666, during which the Manhunters wiped out the life in an entire space sector (including his wife and his daughter) except for five lifeforms. These five became the terrorists known as the Five Inversions, led by Atrocitus, and sought revenge against the Guardians of the Universe and gained powers through dark magics. Much later, Atrocitus was outraged with his associate Qull for revealing the prophecy of the Blackest Night to the Green Lantern Abin Sur. However, Qull's manipulations of the Green Lantern did aid Atrocitus in being released from Ysmault. Abin Sur took him from the planet against orders of the Guardians, traveling to Earth to use Atrocitus to help him find the source of this black power that was prophesied to consume the universe. In transit, Atrocitus exploited the fear these dark prophecies had infected Abin Sur with to free himself from his restraints. He severely wounded Abin Sur and caused them both to crash to Earth's surface, though Atrocitus fell from the ship while it was still airborne.

After the Sinestro Corps War years later, Atrocitus came to realize a new source of power that would grant not just an escape from Ysmault but his revenge, as well. Qull's blood would pay for it, because it was his manipulations of Abin Sur that led to the Five Inversions being left to rot on Ysmault rather than being transferred to Sciencells as was originally planned by the Guardians. Atrocitus bludgeoned Qull with a red lantern, christening it in blood and awakening the power of the Red Light of Rage. Atrocitus swore he would have his vengeance upon Sinestro. Thus the Red Lantern Corps was born

## Stats

* Life: 6
* Move: 5
* Range: 1
* Attack: 4
* Defense: 6
* Points: 360

## Abilities

**RED POWER BATTERY 3**

Start the game with 3 red Battery Markers on this card. Add one to Red Lantern's Move and Attack numbers for each red Battery Marker on this card.

**RAGE GAMBIT**

When Red Lantern attacks, he may attack one additional time if there is at least one red Battery Marker on this card. After using Rage Gambit to attack one additional time, roll 1 unblockable attack die against Red Lantern for each red Battery Marker on this card or remove one red Battery Marker from this card.

**RAGE VOMIT**

After taking a turn with Red Lantern, if he did not attack this turn, you may choose an adjacent figure and remove any number of red Battery Markers from this card. The chosen figure receives one wound for each removed Battery Marker.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Red Lanterns Strategy Guide
* New Guardians faction guide
Scarlett

## Scarlett

### **Points**

140

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
Vassago

## VASSAGO

### **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
Shade the Changing Man

## SHADE THE CHANGING MAN

### **Points**

185

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
Tar Pit

**Character Bio -** The younger brother of drug lord Jack "The Candyman" Monteleone, Joey spurned the family business for petty crime. Imprisoned in Iron Heights for fifteen years for armed robbery, he discovered that he could astrally project himself into inanimate objects and animate them. He took several objects for joyrides before projecting himself into asphalt and becoming stuck. His real body remained in Iron Heights in a coma

## Stats

* Life: 4
* Move: 5
* Range: 1
* Attack: 4
* Defense: 6
* Points: 150

## Abilities

**FLAMING TAR THROW SPECIAL ATTACK**

Range 3. Attack 4.

Choose a non-adjacent figure to attack. If the chosen figure does not have the Lava Resistant special power, you may count one blank rolled as an additional hit.

**STUCK**

All small or medium opponent's figures that enter or occupy a space adjacent to Tar Pit may not move. Figures affected by Stuck cannot be moved by any special power on an Army Card.

**LAVA RESISTANT**

Tar Pit never rolls for molten lava damage or lava field damage and does not have to stop in molten lava spaces.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Tar Pit is a lockdown unit - get him adjacent to the enemy so *Stuck* locks them down, then attack the helpless figure with your more powerful attackers. Tar Pit's sturdy defense can tank a few attacks. But don't underestimate the power of *Flaming Tar Throw Special Attack* - when combined with The Top's *Making The World Spin*, if you roll a blank, it counts as a skull and reduces the opponent's defense by one! It's a useful combo in a pinch.
* Rogues faction strategy