recursal/Fanatic-Fandom huggingface dataset:
Spider-Woman (Ashley Barton)

**Character Bio -** In the same wastelands that Old Man Logan called his home, Hawkeye married one of Peter Parker's daughters and had a daughter himself, Ashley, even though they were quickly divorced and he never really saw her. Inheriting some of her grandfather's powers and her father's rebellious nature, Ashley was forced to fight and kill to survive, even from a very young age. She eventually assembled a small band of heroes to combat the Kingpin ruling the area, but was captured. Clint and Logan try to rescue her, but it's revealed that this was her plan all along, as she brutally kills the Kingpin during the rescue and usurps his operation. Still harboring a grudge against Clint, she orders her newly acquired men to hunt him down, but he escapes.

Ashley is eventually recruited by the Superior Spider-Man into his Spider-Army to combat the inheritors, along with the Assassin Spider-Man, since they have no qualms about killing. She does however still have her grandfather's sense of responsibility, and becomes a vital teammate and friend to the other spiders.

*~Wolverine Vol 3, #67*

## Stats

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

## Abilities

**DEMORALIZING PRESENCE**

When rolling for initiative, each opponent must subtract 1 from their roll for each Order Marker on the Army Card of a figure they control without the Fearless personality that is within 4 clear sight spaces of Spider-Woman.

**SPIDER-STRIKE 9**

After moving and before attacking, you may choose a figure Spider-Woman passed over with her Swing Line special power and roll the 20-sided die. If you roll 9 or higher, the chosen figure receives a wound.

**SWING LINE 4**

Instead of her normal move, Spider-Woman may move up to 4 spaces with Swing Line. When moving with Swing Line, Spider-Woman has the Flying special power, but may not move up or down more than 40 levels in a single swing, and will not take any leaving engagement attacks.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* See Spider-Verse Faction Strategy Guide
Wonder Girl (Cassandra Sandsmark) (YJ)

**Character Bio -** Cassandra Sandsmark started her heroic career as a timid girl living in the shadow of both Wonder Woman and Donna Troy. Idolizing Donna to the point of wearing a black wig (which also helped keep her identity secret) she helped to fight crime on her own for a short while. She eventually ran into the newly formed team Young Justice, and having a crush on Superboy, offered to join. She fit in great, becoming best friends with Arrowette, Secret, and Empress. Her time with Young Justice helped her to gain confidence, and she eventually shed her wig and embraced her role as the new Wonder Girl.

Robin, due to trust issues from not revealing his identity, and also knowledge of Batman’s secret files on the Justice league are leaked, decided to resign from the team for a time. Even though Robin returns, the team didn’t accept him as the leader again, instead they decided to hold elections. Wonder Girl beats out Robin, Superboy, and Ray, and is fully backed by Robin (who is still a vital advisor). Wonder Girl soon after lead a successful attack on the supervillain country of Zandia, organizing not only Young Justice, but dozens of other teen heroes in the battle.

She proved a capable leader, but after a tragic teamup with the Teen Titans ending with Troia’s death, she disbanded the team. Eventually she joined a new Teen Titans and has been a vital member ever since.

## Stats

* Life: 5
* Move: 5
* Range: 1
* Attack: 5
* Defense: 5
* Points: 200

## Abilities

**YOUNG JUSTICE ATTACK PLAN**

As long as none of your other Army Cards have more than one Order Marker on them, the first time each Titan or Sidekick figure you control attacks an adjacent figure on your turn, you may roll one additional attack die.

**HIT ANYTHING THAT’S MOVING!**

After each space an enemy figure moves, roll the 20-sided die once for each Sidekick or Titan you control adjacent to that figure that you have not previously rolled for this turn. Add 6 to the roll if there is an Order Marker on this card. If you roll 18 or higher, that enemy figure receives a wound from that Sidekick or Titan.

**COUNTER STRIKE**

When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Wonder Girl can boost Unique Titan and SidekickHeroes with her Young Justice Attack Plan special power.

**-Strategy, Tactics and Tips-**

* Young Justice Faction Strategy
* See Also Titans Faction Guide
The Doctor (1st)

## The Doctor (1st)

### **Points**

90

Character Bio goes here

## Stats

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

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Superboy (Kon-El) (YJ)

**Character Bio -** A Clone created from the DNA of Superman and Lex Luthor, Superboy has always tried his best to be a hero. A cocky and headstrong attitude on his exterior hides many insecurities on the inside, one major one being the knowledge that he doesn't age normally and will most likely never become an adult. He becomes friends with Robin and Impulse and inadvertently founds the team Young Justice with them. There he meets Wonder Girl, with the two of them developing feelings for one another, and Superboy is also there for Arrowette during her darkest hour. He proves himself to be a loyal friend, and a true hero.

## Stats

* Life: 5
* Move: 6
* Range: 1
* Attack: 4
* Defense: 5
* Points: 210

## Abilities

**KRYPTONIAN DNA**

Superboy has the species of Kryptonian in addition to the species listed on this card. When Superboy rolls defense dice against a normal attack from a figure that is not a Kryptonian, if at least one shield is rolled, all blanks rolled count as extra shields.

**TACTILE TELEKINETIC TOUCH**

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

**SUPER SHOW-OFF**

Once per round when attacking with Superboy's normal attack, you may add one die for each revealed Order Marker on a Titan or Sidekick card you control. If you do, and Superboy does not inflict any wounds, roll an unblockable attack die against Superboy.

**SUPER STRENGTH**
**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Superboy can add to his attack for revealed Order Markers on Sidekick or Titan cards you control.

**-Strategy, Tactics and Tips-**

* Young Justice Faction Strategy
Red Lantern (Jack Moore / Rankorr)

**Character Bio -** Jack Moore was not apparently an angry man. He repressed his rage for years, burying it as far down as he could. But all that rage was brought to the surface when a red power ring found him and inducted him into the Red Lantern Corps as its first human Red Lantern. He took the name 'Rankorr' after joining the Corps.

Unlike most of his fellow Red Lanterns, Jack was able to both retain his intellect without being baptized in the blood of Ysmault, and use his ring to create constructs. These abilities made him a strategically valuable member of the Corps, though a somewhat reluctant one at first. He often tries to keep a level head, but can be provoked to rage as any Red Lantern.

## Stats

* Life: 5
* Move: 5
* Range: 4
* Attack: 3
* Defense: 5
* Points: 280

## Abilities

**RED POWER BATTERY 1**

Start the game with 1 red Battery Marker on this card. Add one to Red Lantern's Move and Attack numbers for each red Battery Marker on this card.

**BURNING TOUCH**

After taking a turn with Red Lantern, you may choose an adjacent figure and remove one red Battery Marker from this card to inflict a wound on that figure.

**RAGE OF RANKORR**

Whenever Red Lantern receives one or more wounds, if there is no more than 1 red Battery Marker on this card, you may immediately place 3 red Battery Markers on this card. At the end of each round, if there is more than 1 red Battery Marker on this card, remove 1 red Battery Marker from this card.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Red Lanterns Strategy Guide
Spider-Girl (Anya Sofia Corazon)

**Character Bio -** Anya Sofia Corazon was a victim of chance, caught in a battle between warring mystical clans. Having been wounded in a skirmish while she was at school, she was taken in by the Spider Society and healed. The mystical healing imbued her with spider-like powers, and she decided to join the Spider Society against their adversaries. Meeting Spider-Man at one point, he teaches her that “with great power comes great responsibility,” and she decides to be a hero on her own. She is eventually mentored by Carol Danvers, and gains permanent spider powers during the Spider-Island Event.

Later on, she’s recruited by Spider-UK alongside Spider-Man, Silk, and Spider-Woman to face the Inheritors, immortal hunters of all Spider-Kind. After the Inheritors first defeat, she stays with Spider-UK at the Web Warriors base, becoming his second-in-command. She learns to be a capable leader and trains various Spiders to protect the multi-verse.

## Stats

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

## Abilities

**WEB WARRIORS LEADERSHIP**

After revealing an Order Marker on a card of a Unique Hero you control with a Spider-Verse, Swing Line, or Web Swing special power and before taking a turn with that Hero, you may take a turn with Spider-Girl. You may not take any additional turns with other figures you control. Once per turn, when Spider-Girl attacks a figure, all opponents' figures within 4 spaces of that figure subtract one from their Defense number for the rest of this player turn.

**SPIDER-AGILITY 2**

After Spider-Girl attacks an adjacent figure, she may move up to 2 spaces with her Swing Line special power. If she moves at least one space, she may attack an adjacent figure one additional time.

**SWING LINE 4**

Instead of her normal move, Spider-Girl may move up to 4 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-**

* N/A

**-Combinations and Synergies-**

* Spider-Girl can take a turn after you reveal an Order Marker on the card of a figure you control with a Spider-Verse, Swing Line or Web Swing special power and reduce the defense of figures before that figure takes a turn.

**-Strategy, Tactics and Tips-**

* See Spider-Verse Faction Strategy Guide
Spider-Man (Otto Octavius)

**Character Bio -** Otto Octavius has finally implemented his master plan, swapping consciousnesses with Peter Parker to not only crush him but to destroy his legacy. But when experiencing Peter’s memories, he developed a sense of morals and realized he could be a force for good. And so he vowed to become the Superior Spider-Man, better than Parker in every way, both fulfilling his responsibility to be a hero, and his plan to crush Parker by besting him at being Spider-Man, even if he was gone.

This was short lived, as Otto soon realized that Peter was in fact, the Superior Spider-Man. He willingly gives back control of Peter’s body to let Peter save countless innocents. But that wasn’t the end of the Superior Spider-Man. At some point Otto had saved a copy of his own consciousness, which was eventually transferred to a cloned body of Peter, thanks to the Jackal. He continues his brand of heroics, even if it’s at odds with many other heroes’ ideals.

During the attack of the Inheritors, Otto transverses the Spider-Verse, assembling his own Spider-Army, and fights Peter for leadership of the group as a whole. While Peter wins out and continues to lead, he extends his hand to Otto, realizing that his smarts and skills are necessary for the survival of spider-kind.

## Stats

* Life: 5
* Move: 6
* Range: 2
* Attack: 5
* Defense: 7
* Points: 260

## Abilities

**SUPERIOR SPIDER GENIUS**

If there is an Order Marker on this card, you may add 3 to your initiative roll, and during your turn figures you control with a Spider-Verse, Swing Line, or Web Swing special power add 1 to the roll when the 20-sided die is rolled for any special powers on their card.

**"THE DIE IS CAST!"**

After revealing an Order Marker on this card and instead of taking a turn with Spider-Man, you may take a turn with any other figure you control with a Spider-Verse, Swing Line, or Web Swing special power. If you won initiative this round, you may instead take a turn with up to 2 Unique Heroes you control with a Spider-Verse, Swing Line or Web Swing special power. Spider-Man may be one of the chosen figures. You may not take any additional turns.

**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, you may use it two additional times.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Spider-Man may take turns with figures that have a Spider-Verse, Swing Line or Web Swing special power instead of his own turn.

**-Strategy, Tactics and Tips-**

* See Spider-Verse Faction Strategy Guide
Savage Dragon

## SAVAGE DRAGON

### **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
Spider-Man (Takuya Yamashiro)

**Character Bio -** Spider-Man's identity is that of Takuya Yamashiro, a 22-year-old motocross racer. He has the ability to perceive threats from the Iron Cross Army with his Spider-Senses. He fights the Iron Cross Army in order to avenge his father's death. To conceal his superhero identity, Takuya acts as a weakling in front of his friends on purpose. As a result, Takuya gets chastised by his friends whenever he runs away from danger and is often compared unfavorably to Spider-Man. Moreover, his financial income as a motorcycle racer decreases after becoming Spider-Man due to his reduced participation in races, forcing him to assist Hitomi Sakuma in her job to pay for his expenses.

Takuya assumes the identity of Spider-Man when he dons the protective suit known as the Spider Protector. He is genetically altered as a result of the Spider-Extract injected into his body by Garia, gaining spider-like abilities such as sticking and climbing onto walls. Moreover, he can also detect the activities of nearby enemies with his Spider-Senses and his physical strength is greater than the average person. However, he has also inherited some of the same weaknesses actual spiders have, such as a strong sensitivity towards cold temperatures.

## Stats

* Life: 4
* Move: 6
* Range: 1
* Attack: 4
* Defense: 6
* Points: 130

## Abilities

**"CHANGE LEOPARDON!"**

At the start of the game, if you drafted a vehicle named Leopardon, you may place Spider-Man on Leopardon's driver space. If you do, Leopardon does not start the game on the battlefield. Once per game, after revealing an Order Marker on the card of a Unique Ranger Hero or any Unique Hero you control with a Spider-Verse, Swing Line, or Web Swing special power and taking a turn with that Hero, you may place Leopardon on any empty spaces on the battlefield and immediately use his Arc Turn Strike special power.

**SPIDER-VERSE: "I AM THE EMISSARY FROM HELL!"**

When attacking normally with Spider-Man or a vehicle he is driving, the defending figure rolls one fewer defense die for each blank you rolled.

**COMBAT FLIP 12**

After moving normally, attacking, or defending with Spider-Man, he may use Combat Flip. Combat Flip has a move of 2. When moving with Combat Flip, Spider-Man has the Flying special power, but may not move up or down more than 12 levels in a single flip. When using Combat Flip, Spider-Man will not take any leaving engagement attacks.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Spider-Man can start the game in Leopardon
* Spider-Man causes Leopardon to start the game off the battlefield and get an attempt at his Arc Turn Strike special power when he arrives.

**-Strategy, Tactics and Tips-**

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

**Character Bio -** "I'm an investigative reporter. You know what that means? It means I collect facts, and I figure out the story. And when I determine who the bad guys in the story are, I punish them."

- The Spider-Man (Spider-Verse Vol 2 #2, Marvel)

## Stats

* Life: 6
* Move: 7
* Range: 1
* Attack: 5
* Defense: 5
* Points: 220

## Abilities

**SPIDER'S SIDE-ARM SPECIAL ATTACK**

Range 5. Attack 4.

After attacking with this special attack, if he had not attacked already, Spider-Man may immediately either attack with it one additional time or use his Spider-Verse: Parkour special power.

**SHAKEDOWN**

After attacking an opponent’s adjacent figure with a normal attack, if the defending figure is still engaged with Spider-Man, your opponent may immediately reveal and remove one unrevealed Order Marker from any Army Card that opponent controls. If your opponent does not reveal and remove an Order Marker, Spider-Man may attack one additional time, adding 1 die to his Attack number. Figures with the Super Strength special power are not affected by Shakedown.

**SPIDER-VERSE: PARKOUR**

Spider-Man may use Spider-Verse: Parkour at any point before or during his normal move by subtracting 2 from his movement. Spider-Verse: Parkour has a move of 2. While parkouring, Spider-Man has the Flying special power, but may not move up or down more than 12 levels in a single parkour, and will not take any leaving engagement attacks.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* **Crossover Symbol:** The Crossover Symbol next to Spider-Man's secret identity indicates that he is draftable into the same army with other Peter Parker cards. See C3G's Secret Identity Rules.

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* See Spider-Verse Faction Strategy Guide
Ultraman

**Character Bio** - Kal-Il comes from Krypton of Earth-3, whose people are mean-spirited and selfish. Just before this Krypton was destroyed, Kal-Il's parents Jor-Il and Lara sent him to the planet Earth to one day seek vengeance against the being that destroyed Krypton (whom Jor-Il inadvertently summoned), teaching Kal-Il to become the strongest being on the planet, or become nothing at all. Upon his arrival on the planet Earth, the young Kal-Il coerced two alcoholic drug addicts, Johnny and Martha Kent, to adopt him, only to murder them years later once he had no further need of them. Kal-Il, now going by Ultraman, went on to found the Crime Syndicate and take over the world. Ultraman is a violent, homicidal megalomaniac, as well as an elitist and Darwinist who values strength and selfishness, and hates weakness and altruism.

After the Earth-3 universe was destroyed, Ultraman led the Crime Syndicate (consisting of Superwoman, Owlman, Power Ring, Johnny Quick, Atomica, Deathstorm, Grid, Outsider, and Sea King) to Earth-0 to conquer it.

## Stats

* Life: 7
* Move: 8
* Range: 1
* Attack: 4
* Defense: 6
* Point Value: 440

## Abilities

**CRIME SYNDICATE MOTIVATOR**

After revealing an Order Marker on this card and taking a turn with Ultraman, if he inflicted one or more wounds this turn, you may take a turn with any Sadistic Unique Hero you control within clear sight of Ultraman.

**RUTHLESS HEAT VISION 6**

Instead of attacking, you may choose a figure within 4 clear sight spaces of Ultraman and roll the 20-sided die. If you roll 6 or higher, either inflict a wound on the chosen figure or destroy a glyph on the chosen figure's Army Card.

**EARTH-3 KRYPTONIAN**

Whenever Ultraman would be affected by a glyph or special power, you may ignore his species of Kryptonian. When Ultraman rolls defense dice against a normal attack from a figure that is not a Kryptonian, if at least one shield is rolled, all blanks rolled count as extra shields.

**FLYING**

**SUPER STRENGTH**

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Ultraman may bond with Sadistic Unique Heroes with his Crime Syndicate Motivator special power.

**-Strategies, Tactics, and Tips-**

* Injustice League Faction Strategy
Thor (Avengers)

## THOR

### **Points**

440

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
Scarlet Witch (Avengers)

## SCARLET WITCH

### **Points**

330

Character Bio goes here

## Stats

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

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* See Avengers Faction Strategy Guide
Ravager (Grant Wilson)

**Character Bio -** After the Teen Titans inadvertently trashed his apartment, Grant Wilson swore vengeance on them. He managed to get himself turned into a supersoldier, just like his idol: Deathstroke. Grant was unaware that Deathstroke was his father, but this knowledge wasn't secret to the terrorist organization known as H.I.V.E.; they recruited Grant and gave him biological enhancements in order to draw Deathstroke into their schemes.

Unfortunately for Grant, the enhancements given to him by H.I.V.E. were unstable, and he pushed them too hard. He died when his heart gave out during his first fight with the Teen Titans. Deathstroke swore vengeance for his son and took up his contract with H.I.V.E., fulfilling H.I.V.E.'s plans and kicking off the long-standing rivalry between Deathstroke and the Titans.

## Stats

* Life: 6
* Move: 5
* Range: 5
* Attack: 3
* Defense: 5
* Points: 185

## Abilities

**COMBAT DEXTERITY**

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

**UNSTABLE ENHANCEMENTS**

When Ravager attacks an adjacent Titan or Sidekick, you must add 2 to his Attack number. When Ravager attacks any other adjacent figure, you may add 2 to his Attack number. At the end of Ravager's turn, roll 1 unblockable attack die against Ravager for each time you added to his Attack number with this special power this turn.

**SPITEFUL DEFENSE**

If Ravager is attacked by a figure within 5 clear sight spaces, instead of rolling defense dice, you may choose for Ravager to receive all wounds from that attack. If you do and Ravager receives at least one wound, the attacking figure also receives one wound, even if Ravager is destroyed by that attack.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**
Spider-Hulk

**Character Bio -** After crossing paths with the Hulk and your garden variety mad scientist, Spider-Man was briefly exposed to a device that generated unusual energies. At first, Peter merely thought that the device had made him ill, but he soon discovered that his problems were a bit more severe; he had been endowed with the Hulk's powers and started turning green and smash-y when angry. After scaring the hell out of some local punks, Peter managed to recover the device that had transformed him and returned himself to normal.

## Stats

* Life: 6
* Move: 8
* Range: 1
* Attack: 6
* Defense: 6
* Points: 310

## Abilities

**SWING LINE 6**

Instead of his normal move, Spider-Hulk may use his Swing Line. Swing Line has a move of 6. When moving with Swing Line, Spider-Hulk 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.

**RAGING SPIDER 16**

After attacking normally with Spider-Hulk, roll the 20-sided die. Add 1 to your roll for each Wound Marker on this card. If you roll 16 or higher, you may use Spider-Hulk's Swing Line special power and then attack again with Spider-Hulk. Spider-Hulk cannot attack more than four times in a single turn.

**SPIDEY-SENSE SMASH 11**

After Spider-Hulk rolls defense dice against a normal attack, you may roll the 20-sided die. Subtract 1 from your roll for each Wound Marker on this card. If you roll 11 or higher, Spider-Hulk may immediately move with his Swing Line special power. If Spider-Hulk ends his movement adjacent to the attacking figure, you may roll an unblockable attack die against that figure.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* **Crossover Symbol:** The Crossover Symbol next to Spider-Hulk's secret identity indicates that he is draftable into the same army with other Peter Parker cards. See C3G's Secret Identity Rules.

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* N/A
MasterCestusPummel

Master Cestus "Pummel" is a unique weapon added by Dungeon Tactics.

Need Info: Could drop from Loot Bags or chests.

Weapon reach, base damage and base speed can be changed in the config file.

Weapon material damage and durability modifiers can be changed in the config file.

### Pummel

Need Info: Right clicking will activate the ability that "allows the wielder to unleash a flurry of blows, dealing multiple strikes to a single target."
Stan Lee

**Character Bio -** The fictional counterpart of Stan Lee who himself lives in the Marvel Universe. This Stan first appeared in All-Winners Comic #2 where he convinces The All-Winners Squad to let The Destroyer and The Whizzer join the team. After that, Stan made many appearances in the early Fantastic Four comics and other Marvel Comics. Like in the real world, he is the editor/writer of the Marvel Comics Studio's together with his Bullpen friends. More recently Stan had team-ups with his most famous creations such as Spider-Man, the Silver Surfer, Doctor Strange and Doctor Doom.

## Stats

* Life: 3
* Move: 3
* Range: 1
* Attack: 2
* Defense: 2
* Points: 50

## Abilities

**EXCELSIOR!**

If all of your Army Cards are Marvel Army Cards, then Stan Lee does not begin the game on the battlefield and you may choose a class and personality that both begin with the same letter. For the rest of the game, Stan Lee has the chosen class and personality in addition to what is listed on this card.

**CAMEO APPEARANCE**

Whenever a figure you control is attacked and at least one skull is rolled, if Stan Lee has not yet been placed on the battlefield, instead of rolling defense dice you may place him on an empty space within two clear sight spaces of that figure to ignore that attack.

**TRUE BELIEVER**

At the end of any round, you may destroy Stan Lee and place this figure on the Army Card of any Unique Marvel Hero you control. An opponent may never take temporary or permanent control of a Hero you control that has Stan Lee on its Army Card.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Stan Lee may use his Excelsior? special power to gain new classes and personalities if all of your Army Cards are Marvel Army Cards.
* Stan Lee may use his True Believer special power to prevent an opponent from taking control of a Unique Marvel Hero you control.

**-Strategy, Tactics and Tips-**

See Fantastic Four Faction Guide
Spider-Man (Assassin)

**Character Bio -** When Wolverine was trying to protect ex-agent Charlemagne from vengeful KGB operatives, Spider-Man also assists. Charlie believes her life will be over either way, and instead of being tortured to death by the KGB, she asks Wolverine to kill her. Spider-Man can't morally allow that, so he battles Wolverine. Charlie takes this moment to sneak up on Spider-Man, causing him to lash out and accidentally, believing it was Wolverine, kill her with his super strength, just as she intended. Wracked with guilt, even though it was what she wanted, he returns home to Mary Jane.

On Earth 8351, instead of returning home, this world's Peter Parker is convinced by Wolverine to stay and help rescue Charlie's sister, Alex, another agent in trouble. Believe this would be a way to atone for his mistakes, he agrees. Peter, Wolverine, and their handler Nebo rescue Alex, and Peter stays longer to make sure she is safe, and to hunt down other KGB agents. Learning lethal tactics, he becomes known as "Assassin Spider-Man," and even hones his spider-sense to essentially be a form of future sight. Otto Octavius as the Superior Spider-Man eventually recruits him into his Spider-Army to battle the Inheritors, hand picking him specifically for his ruthlessness.

*~What If? Spider-Man Vs. Wolverine, 2008*

## Stats

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

## Abilities

**HONED SPIDER-SENSE**

Once per round, if Spider-Man is attacked and at least 1 skull is rolled, you may ignore that attack. If you do, Spider-Man may not be targeted the rest of this figure turn and may immediately use his Swing Line special power.

**EFFICIENT ASSASSIN 9**

After a figure you control inflicts one or more wounds on an enemy figure with an attack, if that enemy figure has only 1 Life remaining and is within 5 clear sight spaces of Spider-Man, you may roll the 20-sided die. If you roll 9 or higher, inflict one wound on that enemy figure.

**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-**

* **Crossover Symbol:** The Crossover Symbol next to Spider-Man's secret identity indicates that he is draftable into the same army with other Peter Parker cards. See C3G's Secret Identity Rules.

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* See Spider-Verse Faction Strategy Guide
Spider-Army Recruit

**Character Bio -** When Spider Totems came under attack by the Inheritors, Peter, Miles and Otto travelled throughout the multiverse to recruit a veritable army of Totems to band together and fight back.

## Stats

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

## Abilities

**SPIDER-VERSE: SUPPORT**

After revealing an Order Marker on the card of a figure you control with a Spider-Verse, Swing Line, or Web Swing special power and before taking a turn with that figure, you may take a turn with a different figure you control named Spider-Army Recruit, or up to two of those figures if neither attacks during its turn. After using this special power, you may only take a turn with the card that you revealed an Order Marker on this turn.

**WEB SLINGER ASSIST**

Instead of moving with this Spider-Army Recruit, you may choose a non-adjacent small or medium figure within 4 clear sight spaces of this figure. Place this figure adjacent to the chosen figure or place the chosen figure adjacent to this figure. Figures moved by this special power will not take any leaving engagement attacks.

**SWING LINE 4**

Instead of its normal move, this Spider-Army Recruit may move up to 4 spaces with Swing Line. When moving with Swing Line, this Spider-Army Recruit has the Flying special power, but may not move up or down more than 40 levels in a single swing, and will not take any leaving engagement attacks.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Spider-Army Recruit can take a turn after you reveal an Order Marker on the card of a figure with a Spider-Verse, Swing Line or Web Swing special power.

**-Strategy, Tactics and Tips-**

* Spider-Army Recruits work well with Spider-Man (Spider-Verse) as a cheap bonding option that can help trigger his Great Responsibility power as they die off.
* See Spider-Verse Faction Strategy Guide
Stick

## Stick

### **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
Vibe (Cisco Ramon)

**Character Bio –** S.T.A.R. Labs employee Cisco Ramon started as a mere friend to Barry Allen and scientific asset for Flash, until a realization that he held reality warping Metahuman powers of his own opened a door to another universe of heroism in the guise of Vibe!

## Stats

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

## Abilities

**VIBING THE FUTURE**

Before rolling for initiative, if there is an Order Marker on this card, you may roll the 20-sided die. If you roll 8 or higher, choose an opponent. That opponent must show you an unrevealed "X" Order Marker on one of their cards.

**PORTAL BREACH**

Before a player begins the normal movement of Vibe or a friendly figure within 4 clear sight spaces of Vibe on their turn, you may roll the 20-sided die. If you roll 4 or higher, place that figure on any empty space within 4 spaces of its original placement. Figures moved by Portal Breach never take leaving engagement attacks.

**QUICK THINKING**

Once per game, when Vibe or a Metahuman you control within clear sight of Vibe would be destroyed, you may instead reveal and remove an Order Marker on this card. If you do, ignore any wounds that figure would receive and the player turn immediately ends.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Vibe's Quick Thinking special power can save himself or a Metahuman you control.

**-Strategy, Tactics and Tips-**

* Team Flash Faction Strategy
Spider-Man (Zombie)

**Character Bio -** When Earth's Mightiest Heroes fall victim to the zombie plague, Spider-Man is zombified by Captain America. Unlike many of his zombie compatriots, Spider-Man is consumed with guilt over his need to eat flesh, though he is unable to prevent himself from satiating his hunger and ends up consuming Aunt May and Mary Jane Parker.

## Stats

* Life: 4
* Move: 5
* Range: 1
* Attack: 4
* Defense: 3
* Points: 230

## Abilities

**UNDEAD RESILIENCE**

If Spider-Man receives two or more wounds from a single attack, but is not destroyed, you may immediately remove up to two of those wounds.

**JUST LIKE FLIES**

After an opponent reveals a numbered Order Marker on their Army Card or Spider-Man rolls defense dice against an attack from an enemy figure, he may immediately use his Swing Line special power. If Spider-Man ends this move engaged with one or more enemy figures that he was not engaged with at the beginning of this move, you may immediately choose one of those figures and roll an unblockable attack die against that figure. If the chosen figure is not an Android, Construct or Undead and it receives a wound, remove a Wound Marker from this Army Card.

**SWING LINE 2**

Instead of his normal move, Spider-Man may move up to 2 spaces with Swing Line. When moving with Swing Line, Spider-Man has the Flying special power, but may not move up or down more than 40 levels in a single swing, and will not take any leaving engagement attacks.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* See Spider-Verse Faction Strategy Guide
Divide of Colexa

*This is a page pertaining to the characters from the Coven SMP. Please note that this is fiction, and the individuals playing the characters are doing so for fun and for purely fictional purposes.*

>
> *...*
>
>
>
>
> *—..., ...*
>
>
>

Their division was the result of a disagreement. Both Alexa and Cole joined the Coven SMP without recollection of their past lives, until Alexa shortly remembered the reason for their alliance in the Divine SMP. She remembered that the two joined forces to take down the leader of the group, Divine, who was a figure of corruption in the world. Together, Alexa and Cole plotted a murder which never came to fruition. Even still, Alexa wanted to see the eradication of corruption through to its end.

When joining the Coven SMP, the two stumbled upon E418, who was the guardian of Sinaheh. Sina was a close friend to Divine, and thus, a loose end to the duo's plot to end corruption. When Alexa realized this for herself, she proposed a plot to kill Sina on March 26, 2021. She felt remorse in convincing Cole, but felt it was their past lives' purpose to do this. Cole disagreed, and instinctively found an axe. The disagreement turned into conflict when a fight broke out. The shack went up in flames after Alexa turned to arson to escape the axe-wielding threat.

That same night, Alexa and Cole split paths and dissolved Colexa together, deciding to focus on new agendas having faced a difficult conflict that made them recognize that the alliance would not work. Alexa went on to develop The Cause, and Cole joined EAST.
Red Lantern (Razer)

**Character Bio -** After the death of his wife Ilana in a brutal civil war that ravaged his home planet Volkreg, the rage in Razer's heart allowed him to be recruited into the Red Lantern Corps by Atrocitus, their leader. Following his recruitment, Razer was tasked with luring and killing the half-trained frontier Green Lanterns patrolling the Forgotten Zone, alongside fellow Red Lantern, Zilius Zox. When Green Lanterns Hal and Kilowog took the Interceptor to the Forgotten Zone to investigate these murders, the Red Lantern Corps followed them to the homeworld of frontier Lantern Shyir Rev. Ordered against his better judgement to begin the countdown to blow up the planet, Razer did as instructed, and though the Green Lanterns successfully evacuated the everyone prior to its destruction, Shyir Rev died delaying the detonation so that his people had time to escape.

Consumed by guilt over his actions, Razer defected from the Red Lantern Corps and was captured by Hal Jordan while attempting to commit suicide by cop. Hal saw that there was more to Razer than rage, and before long accepted him into his crew, where Razer began his redemption, aiding Hal in battling the Red Lantern menace across the Forgotten Zone. In time, he began training with Saint Walker of the Blue Lantern Corps in order to help control his anger, and developed an affection for the Interceptor's A.I., Aya.

## Stats

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

## 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.

**CHANNELED FURY**

After revealing an Order Marker on this card, instead of taking a turn with Red Lantern, you may roll 3 combat dice. For each skull rolled, place a previously removed red Battery Marker on this card, up to a maximum of 3.

**RIGHTEOUS RAGE 17**

After revealing a numbered Order Marker on an Army Card you control, before using any other special powers, if there is at least one red Battery Marker on this card, you must immediately roll the 20-sided die. Add 1 to your roll for each Unique Hero you control with one or more wounds and 1 for each destroyed Unique Hero in your army, to a maximum of +4. If you roll 17 or higher, you must take an immediate turn with Red Lantern. You may not take any additional turns with figures you control. During this turn, Red Lantern may attack 1 additional time for each red Battery Marker on this card. After taking a turn with Righteous Rage, remove a red Battery Marker from this Army Card for each additional time Red Lantern attacked this turn.

**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
White Lantern (Kyle Rayner)

**Character Bio -** After training to master all seven colors Kyle has become a White Lantern. Working with Arkillo (Sinestro Corps), Bleez (Red Lantern Corps), Glomulus (Orange Lantern Corps), Munk (Indigo Tribe), Saint Walker (Blue Lantern Corps) and Fatality (Star Sapphires), he was able tap into each color of the emotional spectrum and learn to control it. As such he is able to lead this rag tag team of Lanterns against the evil Third Army. Because Kyle wields the white light of life and all seven colors of the emotional spectrum, he is shown to be more powerful than any one lantern.

## Stats

* Life: 4
* Move: 9
* Range: 5
* Attack: 6
* Defense: 6
* Points: 450

## Abilities

**WHITE LANTERN BATTERY 4**

Start the game with 4 white Battery Markers on this card. For the entire game, White Lantern adds one to his Life number for each white Battery Marker on this 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 or the card of an adjacent figure.

**COMBINED SPECTRUM**

White Lantern is additionally considered to have the names Red Lantern, Orange Lantern, Yellow Lantern, Green Lantern, Blue Lantern, Indigo Lantern, and Star Sapphire.

**NEW GUARDIANS**

If no figures in your army started the game with the same color of Battery Marker on their cards, after revealing an Order Marker on this card and before taking a turn with White Lantern, you may take a turn with any Common or Unique Hero you control that started the game with a Battery Marker on its card or is an Energy Construct. If you do, you may not take any additional turns with other figures you control and White Lantern cannot move this turn.

**SUSTAINED LIFEPOWER 19**

If an adjacent figure you control would receive enough wounds to be destroyed, you may roll the 20-sided die. Add 1 to the roll for each white Battery Marker on this card. If you roll 19 or higher, that figure takes no damage.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* White Lantern may activate figures who started the game with Battery Markers or Energy Constructs with his New Guardians special power.

**-Strategy, Tactics and Tips-**

* New Guardians faction guide
Covelia

* IRL
* In-Game

 Cierra

*This is a page pertaining to the characters from the Coven SMP. Please note that this is fiction, and the individuals playing the characters are doing so for fun and for purely fictional purposes.*

I've built it from the ground up, and I've put so much work into it. For me to just hand it over to EAST feels... wrong.

>
> *I'm starting to have second thoughts about giving this place up.*
>
> *I've built it from the ground up, and I've put so much work into it. For me to just hand it over to EAST feels... wrong.*
>
>
>
>
> *—THECYCOTICGAMER, IN HIS DIARY.*
>
>
>

**Covelia**, most traditionally known as Spawn, is a seaside village designed and constructed by TheCycoticGamer. The town was developed in the name of EAST and led by Cole with intentions of repaying a debt to his former faction. However, after he was removed from EAST, Cole pledged himself to the establishment.

## Geography

### Territory

Covelia is situated on the ocean-side plains and forest that make up the realm's spawn area.

## Flag Vexillology

* The blue fess represents unity.
* The gray fess represents reliability.
* The green fess alludes to EAST.
* The white circular emblem represents birth, denoting the quality Covelia has in being the realm's spawnpoint.

## Uniform

...

TheCycoticGamer

## Guardians of Covelia

* *Main article: Guardians of Covelia*

...
Wonder Woman (Justice League)

**Character Bio -** Wonder Woman! Wonder Woman! All the world is waiting for you! And the power you possess! In your satin tights! Fighting for your rights! And the the old Red, White, and Bluuue! Wonder Woman! Wonder Woman!

## Stats

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

## Abilities

**AMBASSADOR OF JUSTICE**

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, Princess, Queen, Refugee, or Warrior, up to to a maximum of 3. At the start of each round, you may remove 1 Justice League Marker from this card. If you do, figures you control roll 1 additional die when attacking or defending this round.

**LASSO OF TRUTH**

When an opponent's small or medium figure that is within 2 clear sight spaces of Wonder Woman begins to move, you may roll the 20-sided die. If you roll 12 or higher, that figure's move immediately ends and you must place that figure adjacent to Wonder Woman. If you roll 18 or higher, you may also view all Order Markers on that figure's card. Figures moved by Lasso of Truth do not take any leaving engagement attacks.

**BULLETS AND BRACELETS**

If Wonder Woman is attacked with a normal attack from a non-adjacent enemy figure, before rolling defense dice, you may roll the 20-sided die. If you roll 12 or higher, Wonder Woman takes no damage. If you roll 18 or higher, you may also choose a figure within 3 clear sight spaces of Wonder Woman to receive one wound.

**FLYING**

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Wonder Woman receives 1 Justice League marker for each Champion, Princess, Queen, Refugee, or Warrior you control.

**-Strategy, Tactics and Tips-**

* Justice League Faction Strategy
Tornado Twin (Dawn Allen)

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

## Stats

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

## Abilities

**THE TORNADO TWINS**

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

**SUPERSPEED**

Tornado Twin may move through all figures, never takes leaving engagement attacks, and does not have to stop her movement when entering water spaces. After taking a turn with Tornado Twin, if she did not use her Whirlwind Assault special power this turn, she may move up to an additional 4 spaces.

**WHIRLWIND ASSAULT**

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

**SPEED DODGE 3**

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

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Tornado Twin may bond with and boost Don Allen with her The Tornado Twins special power.

**-Strategy, Tactics and Tips-**

* Flash Family Faction Strategy