recursal/Fanatic-Fandom huggingface dataset:
Aztek

**Character Bio –** Uno is raised from birth to be a champion for his people, known as Aztek. He is given the Mask of Warriors, which allows him to tap into the vast knowledge of previous bearers of the Aztek mantle, and magical armor that grants him an array of supernatural abilities, such as invisibility, density control, a type of auto-pilot that takes over his body and fights for him even when he's unconscious, and a big explosion if the armor is destroyed. Aztek brings these abilities to the Justice League and fights alongside them before eventually sacrificing his life for his comrades.

## Stats

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

## Abilities

**MASK OF WARRIORS**

Add 1 to your initiative roll for each Order Marker on this card. Before taking a turn with Aztek, you may reveal an “X” Order Marker on this card to add 2 to his Attack number and any 20-sided die rolls made for him for the remainder of his turn.

**PLASMA BEAM 17**

Instead of attacking, you may choose a non-adjacent figure within 4 spaces of Aztek and roll the 20-sided die. If you roll 17 or higher, the chosen figure receives a wound. After using Plasma Beam, you may use it two additional times.

**OCCULT ARMOR**

Aztek is never attacked when leaving an engagement and is never in clear sight of non-adjacent enemy figures. Once per game, if Aztek would receive enough wounds to be destroyed, you may instead move all your unrevealed Order Markers to this Army Card and ignore those wounds. If you do, at the end of the round, roll two unblockable attack dice against each figure adjacent to Aztek and remove Aztek from the game.

**SUPER STRENGTH**
**[[:Category:Flying|FLYING
]]**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Justice League Faction Strategy
Black Bat

## Black Bat

### **Points**

xxx

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
Deathstroke II

## DEATHSTROKE

### **Points**

285

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
Battle Beast

## BATTLE BEAST

### **Points**

400

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
Dead Onez

## DEAD ONEZ

### **Points**

85

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
Обновление 1.0.5

Обновление 1.0.5 на карасях онлайн, было сделано 11/03/2021. Были изменены права строителей и создано право хелперов.

1. Плагин ShareControl удалён.
2. Строители теперь не имеют права выдавать себе гм, это теперь исключительно показательный префикс на то, что игрок помогал серверу с строительством.
3. Добавлена группа прав helper.
	* Возможности у группы:
	* - essentials.gamemode.spectator     - essentials.gamemode.survival     - essentials.nick.color     - essentials.kick     - essentials.kick.exempt     - essentials.kick.notify     - essentials.ban     - essentials.ban.offline     - essentials.banip     - essentials.unban     - essentials.unbanip     - essentials.tempban     - essentials.tempban.offline     - essentials.ban.notify     - essentials.banip.notify     - essentials.tp     - essentials.tp.others     - essentials.tpoffline     - essentials.invsee     - essentials.enderchest.others     - essentials.enderchest.modify     - essentials.mute
Bane (Antagonist)

## BANE

### **Points**

250

Character Bio goes here

## Stats

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

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* Injustice League Faction Strategy
Owlman

**Character Bio** - On Earth-3, Thomas Wayne Jr. was the eldest son of the Waynes, who were one of the richest families in Gotham. Due to his belief that his parents were managing their wealth poorly, Thomas decided to murder them with the assistance of his loyal butler. Thomas also reluctantly shot his brother Bruce when Bruce objected to the killings.

Over the years, Thomas began to assert his power and dominance over Gotham by adopting the persona of the villain Owlman. He used this costumed identity to strike fear in his foes; blackmailing, threatening, and paying off everyone important in Gotham, until the city was essentially his. He recognized that for normal humans to have power, they must gain it through systems of order, and he worked to establish and maintain those systems through fear.

## Stats

* Life: 5
* Move: 6
* Range: 5
* Attack: 4
* Defense: 5
* Point Value: 210

## Abilities

**SYNDICATE STRATEGIST**

Whenever you roll the 20-sided die for a Sadistic figure you control within 5 clear sight spaces of Owlman, you may add or subtract 2 from whatever is rolled.

**CALCULATED DEFENSE**

When an opponent's figure within 5 clear sight spaces attacks Owlman with a normal attack and at least one skull is rolled, you may defend with Calculated Defense. When defending with Calculated Defense you must roll at least 2 defense dice. After defending, if Owlman has not been destroyed, you may roll all remaining defense dice. All shields rolled on the remaining defense dice count as unblockable hits on the attacker.

**OWL-GRAPPLE 3**

Instead of his normal move, Owlman may move up to 3 spaces with Owl-Grapple. When moving with Owl-Grapple, Owlman has the Flying special power, but may not move up or down more than 30 levels in a single grapple, will not take any leaving engagement attacks, and you may roll an unblockable attack die against any one adjacent figure before moving.

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Owlman may boost the 20-sided die rolls of nearby Sadistic figures with his Syndicate STRATEGIST special power.

**-Strategy, Tactics and Tips-**

* Owlman is the supporting figure of the Crime Syndicate - keep him near allies such as Ultraman and Superwoman, and their 20-sided die rolls will be more consistent. He's not someone you'll want to be attacking with often unless you can use the unblockable die from *Owl-Grapple*.
Doctor Strange (Avengers)

## DOCTOR STRANGE

### **Points**

320

Character Bio goes here

## Stats

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

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**]]

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* See Avengers Faction Strategy Guide
Flash (Barry Allen) (Team Flash)

**Character Bio –** After a freak accident at STAR Labs created a wave of metahumans, crime scene investigator Barry Allen became the fastest man alive and Central City’s Champion: The Flash!

## Stats

* Life: 4
* Move: 12
* Range: 1
* Attack: 4
* Defense: 6
* Points: 260

## Abilities

**SUPERSPEED**

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 Flash, if he did not use his Speed Carry special power yet this turn, he may move up to an additional 4 spaces.

 **SPEED CARRY**

Whenever Flash is moved, you may choose a tiny, small, or medium figure you control that he passed through. After moving, place the chosen figure on an empty space adjacent to Flash. A figure moved this way will not take any leaving engagement attacks.

 **LIGHTNING THROW SPECIAL ATTACK**

Range 3. Attack 6 + Special.

This special attack can only be used once per round and if Flash is not engaged. Roll 1 fewer attack die for each space Flash moved this turn. Figures with the Electrically Charged special power are not affected by this special attack. If Flash wounds a figure with this special attack, he may attack that figure one additional time.

## More Info

**-Rulings and Clarifications-**

* Crossover Symbol: The Crossover Symbol next to Flash's secret identity indicates that he is draftable into the same army with other Barry Allen cards. See C3G's Secret Identity Rules.

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Team Flash Faction Strategy
* Justice League Faction Strategy
Black Panther II

## Black Panther II

### **Points**

220

Character Bio goes here

## Stats

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

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Black Lantern (Crispus Allen)

**Character Bio -** Doing the Blackest Night conflict, Black Hand sent several black power rings to infest the body of Crispus Allen, the mortal host for the Spectre. This created one of the most powerful Black Lanterns to date! By using the innate powers of the Spectre, this Black Lantern was able to resist Green Lantern Hal Jordan’s attempts to defeat it with the lights of the emotional spectrum. Only by allowing Parallax to once again take over his body was Hal able to free the Spectre, at which point the Spectre amplified the power of Star Sapphire Carol Ferris’ love for Hal to set the Green Lantern free.

## Stats

* Life: 12
* Move: 4
* Range: 2
* Attack: 5
* Defense: 6
* Points: 525

## Abilities

**GAZE OF DEATH 2**

Start the game with 1 black Battery Marker on this card. Black Lantern may never have more than 2 black Battery Markers on this card. If an opponent's figure without the Fearless personality ends its normal movement within 2 clear sight spaces of Black Lantern, you may remove a black Battery Marker from this card. If you do, inflict a wound on that figure and that figure's turn immediately ends.

**HAUNTING**

Black Lantern may move through all figures and never takes leaving engagement attacks. At the end of each round, you may place Black Lantern on any empty space on the battlefield, as long as he is placed adjacent to an opponent’s figure.

**RING CHARGE OF DEATH 16**

If an enemy figure that is not an Android, Construct, or Undead would be destroyed by Black Lantern's attack or special power, you may roll the 20-sided die. If you roll 16 or higher, place a black Battery Marker on each Black Lantern card you control, if possible.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* + **Base clarification**: Black Lantern is a single spaced figure.
	+ Black Lantern is an Event Hero and follows Event Hero rules.

**-Combinations and Synergies-**

* Black Lantern's Ring Charge of Death 16 special power may place a black Battery Marker on the cards of all Black Lanterns you control.

**-Strategy, Tactics and Tips-**

* Black Lantern Faction Strategy Guide
Bruce Wayne

**Character Bio –** Son of Thomas and Martha Wayne, young Bruce was orphaned after his parents were shot down by a mugger in crime alley. He devoted his life to fighting crime and making sure what happened to him would never happen again. But that’s his night job. During the day, Bruce wears the face of a billionaire playboy and industrialist, as the sole heir of the extensive Wayne Enterprises. His trusty butler, Alfred Pennyworth, is his surrogate father and best friend, always at his side

## Stats

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

## Abilities

**DARK KNIGHT RISES**

You may draft one other Bruce Wayne figure that is not an Industrialist. Start with this Bruce Wayne on the battlefield. At the end of any round, if this Bruce Wayne is on the battlefield and unengaged, you may place him on this card. At the start of the round after this Bruce Wayne has been destroyed or placed on this card by this special power, you may place the other Bruce Wayne figure on an empty shadow space or on an empty space next to any figure you control.

**WAYNE INDUSTRIES**

Start the game with 3 black Investment Markers and one Utility Equipment Glyph on this card. Immediately after you roll the 20-sided die for a special power on the Army Card of an Engineer, Sidekick, or Vigilante you control or for a Utility Equipment Glyph a figure you control is equipped with, you may remove an Investment Marker from this card to add 2 to the roll.

**GENTLEMAN’S GENTLEMAN**

After revealing an Order Marker on this card, before taking a turn with Bruce Wayne, you may first take a turn with one Unique Butler Hero you control. You may not take any additional turns with other figures you control.

## More Info

**-Rulings and Clarifications-**

* Bruce Wayne requires the use of Utility Glyphs, which utilize the Equipment Glyph rules.

**-Combinations and Synergies-**

* Bruce Wayne may be drafted with another Bruce Wayne who is not an Industrialist, and may switch with that Bruce Wayne at the end of any round or when this Bruce Wayne is destroyed.
* Bruce Wayne may remove an Investment Marker to boost the 20-sided die rolls for Utility Glyphs, Engineers, Vigilantes, and Sidekicks with his Wayne Industries special power.
* Bruce Wayne may bond with Unique Butler Heroes you control with his Gentlemen's Gentlemen special power.

**-Strategy, Tactics and Tips-**

* N/A
Looker

**Character Bio** – “Emily Briggs was a mousy bank teller who lived a quiet life with her husband in Gotham City. That all changed when she was kidnapped by people from the underground civilization known as Abyssia. The Outsiders set out to rescue Emily. After a battle with the people of Abyssia, Emily's heritage was revealed to her, and as Halley's Comet passed by the Earth, she gained her super powers.

“After leaving Abyssia to its people, Emily returned with the Outsiders and an astonished husband. She soon took on the name "Lia" as well as a more confident, yet self-centered, personality.

“Looker possesses the full spectrum of psionic abilities: telepathy, telekinesis, psychometry, enhanced metabolism, mind-control, psionic energy blasts, levitation, the creation of force shields, remote vision, and enhanced healing”

## Stats

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

## Abilities

**CAN’T LOOK AWAY**

Start the game with 4 red Mesmerization Markers on this card. At the start of the round, you may choose up to X Heroes within 4 clear sight spaces of Looker, where X equals the number of unrevealed Order Markers on this card, and place a Mesmerization Marker on each of the chosen Heroes' cards. A chosen Hero with one of your Mesmerization Markers on its card cannot have clear sight on any figure except Looker. Figures with the Blind Warrior special power are not affected by Can't Look Away. At the end of the round, return all of Looker’s Mesmerization Markers to this card.

**TELEPATHIC SOLIDARITY**

Looker has the class of Telepath in addition to the class listed on this card. When rolling defense dice against a figure that is not a Telepath, Looker always adds one automatic shield to whatever is rolled.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

**Incoming Synergy:**

* As a Metahuman, Looker has the following Metahuman Synergies.
* As an Interloper, Looker has the following Interloper Synergies.
* As a Telepath, Looker has the following Telepath Synergies.

**Outgoing Synergy:**

* N/A

**Immunities, Benefits, and Weaknesses:**

* Looker's Can't Look Away special power does not affect figures with the Blind Warrior special power.
* As a flying figure, Looker interacts differently with these special powers.
* As a figure with the Super Strength special power, Looker interacts differently with these special powers.

**-Strategy, Tactics and Tips-**

* Outsiders faction guide
Blue Lantern (Hal Jordan)

**Character Bio -** After being inducted into the Red Lantern Corps against his will, Hal was then given a Blue Lantern ring by Saint Walker, in an attempt to purge the influence of the red ring. The cure worked, but Hal temporarily bore both the new Blue Lantern ring and his old Green Lantern ring at the same time. Hal eventually learned to use the blue ring's power, but burned it out fighting against Larfleeze.

## Stats

* Life: 4
* Move: 5
* Range: 1
* Attack: 3
* Defense: 3
* Points: 370

## Abilities

**DUAL POWER RINGS 2**

Blue Lantern is considered to have the name of Green Lantern in addition to what is listed on this card. Start the game with 2 blue Battery Markers and 2 green Battery Markers on this card. Add one to Blue Lantern’s Move, Range, Attack, and Defense numbers for each blue or green Battery Marker on this card.

**GREEN LIGHT OFFENSIVE**

Blue Lantern may attack any or all figures adjacent to him. Roll each attack separately. At the end of Blue Lantern's turn, if he attacked more than once and there are no blue Battery Markers on this card, remove a green Battery Marker from this card.

**BLUE POWER SHIELD**

Anytime Blue Lantern or an adjacent, friendly figure is attacked by an opponent's figure and at least 1 skull is rolled, instead of rolling defense dice normally, you may remove one blue Battery Marker from this card. If you do, ignore that attack and remove one Wound Marker from this card.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Green Lantern (And Blue Lantern) faction strategy guide
Abra Kadabra

**Character Bio -** Abra Kadabra was born and raised in the 64th century. A stage magician, he found that there was no desire for his skills in his own time. He traveled back to the 20th century to seek new audiences for his show. Using his future technology, which is so advanced as to resemble magic, he became a criminal. He often sparred with the Flash, both on his own and as a member of the Rogues.

## Stats

* Life: 4
* Move: 6
* Range: 5
* Attack: 4
* Defense: 3
* Points: 160

## Abilities

**SMOKE AND MIRRORS**

Instead of moving normally with Abra Kadabra, you may choose a small or medium figure within 4 clear sight spaces. Switch Abra Kadabra with the chosen figure, if possible. Figures moved by Smoke and Mirrors will not take any leaving engagement attacks.

**64TH CENTURY TECHNO-MAGIC**

When an opponent's figure is attacked by Abra Kadabra, you may choose for that opponent to roll 1 additional defense die. If you do, after defense dice are rolled, you may subtract 1 skull, shield, or blank from that result.

**FAUX MAGICAL DEFENSE**

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

**FLYING**

## More Info

**-Rulings and Clarifications-**

* Q - If the defending figure rolls only one shield and it is removed by Abra Kadabra's 64th Century Techno-Magic special power, do powers such as Luke Cage's Impenetrable Skin, Robin's Acrobatic Maneuver, or General Zod's Kryptonian Defense still activate?

A - No. Subtracted shields do not count as having been rolled for defensive powers. This also applies if Abra Kadabra removes the only blank when attacking Flash - Speed Dodge would not activate!

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Abra Kadabra has a lot of tricks to disrupt the enemy. Any figure that relies on specific defense dice rolls like Nightwing (I) or Flash is a good target for Abra Kadabra to go after. Don't be afraid to park Abra Kadabra on low ground just to switch him with an enemy figure on high ground next turn using his *Smoke And Mirrors* special power.
* Rogues faction strategy
Nightwing

**Character Bio -** Dick Grayson became Nightwing after he was dismissed from the role of Robin at eighteen. Throughout Dick's adolescence, Batman and Robin are inseparable. However, as Dick grows older and spends more time as the leader of the Teen Titans, he retires as Robin and takes on his own superhero identity Nightwing to assert his independence. As Nightwing, Dick leads the Teen Titans. Grayson's Nightwing costume was a high-tech suit specially designed for his high-flying acrobatic style. Held in spring-loaded pouches in the back of his costume, Dick carried a pair of Eskrima truncheons made from an unbreakable polymer that were wielded as both offensive and defensive weapons.

## Stats & Abilities

**LIFE = 4**

**MOVE = 6**

**RANGE = 5**

**ATTACK = 4**

**DEFENSE = 3**

**POINTS = 200**

**TITANS GO!**

After revealing an Order Marker on this card, before taking a turn with Nightwing, you may first reveal an "X" Order Marker on this card and take a turn with up to two other Unique Titan or Sidekick Heroes you control within 6 clear sight spaces of Nightwing. You may activate the chosen Heroes in any order.

**ESCRIMA ASSAULT SPECIAL ATTACK**

Range 1. Attack 3.

Choose up to two figures to attack. Roll 3 attack dice once for all affected figures. Each figure rolls defense dice separately. After attacking with this special attack, Nightwing may attack with this special attack one additional time.

**ACROBATIC MASTERY**

Nightwing 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 Nightwing one space up to 6 levels up or down. When Nightwing rolls defense dice against an opponent's attack, one shield will block all damage.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Nightwing can activate Unique Titan and Sidekick Heroes with his Titans Go! special power.

**-Strategy, Tactics and Tips-**

* Titans faction guide
* Nightwing also functions ok in a Vigilante + multiple sidekick build. The sidekicks each get a bonding turn with a Vigilante and once per round you can get a bonus Nightwing plus two sidekick turn.
Captain Cold (II)

**Character Bio -** Captain Cold is the mastermind of the Rogues, a group of villains who fight the Flash and have one rule: no killing.

## Stats

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

## Abilities

**THE ROGUES**

After revealing an Order Marker on this card or the card of a Rogue you control within 5 clear sight spaces of Captain Cold and taking a turn with that figure, you may choose Captain Cold or another Rogue you control within 5 clear sight spaces of Captain Cold that has not taken a turn this player turn. Take a turn with the chosen figure. You may not take any additional turns with other figures you control.

**ROGUE CONTINGENCY PLAN**

When a Rogue you control is destroyed, you may immediately remove any unrevealed Order Markers from that card and place them on any other Rogue card you control.

**FLASH FREEZE**

Once per round, when a figure enters a space within 5 clear sight spaces of Captain Cold where it could end its movement, you may stop that figure's movement. That figure may not move or be moved by any special power on any Army Card or glyph for the rest of this player turn.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Captain Cold allows nearby Rogues to to take a turn with his Rogue Command special power and can save their Order Markers with his Rogue Contingency Plan special power.

**-Strategy, Tactics and Tips-**

* Keeping the Rogues together is the trickiest part about playing Rogue armies with Captain Cold. Ideally he'll be somewhat in the back of your little 5-space Rogue network and you'll have some stronger blockers in the front for opponents to deal with before they can get to Captain Cold. Timely *Flash Freezes* can help keep him protected against melee attackers or force opponents into suboptimal positioning.
* Another thing to keep in mind is that unlike most other leaders, Captain Cold doesn't require all the Order Markers to function well. He lets any Rogue bond with any Rogue, as long as both start their turn within 5 clear sight spaces of him. If you're fighting Captain Cold, throwing him away from his allies is a great way to shut down that powerful bonding.
* Rogues faction strategy
Harley Quinn (Batman Ally)

## HARLEY QUINN

### **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
Blade (Nightstalkers)

## BLADE

### **Points**

260

Character Bio goes here

## Stats

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

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Guardian of the Universe (Sayd)

**Character Bio -** After learning that the Green, Blue and Black Lantern Corps all have their own Guardians, at the start of the Black Lantern rise, Larfleeze demands an Orange Lantern Guardian. In order to get Agent Orange to fight for the cause, Sayd gives up her freedom and pledges herself to his Corps if he agrees to join them. After defeating Nekron and the rest of the Black Lantern Corps in Coast City, Sayd stays with Larfleeze despite protests from Ganthet.

## Stats

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

## Abilities

**ORANGE LANTERN GUARDIAN**

At the start of the game, choose an Orange Lantern you control to be Guardian of the Universe's Master. For the entire game, once per combat roll, her Master must re-roll one combat die. While Guardian of the Universe is adjacent to her Master, figures who could attack Guardian of the Universe cannot attack her Master.

**FORCED TO SERVE**

If Guardian of the Universe's Master is Larfleeze, her name is considered to be Orange Construct in addition to what is listed on this card. After moving with this figure, if she started her movement adjacent to Larfleeze, you may immediately place Larfleeze adjacent to this figure. Larfleeze will not take any leaving engagement attacks when moved this way.

**UNDERMINING WISDOM**

Order Markers cannot be removed from this card. If there is at least one Order Marker on this card and:

* Guardian of the Universe is within 3 spaces of her Master, add 3 to your initiative roll;
* Guardian of the Universe is not within 3 spaces of her Master, subtract 3 from your initiative roll.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* If her chosen Master is Larfleeze, Guardian of the Universe may offer him movement bonding with her Forced To Serve special power.

**-Strategy, Tactics and Tips-**

* Orange Lanterns Strategy Guide
Gohan (kid)

## Gohan (kid)

### **Points**

110

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
Galactus II

## GALACTUS

### **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
Junkyard

## Junkyard

### **Points**

25

Character Bio goes here

## Stats

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

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Glyph of Ollie's Stupendous Chili

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

## Abilities

**NAME = SHARKNADO**

**SUBTITLE = SHARK DISPLACEMENT**

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

**WEATHER PERMANENT GLYPH**

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

**-Rulings and Clarifications-**

* N/A

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

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

**Synergy Benefits Offered**

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

**-Strategy, Tactics and Tips-**

* N/A
Human Torch-Johnny Storm

**Character Bio -** Human Torch, as the world knows and loves him, is a brash and bull headed young man that is more concerned with how his hair looks than saving the world, though he does make time for both. Johnny is not just a typical hot head though, he is also a skilled and talented mechanic, and it was because of those skills that landed him in league with the brilliant Reed Richards and his project to fly a test space shuttle into space. Because of that exploration into space, and because of a lack of appropriate amounts of Cosmic Radiation shielding, Johnny was mutated by the comic rays on the molecular level, giving him the ability to be consumed by self sustaining fire that can reach levels of intense heat that can match even the heat of the sun. After this adventure, Johnny joined up with Sue Richards, Ben Grimm and Reed Richards, the other mutated members of the crew, to form the Fantastic 4 to protect the Earth against cosmic level threats.

## Stats

* Life: 5
* Move: 6
* Range: 6
* Attack: 4
* Defense: 4
* Points: 225

## Abilities

**FLAME ON 4**

Once per turn, before Human Torch begins to fly and after receiving any damage from leaving engagement attacks that may apply, immediately roll the 20-sided die once for each figure engaged with Human Torch. If you roll 4 or higher, that figure receives two wounds. Figures with the Lava Resistant special power are not affected by Flame On 4.

**SUPERNOVA SPECIAL ATTACK**

Range Special. Attack 7.

All figures within 2 spaces of Human Torch are affected by Supernova Special Attack. Roll attack dice once for all affected figures. Each affected figure rolls defense dice separately. Figures with the Lava Resistant special power are not affected by Supernova Special Attack. After using Supernova Special Attack, all of Human Torch's special powers are negated, and his range is reduced to 1 for the entire game.

**LAVA RESISTANT**

Human Torch 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-**

* Q: If Human Torch is destroyed from engagement strikes before flying per the Flame On 4 ability, do you still roll the 20-sided die for opponent's figures? A: No. If Human Torch receives enough wounds from one or more engagement strikes when trying to fly for Flame On 4, he is immediately destroyed and no longer engaged. Therefore, you would not roll the 20-sided die.

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Fantastic 4 faction strategy guide
Jemma Simmons

## Jemma Simmons

### **Points**

85

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
Goku (Super Saiyan)

## Goku (Super Saiyan)

### **Points**

380

Character Bio goes here

## Stats

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

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* See Dragon Ball Z Strategy Guide
Deathmask

## Deathmask

### **Points**

500

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
Gleek

## GLEEK

### **Points**

50

Character Bio goes here

## Stats

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

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Emil Hamilton

**Character Bio -** Emil Hamilton is a former S.T.A.R. Labs scientist and U.S. Government employee. He worked for a time as a scientific advisor and support to Superman, even helping Superboy with getting his heroic career started.

## Stats

* Life: 3
* Move: 5
* Range: 1
* Attack: 1
* Defense: 2
* Points: 60

## Abilities

**ADVANCED SCIENCE SUPPORT**

At the start of the game, place up to two Invention Equipment Glyphs of different types into a Glyph Pool, power-side up, and set them aside. Before moving normally with a Unique Kryptonian Hero, if it is adjacent to Emil Hamilton, you may place a glyph from his Glyph Pool on its card. If it is not adjacent to Hamilton, you may reveal an "X" Order Marker on that card to place a glyph from his Glyph Pool on its card.

**COUNTERMEASURE DEVELOPMENT**

At the start of the game, choose an opponent’s figure to be Emil Hamilton’s Subject. Once per game at the start of any turn, you may choose for all special powers on his Subject's card to be negated until the next time you reveal a numbered Order Marker.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Emil Hamilton can provide Invention glyphs to Unique Kryptonian Heroes.

**-Strategy, Tactics and Tips-**

* Superman Family Faction Strategy Guide
Orange Construct (Controller)

**Character Bio -** After a small contingent of the meddling Controllers (A group of immortals related to the Oans and Zamarons) made a gambit to seize the power of the Orange Light, they were consumed by it. Now, these Constructs serve in Larfleeze's mockery of an Orange Lantern Corps, a reminder of what happens when you challenge Agent Orange

## Stats

* Life: 1
* Move: 4
* Range: 1
* Attack: 3
* Defense: 3
* Points: 50

## Abilities

**ORANGE CONSTRUCT AMBUSH**

Orange Construct Controllers do not start the game on the battlefield. After revealing an Order Marker on Orange Lantern's Army Card, you may immediately place up to 3 Orange Constructs with this special power in your army that are not on the battlefield and not destroyed on any empty spaces within 3 clear sight spaces of that Orange Lantern. For the rest of your turn, when attacking with a figure placed with this special power, add 1 automatic skull to whatever is rolled. If you no longer control any Orange Lanterns, destroy all Orange Construct Controllers you control.

**ATTENTION HOG**

If a figure adjacent to one or more figures you control with the Attention Hog special power attacks a friendly figure without it, the attacking figure subtracts 1 from its Attack number.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Orange Lanterns Strategy Guide
Green Lantern (Kyle Rayner)

**Character Bio -** Kyle Rayner is a top member of the Green Lantern Corps from Earth. After the rest of the Corps was destroyed by Parallax, he alone was selected to bear the last power ring and carry on the title. Although he acted alone for many years, he was instrumental in the Corps being reformed. After serving as a host for the Ion entity and as a member of the Justice League, his skill level gave him a position as an Honor Guard, only behind the Guardians in the chain of command of the Green Lantern Corps

## Stats

* Life: 4
* Move: 5
* Range: 1
* Attack: 2
* Defense: 2
* Points: 300

## Abilities

**GREEN POWER BATTERY 4**

Start the game with 4 green Battery Markers on this card. Add one to this Green Lantern's Move, Range, Attack, and Defense numbers for each green Battery Marker on this card.

**GREEN POWER SHIELD**

Anytime this Green Lantern or an adjacent, friendly figure is attacked by an opponent's figure and at least 1 skull is rolled, instead of rolling defense dice normally, you may remove one green Battery Marker from this card and ignore that attack.

**SUSTAINED WILLPOWER**

If a Green Construct you control is adjacent to this Green Lantern, an opponent's figure cannot attack this Green Lantern with a normal or special attack. If an adjacent Green Construct you control is attacked with a normal or special attack and receives enough wounds to be destroyed, you may roll the 20-sided die and add 1 to the roll for each green Battery marker on this card. If you roll a 17 or higher, the Green Construct takes no damage.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* While Green Lantern is adjacent to a Green Construct, Green Lantern cannot be attacked by opponents' figures and if a Green Construct adjacent to him would be destroyed, Green Lantern may roll for his Sustained Willpower special power.

**-Strategy, Tactics and Tips-**

* Green Lantern faction strategy guide
Glyph of Tornado

**Glyph Bio -** **Glyph Bio -** A mobile, destructive vortex of violently rotating winds having the appearance of a funnel-shaped cloud and advancing beneath a large storm system.

## Abilities

**NAME = WEATHER: TORNADO**

**SUBTITLE = FIGURE DISPLACEMENT**

**PERMANENT GLYPH**

Any time a numbered Order Marker is revealed on any Army Card, or when this glyph is first placed onto the battlefield, each player must immediately roll the 20-sided die for each non-huge figure that player controls that is on or within 1 space of this glyph, even if this glyph is unoccupied. If a player rolls 6 or lower, the opponent to their left must place that figure on any empty space exactly 2 spaces away from this glyph, then the opponent to their right may place the figure up to an additional 2 spaces away. A placed figure never takes any leaving engagement attacks, cannot be placed closer to this glyph than its original placement, and will receive any falling damage that may apply. After the figure is placed, if it does not have the Super Strength special power, it receives one wound.

**-Rulings and Clarifications-**

* Q: After the figure is placed, it receives a wound. Does this mean after each time it is placed, or just after the 2nd?
* A: Only after the 2nd. A figure can only take 1 wound each time it is affected by the Tornado glyph.

```
**Synergy Benefits Received**

```

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

* Figures that start the game with this Glyph:

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

* \* N/A

**Synergy Benefits Offered**

* N/A

**-Strategy, Tactics and Tips-**

* N/A
Batman (Jean-Paul Valley)

Character Bio goes here

## Stats

* Life: 4
* Move: 6
* Range: 1
* Attack: 6
* Defense: 6
* Points: 220

## Abilities

**SYSTEM PSYCHOSIS**

Before taking a turn with Batman, you must roll the 20-sided die. If you roll 6 or lower, Batman cannot move and must attack each adjacent figure exactly 1 time this turn with his normal attack, or, if there are no figures adjacent to Batman, his turn immediately ends.

**SHURIKEN LAUNCHER SPECIAL ATTACK**

Range 6. Attack 2 or 4.

Start the attack with 8 attack dice and choose a figure to attack. You may attack with 2 or 4 attack dice until all 8 attack dice have been rolled. Batman may target the same or different figures with each attack.

**BAT-GRAPPLE 3**

Instead of his normal move, Batman may move up to 3 spaces with Bat-Grapple. When moving with Bat-Grapple, Batman 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 Metahuman, Batman has these Metahuman Synergies.
* As a Vigilante, Batman has these Vigilante Synergies.

**Outgoing Synergy:**

* N/A

**-Strategy, Tactics and Tips-**

* Bat-Family Faction Guide
Indigo-2 (Munk)

**Character Bio -** Munk, also known as Indigo-2, is the second in command of the Indigo Tribe. As a member of the Indigo Tribe, Munk has the power of emotional spectrum emulation. A power unique to the Indigo Tribe, the Indigo can emulate the other energies of the emotional spectrum when they are in close proximity to them and use those energies for their own purposes. This ability creates a visible symbol of the copied light in front of the "pod" of the staff, and can be used to mimic their powers.

## Stats

* Life: 5
* Move: 5
* Range: 1
* Attack: 3
* Defense: 3
* Points: 270

## Abilities

**INDIGO POWER STAVE 3**

Start the game with 3 indigo Battery Markers on this card. Add 1 to Indigo-2's Range and Defense numbers for each indigo Battery Marker on this card.

**CHANNEL EMOTIONAL ENERGY**

At the start of Indigo-2's turn, if there is at least one indigo Battery Marker on this card, you may choose a Unique Hero within 4 clear sight spaces that started the game with one or more Battery Markers on its card. For the rest of Indigo-2's turn, Indigo-2 may use any special powers on that figure's Army Card. If a special power on that card refers to Battery Markers on that figure's card, it refers to indigo Battery Markers on this card instead.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* New Guardians faction guide
Empress

**Character Bio -** Anita Fite is the daughter of Donald Fite of the All-Purpose Enforcement Squad, who, with his partner Ishido Maad, hounded Young Justice throughout the team's early days.

Anita Fite became a hero due to the inspiration of Arrowette. Anita had seen Arrowette stop a thief in a mall, and was so impressed that she began to use her natural abilities to fight for good. There was tension at first between Arrowette and Empress, as Arrowette believed that Empress had simply wanted to replace her in the team, but the girls quickly came to an understanding and became friends.

As it turns out, Donald Fite subtly introduced Young Justice to Anita, since even though he was at odds with Young Justice, he still believed them to be good kids, and healthy role models for his daughter. Anita fights alongside her friends using Vodoun magick, martial arts skill, and mind control abilities granted via a small portion of the Anti-Life Equation imbued in her head.

## Stats

* Life: 3
* Move: 5
* Range: 1
* Attack: 4
* Defense: 4
* Points: 90

## Abilities

**VODOUN FORESIGHT**

If there is at least one Order Marker on this card, you may add 1 to your initiative roll and any 20-sided die rolls made for Empress or a Sidekick or you control within 6 clear sight spaces of Empress.

**EMPEROR'S STICK 12**

Instead of attacking, you may choose up to two adjacent figures and roll the 20-sided die for each chosen figure. If you roll 12 or higher, the chosen figure receives a wound.

**REACTIVE MIND CONTROL 14**

If Empress is targeted and attacked by an opponent's figure that does not have the Mental Shield special power, roll the 20-sided die. If you roll 14 or higher, Empress takes no damage and the opponent's turn immediately ends. Take temporary control of the attacking figure. Move the attacking figure up to 4 spaces then return control of the figure to the player who controlled it before the Reactive Mind Control. Figures moved with this special power will not take any leaving engagement attacks.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Empress can use her Vodoun Foresight special power to boost the 20-sided die rolls of Sidekicks and Titans you control.

**-Strategy, Tactics and Tips-**

* Young Justice Faction Strategy
Circe

## Circe

### **Points**

360

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
Fancy Dan

## Fancy Dan

### **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