recursal/Fanatic-Fandom huggingface dataset:
Orange Construct (Glomulus)

**Character Bio -** Glomulus was once a being used to clean a tavern on Okaara. He was only allowed out of his cage to eat the food that fell on the floor. One day, when he was released, he ran afoul of an Okaaran warrior who threatened to eat him. Glomulus in turn ate the warrior, then ate everyone in the tavern. Free, he made his way to the Forest of Weeds, where the orange light had been buried long ago. Following the smell of Larfleeze's meal, Glomulus entered Larfleeze's palace, where he was consumed by the Orange Construct Blume. Glomulus's identity was replicated and stolen, and Glomulus became an Orange Construct.

As an Orange Construct, Glomulus served Larfleeze mindlessly and faithfully, though he gradually developed sentience of his own. Glomulus traveled with Kyle Rayner alongside Saint Walker, Arkillo, Bleez, Fatality, and Munk as part of the New Guardians. Kyle Rayner grew fond of the diminutive creature, affectionately calling him "Glommy" during their time together.

## Stats

* Life: 3
* Move: 7
* Range: 1
* Attack: 3
* Defense: 5
* Points: 140

## Abilities

**AVARICE APPETITE 14**

Before attacking, you may choose one figure adjacent to this Orange Construct or an unequipped glyph within 1 space of this Orange Construct. If you chose anything other than a Unique Hero or Event Hero, destroy it. Otherwise, roll the 20-sided die. Subtract 2 from the roll if the chosen figure has Super Strength. If you roll 14 or higher, the chosen figure receives 2 wounds. After destroying a glyph or figure with this special power, you may remove a Wound Marker from this card.

**FLYING**

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Orange Lanterns Strategy Guide
* New Guardians faction guide
Nekron

**Character Bio -** – Death incarnate and the force behind the Blackest Night event as well as the Black Lantern Corps, Nekron rules the Land of the Unliving and has powers beyond known limit, including the ability to raise the dead, kill with a touch, fire black lightning from his fingertips, and withstand incredible amounts of damage. When death walks the Earth, what hope remains?

## Stats

* Life: 6
* Move: 4
* Range: 9
* Attack: 6
* Defense: 6
* Points: 1300

## Abilities

**POWER OVER DEATH 6**

Start the game with 6 black Battery Markers on this card. Nekron may never have more than 6 black Battery Markers on this card. If a figure with a black Battery Marker on its card that is not an Android, Construct, or Undead would be destroyed, you may instead remove a black Battery Marker on its card from the game, remove all but three Wound Markers from that card, and if that figure is another player's Unique Hero without any white Battery Markers on its card, remove all Order Markers from that card and take control of the figure and its Army Card.

**DEATH INCARNATE**

Instead of attacking, you may place a black Battery Marker from this card on an adjacent enemy figure's Army Card. If you do, you must roll one unblockable attack die against that figure for each black Battery Marker still on this card.

**BLACK LIGHTNING SPECIAL ATTACK**

Range Special. Attack 5, 4, and 3.

All figures that are within 3 clear sight spaces of Nekron are affected by this special attack. Roll 5 attack dice once for all affected figures. Each figure rolls defense dice separately. After attacking with this special attack, Nekron must attack 2 additional times, rolling 1 fewer attack die for each subsequent attack.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

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

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Black Lantern Faction Strategy Guide
Kelex

**Character Bio -** Kelex is the robotic assistant to Superman. The original Kelex was a dutiful assistant to the House of El, and his predecessor soon came into service of Kal-El following the creation of the Fortress of Solitude of the Eradicator. Kelex is the primary caretaker of the Fortress of Solitude, whether it is the systems or creatures found therein.

## Stats

* Life: 2
* Move: 4
* Range: 2
* Attack: 1
* Defense: 2
* Points: 40

## Abilities

**KRYPTONIAN CONTINGENCY PLAN**

While Kelex is in your Start Zone, when an Army Card you control has all of its figures destroyed, you may immediately remove an Order Marker from that card and place it on any Kryptonian card you control. If the destroyed figure was a Kryptonian or Champion, you may remove and place all Order Markers from that card instead.

**FORTRESS DEFENSE PROTOCOLS**

Once per game, if Kelex is in your Start Zone and an enemy figure enters your Start Zone, you may immediately roll 2 unblockable attack dice against that figure.

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Kelex can move Order Markers to Kryptonians you control.

**-Strategy, Tactics and Tips-**

* Superman Family Faction Strategy Guide
Green Construct (Shield)

**Character Bio -** Every well trained Green Lantern knows this construct well. It is the main staple in the Green Lanterns' defensive tactics, and is notorious throughout the galaxy as being the most stubborn, strong willed defense to overcome. This shield is a non-sentient construct made completely out of Green Energy that flows from a Green Power ring and the one that wears it.

## Stats

* Life: 1
* Move: 0
* Range: 0
* Attack: 0
* Defense: 2
* Points: 20

## Abilities

**GREEN CONSTRUCT CREATION**

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

**PERMANENT POSITION**

This Green Construct can never move or attack.

**REINFORCED DEFENSE**

Friendly figures may add 2 dice to their defense for each adjacent Green Construct Shield. If a figure adding to its defense dice with this Green Construct Shield receives one or more wounds from an attack, this Green Construct Shield is destroyed.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* Q: Can Green Construct (Shield) make leaving engagement attacks?
* A: Yes. Leaving engagement attacks are different from attacks.

**-Combinations and Synergies-**

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

**-Strategy, Tactics and Tips-**

* Green Lantern faction strategy guide
Cruciaetheca feruglioi

Ejes vegetativos con verticilos foliares en los nudos. (Cúneo, R., Escapa, I. 2006)

### Estratigrafía

*Zona Ginkgoites eximia (superzona superior de Ferugliocladus), Lubeckiano tardío (Sakmariano, Pérmico temprano).*

### Localidad

Localidad Betancourt, Formación Río Genoa, Provincia de Chubut, Argentina.Localidad Puesto Alambre, Formación Río Génova, Provincia de Chubut, Argentina.

### Paratipo

MPEF-Pb-Pz 559#5, 559#9.

Descripción: Ejes acanalados al menos dos veces ramificados en verticilos. Ejes de último orden de hasta 10 cm de largo, con espirales foliares en los nudos. Verticilos foliares compuestos por 22–24 hojas individuales uninervadas de hasta 1 cm de largo. Las hojas están fusionadas basalmente en una vaina que representa al menos la mitad de la longitud de la hoja. Entrenudos fértiles contiguos a lo largo de los ejes de último orden, delimitados por verticilos foliares no modificados. Debajo de los verticilos foliares se sitúa un verticilo de esporangioforo. Esporangióforos cruciados y compuestos por cuatro esporangios ovalados.

**Página principal**
Cinder

**Character Bio -** Deathstroke first saw Cinder in Italy in the city of Rome. She was with his target. As he was about to shoot, he saw the woman starting to burn him until he died. When Carla left, Deathstroke was already waiting for her. Deathstroke promised Cinder that she would have the chance to exact retribution on those who have hurt her in the past like her childhood abuser Nursery Cryme and Cinder agreed. Two weeks later, she joined the Titans (Deathstroke, Cheshire, Tattooed Man and Osiris) in the attack against Atom but accidentally shoots Cheshire with a magma ball thus causing some serious burns.

## Stats

* Life: 5
* Move: 6
* Range: 5
* Attack: 4
* Defense: 4
* Points: 175

## Abilities

**MAGMA BALL**

If Cinder inflicts 1 or more wounds on a non-adjacent figure with her normal attack, before placing Wound Markers, you must choose a figure adjacent to the defending figure. After wounds are placed, roll 1 unblockable attack die against the chosen figure. Figures with the Lava Resistant special power are not affected by this special power.

**SEARING TOUCH SPECIAL ATTACK**

Range 1. Attack 2 + Special.

If Cinder did not move this turn, roll 2 additional dice for this special attack. If Cinder inflicts 1 or more wounds with this special attack, roll 1 unblockable attack die against the defending figure for Burn Damage. Continue rolling for Burn Damage until you do not roll a skull. Figures with the Lava Resistant special power are not affected by this special attack.

**LAVA RESISTANT**

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

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**
Bulma

## Bulma

### **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
Man-Spider

**Character Bio -** During a trip to the Savage Land, Peter Parker and Warren Worthington III (Angel) were captured by the Savage Land Mutates: who were created by Magneto. The Mutates' leader, Brainchild, used them as guinea pigs in a machine that "devolved" them into primordial forms (Spider-Man was transformed into a monstrous man-spider hybrid, and Angel into a griffin-like form) in order to use them as enforcers in the Mutates' conquest of the Savage Land. Fighting against the savage nature of his new form, Peter seeks a way to be cured alongside Warren.

## Stats

* Life: 7
* Move: 6
* Range: 1
* Attack: 3
* Defense: 3
* Points: 270

## Abilities

**SPIDER-VERSE: CLAMBER 40**

Once per turn, before, during or after moving, you may place Man-Spider on any empty space within 2 spaces of his current location, as long as that space is no more than 40 levels up or down. Man-Spider will not take any leaving engagement attacks when moving with this special power.

**UNCONTROLLED RAGE**

When attacking normally with Man-Spider, if you do not roll a blank, all skulls rolled count as one additional hit.

**WEB SPECIAL ATTACK**

Range 4. Attack 3.

Figures roll 1 fewer defense die when defending against this special attack.

**SPIDER SENSES 11**

If Man-Spider is attacked and at least 1 skull is rolled, roll the 20-sided die. Subtract 4 from the roll if the attacking figure is a Symbiote. If you roll 11 or higher, Man-Spider takes no damage and may immediately use his Spider-Verse: Clamber special power.

**SUPERSTRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* See Spider-Verse Faction Strategy Guide
Hawkgirl (Kendra Saunders)

**Character Bio -** In the Rebirth reboot, Hawkgirl (Kendra Saunders) is introduced as the leader of the Blackhawks, an anti-apocalyptic team. Seeking to prevent the Dark Knights's invasion on Earth, Hawkgirl worked with the Justice League to help them defeat the Dark Knights.

After helping in the defeat of Barbatos, Hawkgirl was recruited to the new Justice League. It's later revealed that because of Barbatos's influence, Kendra's bond to the Nth Metal was merged into her being. She now boasts an altered physiology reminiscent to her past life as a Thanagarian, which resulted in the grafting of Nth Metal wings to Hawkgirl's back

## Stats

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

## Abilities

**COMBAT DEXTERITY**

Hawkgirl may attack with her normal attack up to 2 times at any point before, during, or after her normal move as long as she is on a space where she could end her movement.

**NTH METAL WING SLASH**

After moving, you may choose up to 3 figures Hawkgirl passed over with her Flying special power. Roll the 20-sided die once for each figure, adding 3 to the roll if the chosen figure is Undead or has the Magical Defense special power. If you roll 17 or higher, the chosen figure receives a wound.

**FLEETING ESCAPE**

Hawkgirl never takes any leaving engagement attacks. After Hawkgirl defends against an enemy attack, you may immediately move her one space for each shield rolled when defending.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Justice League Faction Strategy
Caitlin Snow

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

## Stats

* Life: 5
* Move: 5
* Range: 1
* Attack: 2
* Defense: 2
* Points: 210

## Abilities

**CRYOKINETIC PHYSIOLOGY**

Start the game with this Army Card flipped to this side. Before rolling defense dice for Caitlin Snow against an attack from an enemy figure, you may flip this card.

**TEAM FLASH PHYSICIAN 16**

Before taking a turn with a Unique Hero you control adjacent to Caitlin Snow that is Human or Metahuman, you may roll the 20-sided die. Add 4 to your roll if that figure has the Superspeed or Speed Force special power. If you roll 16 or higher, remove up to 2 wounds from that figure’s Army Card.

## More Info

**-Rulings and Clarifications-**

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

**-Combinations and Synergies-**

* Caitlin Snow may heal Humans and Metahumans with her Team Flash Physician special power, and gets a bonus if they have the Superspeed or Speed Force special power.

**-Strategy, Tactics and Tips-**

* Team Flash Faction Strategy
Batman (Bruce Wayne) (Justice League II)

**Character Bio -** After years of fighting to stamp out crime and corruption in Gotham, often concluding in high profile events, Batman became globally known as a respected defender of the people of Gotham. So when threats to the Earth itself arrived, it didn't take long for other heroes on Earth to seek out his help and support in stopping these global threats to humanity. While initially a reluctant member of the Justice League, he came to value the need of such an organization and made several valuable contributions to its success. While not possessing super powers like most of the other members, his tactical mind and dedication to being fully prepared ensured the group would preform together at a high level. Never overly trusting, Batman also used his membership in the League to keep tabs on and learn more about these other 'heroes' of Earth just in case he should ever need to bring one down.

## Stats

* Life: 4
* Move: 6
* Range: 5
* Attack: 3
* Defense: 5
* Points: 190

## Abilities

**AT THE READY**

Start the game with a Glyph of Bat-Grapple on this card. Batman cannot lose this glyph by receiving wounds unless he is destroyed. Instead of moving normally with a friendly Unique Hero, Batman may move or use his Bat-Grapple. Once per round, after using At the Ready, Batman may attack a figure engaged with that Hero.

**ASSESS WEAKNESS 11**

Before moving with Batman, you may choose a figure within 2 clear sight spaces and roll the 20-sided die. If you roll 11 or higher and Batman attacks the chosen figure with his normal attack this turn, it subtracts 3 from its Defense number, or 6 from its Defense number if it is a destructible object.

**NERVE PUNCH**

When attacking an opponent's adjacent figure with a normal attack, add one automatic skull to whatever is rolled. If Batman inflicts one or more wounds on an adjacent Unique Hero with a normal attack, you may immediately remove one unrevealed Order Marker at random from the defending figure's Army Card.

## More Info

**-Rulings and Clarifications-**

* Batman requires 1x Glyph of Bat-Grapple

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Justice League Faction Strategy
Black Lightning

**Character Bio** - “A gold medal-winning Olympic decathlete, Jefferson Pierce, returned to his old neighborhood in the Southside (Suicide Slum) section of the city of Metropolis, with his wife Lynn Stewart and his daughter Anissa to become the principal of Garfield High School [.…] A family friend and tailor, Peter Gambi, had taught a much younger Jefferson how to suppress his inborn metahuman abilities so that he would not accidentally hurt any of the people he cared about. Upon his return, Gambi suggested to Jefferson that he should use his powers to help the neighborhood, and refers him to a plaque with the paraphrased Milo Sweetman quote ‘Justice, like lightning, should ever appear to some men hope, to other men fear.’ [….] Pierce adopts the costumed identity ‘Black Lightning’ where he had the costume, mask, and wig made by his tailor Peter Gambi. Years later, he would tell fellow African American superhero Mister Terrific that he chose the name Black Lightning because he ‘was the only one of us around’ at the time, and he ‘wanted to make sure everyone knew who they were dealing with’”

## Stats

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

## Abilities

**LIGHTNING CHAIN**

When Black Lightning, a figure you control adjacent to Black Lightning, or an Interloper you control within 3 clear sight spaces of Black Lightning defends against a normal attack, you may add 1 die to your roll. If the attacking figure is adjacent to a figure you control with the Electrically Charged special power, all excess shields count as unblockable hits on the attacking figure.

**LIGHTNING LASH SPECIAL ATTACK**

Range 5. Attack 5 + Special.

After attacking with this special attack, Black Lightning may attack one additional time for each Wound Marker that was on this Army Card at the start of his turn, rolling 1 fewer attack die for each subsequent attack. Any affected figure that occupies a water space rolls 1 fewer defense die. Figures with the Electrically Charged special power are not affected by this special attack.

**ELECTRICALLY CHARGED**

Black Lightning rolls 1 fewer defense die when he is on a water space.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Black Lightning can raise the defense of Interlopers you control within 3 clear sight spaces.

**-Strategy, Tactics and Tips-**

* Outsiders faction guide
Montana

## Montana

### **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
Kid Flash (Wally West)

**Character Bio -** "Wally West is [...] the nephew of the existing Flash character's girlfriend and later wife, Iris West. During a visit to the Central City police laboratory where Barry Allen worked, the freak accident that gave Allen his powers repeated itself, bathing West in electrically-charged chemicals. Now possessing the same powers as the Flash, West donned a smaller sized copy of Barry Allen's Flash outfit and became the young crimefighter Kid Flash [...] In addition to his appearances within the *Flash* title, the character was used as a member of the newly created Teen Titans."

## Stats

* Life: 4
* Move: 9
* Range: 1
* Attack: 4
* Defense: 3
* Points: 110

## Abilities

**SUPERSPEED**

Kid 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 Kid Flash, if he did not use his Slipstreaming special power this round, he may move up to an additional 4 spaces.
**SLIPSTREAMING**

After revealing an Order Marker on the Army Card of a Unique Hero you control that is adjacent to Kid Flash and immediately after moving that Unique Hero, you may move Kid Flash up to the same number of spaces the Unique Hero moved. Kid Flash must end his movement on a space the Unique Hero moved onto this turn.

**SPEED DODGE 2**

When Kid Flash defends against an attack, and you roll at least one blank, Kid Flash takes no damage and may immediately move up to 2 spaces.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Flash Family Faction Strategy
Black Widow (Yelena Belova)

## BLACK WIDOW

### **Points**

160

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
Moon Knight (Avengers)

## MOON KNIGHT

### **Points**

170

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
Clutch

## Clutch

### **Points**

90

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
Leo Fitz

## LEO FITZ

### **Points**

65

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
Cyborg (Justice League)

**Character Bio -** When Victor Stone's father broke his promise and missed yet another one of his son's games, Victor visited his father's workplace at S.T.A.R. Labs. There, Silas Stone and his fellow scientists were working on the Mother Box that Superman came into contact with during his battle with a Parademon. The Mother Box exploded, destroying most of Victor's body and killing all the scientists except Victor's father. Silas Stone did all he could for Victor's survival, and used nano-machines and the energies from the Mother Box to give Victor a new form as Cyborg! Cyborg inadvertently absorbed some of the Parademon's components, giving him access to Boom Tube technology. This new ability automatically teleported Victor to where Batman, Green Lantern, Superman, Flash, Wonder Woman, and Aquaman were currently fighting a wave of Pardemons. Together, the newly formed team prevented Darkseid's assault on the Earth and, with the help of Cyborg's Boom Tube, sent Darkseid back to Apokolips. Cyborg and the others formed the Justice League and now fight to protect the world from all those who may do it harm.

## Stats

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

## Abilities

**JUSTICE LEAGUE SUPPORT**

At the start of the game, place 1 blue Justice League Marker on this card for each Unique Hero you control with the class of Champion or Scientist, to a maximum of 3. When rolling for initiative, if there is an Order Marker on this card, you may add 2 to your roll for each Justice League Marker on this card.

**BOOM TUBE TRANSPORT**

Start the game with a Glyph of Boom Tube on this card. After moving and instead of attacking, you may place a Glyph of Boom Tube from this card power-side up on an empty space within 3 spaces of Cyborg. Remove any number of Justice League Markers from this card. For each marker removed, choose either Cyborg or a figure you control within 6 clear sight spaces of Cyborg. Immediately move each chosen figure up to 3 spaces. At the end of Cyborg's turn, place the Glyph of Boom Tube from this card back on this card.

**CYBERNETIC ENGINEERING**

At the end of the round, you may remove a Wound Marker from this card or from the Army Card of a Unique Android Hero or Unique Cyborg Hero adjacent to Cyborg. After using Cybernetic Engineering, you may remove a Justice League Marker from this card to use it one additional time.

**SUPER STRENGTH**
**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Cyborg receives 1 Justice League Marker for each Champion or Scientist you control. Current Champions and Scientists.
* Cyborg may use his Cybernetic Engineering special power to remove a Wound Marker from the Army Card of a Unique Android Hero or Unique Cyborg Hero. Current Androids and Cyborgs.

**-Strategy, Tactics and Tips-**

* Justice League Faction Strategy
Batman (Dick Grayson)

**Character Bio -** “Following [Bruce Wayne retiring after an encounter with Bane, then Jean Paul Valley going insane while filling the role of Batman and being deposed by a partially healed Bruce], Dick Grayson takes up the mantle of Batman while Bruce was recovering from a broken back as he considers Dick his prodigal son. After the events of "Batman R.I.P." and *Final Crisis*, Dick moves operations to Gotham to protect the city following Bruce's apparent death. Despite Bruce's will instructing him not to, the chaos in Gotham following Bruce's disappearance prompts Dick to take up his mentor's identity once again as Batman.” (Wikipedia 2013).

## Stats

* Life: 4
* Move: 6
* Range: 1
* Attack: 5
* Defense: 5
* Points: 170

## Abilities

**UTILITY BELT 2**

At the start of the game, after Order Markers are placed and before initiative is rolled, you may place up to two Utility Equipment Glyphs of different types on this card. Batman can equip a Utility Equipment Glyph even if there are other Utility Equipment Glyphs on this card, up to a maximum of 2. Batman cannot lose these glyphs by receiving wounds unless he is destroyed.

**STRATEGIC DISCIPLINE**

At the start of the round, before initiative is rolled, if one or more Order Markers are placed on this card, for the remainder of the round no unrevealed Order Markers on cards you control may be moved to any other cards.

**ACROBATIC MOVEMENT**

Batman never takes falling damage and is never attacked when leaving an engagement. After rolling attack dice for a normal attack or after rolling defense dice, for each shield rolled you may immediately move Batman one space up to 6 levels up or down.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**
**Incoming Synergy:**

* As a Human, Batman has these Human Synergies.
* As a Vigilante, Batman has these Vigilante Synergies.

**Outgoing Synergy:**

* N/A

**-Strategy, Tactics and Tips-**

* Bat-Family Faction Guide
Flash (Wally West) (Flash Family)

**Character Bio -** The Flash Family is an informal group centered around the legacy of The Flash, a famous speedster and hero who protects Central City and Keystone City. When a speedster gets in over their head, the rest of the Flash Family is always ready to run alongside them.

## Stats

* Life: 4
* Move: 12
* Range: 1
* Attack: 5
* Defense: 7
* Points: 300

## Abilities

**FLASH FAMILY**

After revealing an Order Marker on this card and before taking a turn with Flash, you may reveal an “X” Order Marker on this card and take a turn with two other Unique figures you control with the Superspeed or Speed Force special power. You may not take any additional turns.

**SPEED FORCE**

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

**FLASH TIME**

After any figure you control with the Superspeed or Speed Force special power is attacked by an opponent’s figure, you may move Flash up to 4 spaces. At the end of the round, you may move each figure you control with the Superspeed or Speed Force special power up to 4 spaces each.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Flash may activate figures with the Superspeed or Speed Force special powers with his Flash Family special power.
* Flash can offer movement to figures with the Superspeed or Speed Force special powers with his Flash Time special power.

**-Strategy, Tactics and Tips-**

* Team Flash Faction Strategy
Glyph of Green Power Battery

**Glyph Bio -** The Green Lantern Power Batteries were created by the immortal Guardians of the Universe during the time that they sought to impose order on a chaotic cosmos. Thus, they created the Power Battery which served as an energy conduit to the Green Lantern Central Power Battery on Oa. Their first servants were the Manhunters; android that used Power Batteries to charge their Energy Pistols. When the Manhunters rebelled, the Power Batteries and Energy Pistols were stripped from them. Eventually, the Power Battery became a common equipment amongst the Green Lantern Corps and were used to charge the Green Lantern Power Rings.

## Abilities

**NAME = Green Power Battery**

**SUBTITLE = Willpower + Battery Markers**

**EQUIPMENT GLYPH**

When this glyph comes into play, place 2 green Battery Markers on this card. Instead of attacking with this figure, you may move one green Battery Marker from this card to this figure's Army Card. You may never place more green Battery Markers on an Army Card than were on that card at the start of the game. This figure cannot have its Attack number reduced by any special power and gains the Fearless personality in addition to what is listed on its card.

**-Rulings and Clarifications-**

* Figures that start the game with this Glyph: Green Central Power Battery

**-Combinations and Synergies**

**-Synergy Benefits Received**

* \* N/A

**Synergy Benefits Offered**

* N/A

**-Strategy, Tactics and Tips-**

* Glyph of Green Power Battery can replace spent green Battery Markers on figures who start the game with green Battery Markers.
Matt Murdock

## Matt Murdock

### **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-**

* N/A
Batgirl (Stephanie Brown)

**Character Bio -** Though she was raised by the third-rate villain Cluemaster, Stephanie Brown did not follow in her father's footsteps and instead devoted her life to fighting crime. Originally working under the name Spoiler and later as Batman's sidekick, Robin, Stephanie returned from her apparent death and took up the mantle of Batgirl. At first, this was met with resistance from both Batman and Oracle, the former Batgirl. However, the two changed their minds when Stephanie confronted her fears and defeated the Scarecrow. Now working under the guidance of Oracle, Stephanie continued to forge her new identity as Batgirl, a valuable member of Batman's team.

## Stats

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

## Abilities

**BO STAFF**

After moving and before attacking with a normal attack against an adjacent figure, you may subtract any number of Batgirl's attack dice from your roll, to a minimum of 1 attack die. If you do, you may attack one additional time for each die subtracted.

**TRICK BATARANG SPECIAL ATTACK**

Range 5 + Special. Attack 3.

Before attacking with this special attack, choose one of the following effects:

* add 2 to the Range of this special attack; or
* the defending figure rolls 1 fewer defense die; or
* if an opponent rolls the 20-sided die for the defending figure this turn, you may subtract 2 from the roll.

**BAT-GRAPPLE 3**

Instead of her normal move, Batgirl may move up to 3 spaces with Bat-Grapple. When moving with Bat-Grapple, Batgirl 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-**
**Incoming Synergy:**

* As a Human, Batgirl has these Human Synergies.
* As a Vigilante, Batgirl has these Vigilante Synergies.

**Outgoing Synergy:**

* N/A

**-Strategy, Tactics and Tips-**

* Bat-Family Faction Guide
Manhunter

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-**

* Q: On Manhunting, when the chosen opponent's figure reveals the numbered Order Marker, does only one Manhunter move (based on the word *this*), or do all of your Manhunters get to move?
* A: They all get to move, but each Manhunter only moves once. Each Uncommon Hero figure is supposed to have his own Army Card. If Manhunter had said something like "you may immediately move all Manhunters you control," then an unintended chaining effect would occur. Manhunter #1 would move all Manhunters, then Manhunter #2 would move all Manhunters, etc. That would allow each Manhunter to move multiple times. What actually happens with the current wording is that all Manhunters are triggered by the Order Marker reveal. As you process each Manhunter, the word *this* confines the effect to just that Manhunter. However, all Manhunters are triggered, so they all get to move.
* Q: Can I use Yellow Power Charge to place a yellow power marker removed from one card on another card? For instance, if Arkillo burns a yellow power marker and then is destroyed, can I put his yellow power marker on Sinestro with this power?
* A: No, Yellow Power Charge can only be used to *replace* a marker that was previously on that card. Sinestro can only have markers that were on his card at the start of the game placed on his card and so forth.

**-Combinations and Synergies-**

* Manhunter may replace previously removed Yellow Battery Markers.

**-Strategy, Tactics and Tips-**

* Green Power Drain can remove green Battery Markers from figures' Army Cards
Amazo

**Character Bio -** "The android Amazo was created by scientist Professor Ivo, who became obsessed with immortality. The original Justice League of America (Green Lantern, Flash, Aquaman, Wonder Woman, and the Martian Manhunter) discover their powers have been drained and appear to be used in the theft of certain long-lived creatures. Attempting to guard the remainder of the creatures and discover the perpetrator, the League is defeated by Amazo. Ivo reveals he has created a means of extending his life span courtesy of the data obtained from studying the creatures, and almost succeeds in removing the League's memories of their having ever been heroes before being stopped by Green Lantern. The League defeat the android, and store it in their trophy room"

## Stats

* Life: 10
* Move: 10
* Range: 1
* Attack: 7
* Defense: 7
* Points: 700

## Abilities

**GREEN LANTERN RING 3**

Start the game with 3 green Power Markers on this card. Before attacking with Amazo, you may remove 1 Power Marker from this card to add 2 to Amazo’s Range and Attack numbers for this turn.

**INTANGIBILITY**

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

**AMAZING LASSO**

Instead of moving with Amazo, you may choose a non-adjacent small or medium figure within 4 clear sight spaces of Amazo. Place the chosen figure adjacent to Amazo. The chosen figure rolls 2 fewer defense dice if attacked by Amazo this turn. Figures moved by Amazing Lasso will not take any leaving engagement attacks.

**SUPER SPEED SPECIAL ATTACK**

Range 1. Attack 4.

When Amazo attacks with this special attack, he may attack 2 additional times. After each attack with this special attack, you may immediately move Amazo up to 2 spaces.

**WATER MIGHT 1**

Add 1 die to Amazo's attack and defense while he is on a water space.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

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

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Injustice League Faction Strategy
Gorilla Grodd (Injustice League)

**Character Bio -** Gorilla Grodd is an evil, super-intelligent gorilla who gained telepathic powers after being exposed to a strange meteorite's radiation. When he's not taking over Central City with an army of warriors from Gorilla City, he's leading the Secret Society of Super-Villains against the Justice League. Either way, the Flash will try and stop him.

## Stats

* Life: 6
* Move: 6
* Range: 1
* Attack: 5
* Defense: 6
* Points: 285

## Abilities

**SECRET SOCIETY OF SUPER-VILLAINS**

At the start of the game, place 1 black Injustice Marker on this card for each Unique Hero you control with the class of Antagonist, Psychopath, or Rogue, to a maximum of 4. Whenever a figure you control is destroyed, you may place any Injustice Markers on its card onto this card.

**SOCIETY MIND LINK**

Once per round, after revealing a numbered Order Marker on this card and instead of taking a turn normally with Gorilla Grodd, you may immediately remove an Injustice Marker from this card and choose up to two Unique Heroes you control within 8 spaces of Gorilla Grodd to take a turn. Gorilla Grodd may be one of the chosen heroes.

**POUNDING FISTS**

Figures without the Super Strength special power roll 1 fewer defense die against Gorilla Grodd's normal attack. If Gorilla Grodd inflicts one or more wounds with his normal attack, he may attack the same figure one additional time.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Gorilla Grodd works well with any figures that grant him an Injustice Marker. Use him as a secondary Rogue leader or alongside the greater Injustice League faction.
* Rogue Faction Strategy Guide
* Injustice Faction Strategy Guide
Jolt

**Character Bio -** Helen Takahama became a superhero as a teen, after being embroiled in the schemes of a series of supervillains; first her parents were killed in Onslaught's attack on New York, then she was captured and experimented on by Arnim Zola. Zola's experiments granted her enhanced speed and strength, allowing her to escape captivity and try to find help. Unbeknownst to her, her "savior" was yet another villain. "Citizen V" and the Thunderbolts helped her trash Arnim Zola's hideout and put an end to his experiments.

In the wake of the battle, Meteorite recruited the newly-christened Jolt into the Thunderbolts. Jolt even took up residence in the Thunderbolts' headquarters, completely unaware that the rest of her teammates were supervillains in disguise. Her genuine heroism helped inspire the other Thunderbolts, particularly Atlas, to turn against Zemo.

## Stats

* Life: 4
* Move: 6
* Range: 1
* Attack: 3
* Defense: 3
* Points: 80

## Abilities

**TAKEN IN**

If you control at least two other Charlatans, Jolt has the class of Charlatan in addition to what is listed on this card.

**THUNDERBOLT INSPIRATION**

If there is a revealed Order Marker on this card, other figures you control that share a class with Jolt add 1 to their Move numbers and, if they have a Repentant personality, 1 to the result whenever they roll the 20-sided die.

**HYPERKINETIC BLITZ 14**

Jolt can move through all figures and is never attacked when leaving an engagement. After moving Jolt on your turn, you may choose one figure she moved through, or two figures she moved through if it is Jolt's turn. Roll the 20-sided die, one at a time, for each chosen figure. If you roll 14 or higher, that figure receives a wound.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**
**Outgoing Synergy:**

* Due to her Taken In special power, if you control at least two Charlatans, Jolt gains the class of Charlatan and these Charlatan Interactions.
* Figures you control that share Jolt's class (Crime Fighters or potentially Charlatans) may add to their Move numbers and, if they are Repentant, their 20-sided die rolls.

**-Strategy, Tactics and Tips-**

* Thunderbolts Strategy Guide
Faith Herbert

## FAITH HERBERT

### **Points**

170

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
Android 17

## Android 17

### **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
Flamebird (Thara Ak-Var)

**Character Bio -** Thara Ak-Var was a childhood friend of Kara Zor-El before Argo City was taken by Braniac and integrated into Kandor. Overtime, Thara eventually took on the role of security chief of Kandor, where the city's religious guild came to believe she was the living avatar of the Flamebird. She felt a mysterious connection to Christopher Kent, going as far as going into the Phantom Zone to save him. Eventually the two actively worked to protect the world as Nightwing and Flamebird, especially working to find sleeper agents sent by Zod.

## Stats

* Life: 6
* Move: 7
* Range: 1
* Attack: 5
* Defense: 5
* Points: 280

## Abilities

**FLAMEBIRD'S AVATAR**

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

**FLAMES OF KRYPTON SPECIAL ATTACK**

Range 6. Attack 4 + Special.

Before attacking with this special attack, you may choose one other Kryptonian Hero you control within 4 clear sight spaces of Flamebird. Roll 1 additional die for each Wound Marker on that figure's card, to a maximum of 3 additional attack dice. If Flamebird destroys a figure with this special attack, she may attack one additional time.

**KRYPTONIAN DEFENSE**

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

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

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

**-Strategy, Tactics and Tips-**

* Superman Family Faction Strategy Guide
Blue Lantern (Barry Allen)

**Character Bio -** When it was decided to deputize an individual for each Lantern Corps for 24 hours, the Flash was chosen as the deputy for the Blue Lantern Corps. During the battle, Barry is forced to fight his own grandson, who his ring detects is still alive but would eventually die if not free from the black ring soon. Barry is shown to be skilled with his ring in creating energy constructs based on his imagination (possibly because of the understanding with his friend Hal Jordan's ring), as he is able to create images of Bart as Impulse and Kid Flash against him in order to make him feel again. Barry's plan almost works as Bart reacts to the images of his past and the constructs begin to attempt to take the black ring from him, but later is interrupted by the Black Lantern Professor Zoom and Solovar. Wally and Saint Walker later join Barry to fight against them.

## Stats

* Life: 4
* Move: 12
* Range: 1
* Attack: 4
* Defense: 5
* Points: 300

## Abilities

**BLUE POWER BATTERY 3**

Start the game with 3 blue Battery Markers on this card. Add 1 to Blue Lantern's Move and Defense numbers for each blue Battery Marker on this card. If one or more Green Lantern figures are within 4 spaces of Blue Lantern, you may also add the same number to Blue Lantern's Range and Attack numbers.

**SUPERSPEED**

Blue Lantern 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 Blue Lantern, if he did not use his Flying or Flash of Hope special power this turn, he may move up to an additional 4 spaces.

**FLASH OF HOPE**

After Blue Lantern or a friendly figure within 3 clear sight spaces of Blue Lantern defends against an attack, you may immediately move Blue Lantern up to 4 spaces. After moving Blue Lantern normally or with this special power, you may remove 1 blue Battery Marker from this card to remove 1 Wound Marker from this card and from the card of each friendly figure Blue Lantern moved through this turn.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

**Incoming Synergy:**

* N/A

**-Strategy, Tactics and Tips-**

* Green Lantern (And Blue Lantern) faction strategy guide
King Ghidorah

## King Ghidorah

### **Points**

1000

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
Gray Fox

## GRAY FOX

### **Points**

180

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