recursal/Fanatic-Fandom huggingface dataset:
Steve Trevor

## Steve Trevor

### **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
Green Lantern (Jessica Cruz)

**Character Bio -** After witnessing the brutal murder of her friends, Jessica Cruz developed severe anxiety and locked herself away in her apartment for years. She was pulled back into the world when she became the unwilling host to the Ring of Volthoom, and fought the Justice League as the new Power Ring. With help from the League, she overcame the ring's will and made a hero of herself. She was inducted into both the Justice League and the Green Lantern Corps. She frequently works alongside Simon Baz, in both organizations.

## Stats

* Life: 4
* Move: 5
* Range: 1
* Attack: 1
* Defense: 2
* Points: 270

## Abilities

**GREEN POWER BATTERY 4**

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

**OFFICER PARTNER**

After revealing an Order Marker on the Army Card of an Officer you control and taking a turn with that Officer, if Green Lantern is within 6 clear sight spaces of that Officer, you may take an immediate turn with Green Lantern. You may not take any additional turns with other figures you control.

**FIGHTING THE FEAR**

After moving and before attacking with Green Lantern, you must roll the 20-sided die. Add 4 to your roll if she is within 6 clear sight spaces of a Stubborn figure you control.

* If you roll 10 or lower, you may remove a green Battery Marker from this card. If you do not, Green Lantern's turn ends.
* If you roll 11-18, nothing happens.
* If you roll 19 or higher, when attacking with Green Lantern this turn, all blanks rolled count as skulls.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Green Lantern's Officer Partner special power allows her to bond with Unique Officer Heroes.
* Green Lantern's Fighting the Fear special power is boosted by friendly Stubborn figures.

**-Strategy, Tactics and Tips-**

* Green Lantern faction strategy guide
Atomic Skull

## Atomic Skull

### **Points**

290

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
Kalibak

## Kalibak

### **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-**

* N/A
Spider-Man (Peter Parker - Spider-Verse)

**Character Bio -** While the Inheritors are attacking Spider Totems across the multiverse, Spider-Men and Women from many worlds start to gather to protect each other and fight back. Although he doesn't plan to, Peter Parker (from the universe you know) ends up taking charge and organizing the Totems to fight back against Morlun and the rest of the Inheritors.

## Stats

* Life: 5
* Move: 6
* Range: 4
* Attack: 4
* Defense: 4
* Points: 240

## Abilities

**GREAT RESPONSIBILITY**

When a figure you control with a Spider-Verse, Swing Line, or Web Swing special power is destroyed, you may immediately move any of your unrevealed Order Markers to this card. For the rest of the round, after revealing an Order Marker on this card and taking a turn with Spider-Man, you may choose another figure you control within 6 clear sight spaces of Spider-Man with a Spider-Verse, Swing Line, or Web Swing special power. Take a turn with the chosen figure and you may not take any additional turns.

**SPIDEY-SENSES 8**

If Spider-Man is attacked and at least 1 skull is rolled, roll the 20-sided die. Subtract 4 from the roll if the attacking figure is a Symbiote. If you roll 8 or higher, Spider-Man takes no damage and may immediately use his Web Swing special power.

**WEB SWING 2**

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

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Spider-Man may offer bonding to a figure with a Spider-Verse, Swing Line or Web Swing special power once a figure with one of those special powers is destroyed, due to his Great Responsibility special power.

**-Strategy, Tactics and Tips-**

* See Spider-Verse Faction Strategy Guide
Hellboy II

## HELLBOY

### **Points**

340

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
Atom Eve

## ATOM EVE

### **Points**

200

Character Bio goes here

## Stats

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

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Guardian (Jim Harper)

**Character Bio –** Originally a police officer and vigilante in Metropolis, Jim Harper, a man without super powers, joins Project Cadmus as its head of security and is later recruited to join the Justice League in the aftermath of an attack by Prometheus

## Stats

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

## Abilities

**CADMUS SECURITY DETAIL**

At the start of the game, you may choose a Unique Hero in your Army that is a Scientist. The chosen hero and all Unique Heroes you control with more than one species are Guardian’s Security Detail. While a figure in Guardian's Security Detail is adjacent to him, it adds one to its Defense number.

**PROTECTIVE PATROL**

On an opponent's turn, when their figure ends its movement on a space within 4 spaces of one or more figures in Guardian’s Security Detail, you may immediately move Guardian up to 4 spaces. If Guardian moved at least one space this way, you may roll an unblockable attack die against a figure he is engaged with.

**GOLDEN SHIELD**

When defending against a normal attack, unless the attacking figure is adjacent and has the Super Strength special power, you may count all blanks rolled as additional shields.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Guardian may choose a Scientist for his Security Detail.

**-Strategy, Tactics and Tips-**

* Superman Family Faction Strategy Guide
XS

XS
--

**Character Bio –** How fast is too fast? Jenni Ognats, granddaughter of Barry Allen, daughter of Dawn Allen, and member of the Legion explores this idea both as a hero of the 30th century and during a period in which she is stranded with her ancestors (and time-hopping cousin/new BFF Bart Allen!) in the 20th century. She may not always know when enough is enough, but XS is a hero at any speed!

## Stats

* Life: 4
* Move: 8
* Range: 1
* Attack: 3
* Defense: 4
* Points: 150

## Abilities

**SUPERSPEED**

XS 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 XS, if she did not use her Excessive Speed special power this turn, she may move up to an additional 4 spaces.

**EXCESSIVE SPEED**

After moving and attacking with XS, if she has moved at least 4 spaces this turn, you may roll one unblockable attack die against XS. If you do, you may move her up to 4 spaces and attack again. XS may move and attack a maximum of four times each turn.

**FLYING**

## More Info

**-Rulings and Clarifications-**

* Q: Does XS have to move 4 spaces in order to use Excessive Speed again?
* A: As long as XS has moved at least 4 spaces on her turn, she can continue to roll for and use Excessive Speed without any additional movement.

"Move up to 4 spaces" means she can move 0 spaces as well.

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Flash Family Faction Strategy

SUPERSPEED
Alfred Pennyworth II

## Alfred Pennyworth

### **Points**

100

Character Bio goes here

## Stats

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

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Hawkwoman

**Character Bio -** At first, she operated under the moniker "Hawkgirl", but later changed it to "Hawkwoman", Shayera is a fierce warrior with expert skills in battle and in combat strategy. A member of the Justice League, and a leader of her people, the Thanagarians, Shayera knows how to rally her team to push themselves to success.

## Stats

* Life: 5
* Move: 6
* Range: 1
* Attack: 6
* Defense: 5
* Points: 260

## Abilities

**RALLY FOR JUSTICE**

If Hawkwoman inflicts one or more wounds on an opponent's figure with her normal attack, you may choose a figure you control within clear sight of Hawkwoman. You may either move the chosen figure up to 4 spaces, or place a previously removed green Battery Marker, Justice League Marker, or Order Marker, unrevealed, back onto the chosen figure's Army Card. A figure may only be chosen for Rally for Justice once per round.

**NTH METAL DEFENSE**

When rolling defense dice, you may count one blank as an extra shield. If the attacking figure is Undead or has the Magical Defense special power, you may instead count all blanks as extra shields.

**AERIAL ASSAULT**

After rolling defense dice against a normal attack, you may immediately move Hawkwoman one space for each shield she has. If she ends this movement engaged with the attacking figure, all excess shields count as unblockable hits on that figure.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Hawkwoman may replace previously removed Order Markers, green Battery Markers, or Justice League Markers with her Rally For Justice special power. List of figures with green Battery Markers or Justice League Markers.

**-Strategy, Tactics and Tips-**

* Justice League Faction Strategy
Iron Legion Drone

## Iron Legion Drone

### **Points**

100

Character Bio goes here

## Stats

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

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Giganta

## Giganta

### **Points**

235

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 Faction Strategy Guide
Elastigirl (Helen Parr)

## ELASTIGIRL

### **Points**

225

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
Johnny Quick (Johnny Chambers)

**Character Bio -** Discovering a super complex mathematical formula of supposedly higher dimension, Johnny Chambers was able to gain the abilities of superspeed. Inspired by the Flash of Earth-Two and fashioning himself a masked costume and codename, Johnny Chambers began his heroic career as the impulsive Johnny Quick. During World War 2, Johnny Quick was recruited into the government-sponsored superhuman group, the All-Star Squadron. After the war, Johnny had a daughter with fellow squad-mate Liberty Belle, and he continued to do heroics alongside the Justice Society, Max Mercury, and the Flash.

## Stats

* Life: 4
* Move: 9
* Range: 1
* Attack: 4
* Defense: 5
* Points: 170

## Abilities

**ALL-STAR SQUADRON INSPIRATION**

If Johnny Quick has attacked an enemy figure this round, all figures you control within 6 clear sight spaces of Johnny Quick who are Mystery Men, Protégés, or have the Superspeed or Speed Force special power add 1 to their Attack numbers.

**SUPERSPEED**

Johnny Quick 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 Johnny Quick, if he did not use his Flying special power this turn, he may move up to an additional 4 spaces without using the Flying special power.

**3x2(9yZ)4A**

When Johnny Quick attacks, he may attack one additional time, rolling 1 fewer attack die for the second attack. After rolling defense dice with Johnny Quick, you may immediately move him up to 4 spaces.

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

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

* As a Metahuman, Johnny Quick has these Metahuman Synergies.
* As a Mystery Man, Johnny Quick has these Mystery Man Synergies.
* As a figure with the Cocky personality, Johnny Quick has these Cocky Synergies.
* As a figure with the Superspeed special power, Johnny Quick has these Superspeed Synergies.

**Outgoing Synergy:**

* Johnny Quick may boost the attack of Mystery Men, Protégés, and figures with the Superspeed or Speed Force special powers with his All-Star Squadron Inspiration special power.

**Immunities, Benefits, and Weaknesses:**

* N/A

**-Strategy, Tactics and Tips-**

* Flash Family Faction Strategy
* Justice Society Faction Strategy
Glyph of Power Gem

**Glyph Bio -** The Infinity Gems are six precious stones of cosmic origin that give the possessor mastery over a certain power. Collecting and using all six gems will give the wielder omnipotence. The Power Gem grants controls all of the power in the universe. It can be used to augment or inhibit any force.

## Abilities

**NAME = POWER GEM**

**SUBTITLE = +2 ATTACK, SUPER STRENGTH**

**INFINITY EQUIPMENT GLYPH**

Add 2 additional attack dice when this figure attacks an adjacent figure with a normal attack. This figure also gains the Super Strength special power.

**-Rulings and Clarifications-**

* N/A

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

* As a Glyph of Infinity, this Glyph can be placed in the game by Thanos (Infinity Quest)

**Synergy Benefits Offered**

* N/A

**-Strategy, Tactics and Tips-**

* N/A
Green Arrow (Oliver Queen) (Justice League)

**Character Bio -** Oliver Queen is the Green Arrow: the emerald archer with a passion for justice and pretty ladies.

## Stats

* Life: 4
* Move: 5
* Range: 8
* Attack: 4
* Defense: 5
* Points: 210

## Abilities

**ARROWS 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 Archer, Champion, Officer, or Vigilante, to a maximum of 4. If there is at least one Justice League Marker on this card, after Green Arrow attacks a non-adjacent figure with his normal attack, you may roll the 20-sided die. If you roll 14 or higher, he may attack again. Green Arrow may not attack more than four times in a player turn.

**ARROW TO THE RESCUE**

After revealing an Order Marker on the card of another Unique Hero you control and taking a turn with that Hero, if Green Arrow has not yet attacked this player turn, you may remove a Justice League Marker from this card and take a turn with Green Arrow. During this turn, he may only attack opponent’s figures engaged to a figure you control. You may not take any additional turns with other figures you control.

**ACROBATIC MOVEMENT**

Green Arrow 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 Green Arrow one space up to 6 levels up or down.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Justice League Faction Strategy
Bizarro

**Character Bio -** When Mister Mxyzptlk gave his 5th dimensional powers to the Joker, the god-like self proclaimed Emperor Joker created for himself a bizarre Superman to protect him and his topsy turvy world. Joker's powers did not last long, and when everything on Earth went back to normal, somehow, Bizarro remained.

Frustrated with his presence in a world that did not understand him, Bizarro went into deep space and created his own cube planet that he calls Htrae. On this planet, good = bad, and vice versa. Bizarro is the #1 Hero on his planet, and through his heroic acts, he is able to win the hatred and disgust of his beloved Bizarro Lois Lane - she understand Bizarro best!

## Stats

* Life: 6
* Move: 6
* Range: 1
* Attack: 6
* Defense: 7
* Points: 330

## Abilities

**FREEZE VISION**

Before taking a turn with Bizarro, you may choose a figure within 4 clear sight spaces of Bizarro. Roll the 20-sided die. If you roll 16 or higher, the chosen figure rolls 1 fewer defense die this turn.

**HEAT BREATH SPECIAL ATTACK**

Range 1. Attack 2 + Special.

Choose a figure to attack. All figures adjacent to the chosen figure are affected. Bizarro cannot be affected by this special attack. Roll 2 attack dice once for all affected figures. For each skull rolled, roll 1 additional attack die. Continue rolling an additional attack die for each skull rolled until no skulls are rolled.

**VILLAINOUS DUTY**

Immediately after a friendly figure within 3 spaces of Bizarro rolls defense dice against an enemy figure's normal attack, you must move Bizarro adjacent to the attacking figure, if possible. If you do, the attacking figure receives one wound. If Bizarro cannot move adjacent to the attacking figure, you must choose a figure adjacent to Bizarro, if possible, to receive one wound. When Bizarro uses Villainous Duty, he will take any leaving engagement attacks.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Injustice Faction Strategy Guide
Green Lantern (Ch'p)

**Character Bio -** Ch'p is a Green Lantern. He helps defend important sectors of space. He's also some sort of alien squirrel

## Stats

* Life: 2
* Move: 7
* Range: 1
* Attack: 2
* Defense: 3
* Points: 200

## Abilities

**GREEN POWER BATTERY 3**

Start the game with 3 green Battery Markers on this card. Add one to Green Lantern's Move, Range, Attack, and Defense numbers for each green Battery Marker on this card.

**GOING NUTS SPECIAL ATTACK**

*Range 1. Attack 2 + Special.*

Instead of moving and attacking normally, Green Lantern may move up to 4+X spaces, where X equals the number of green Battery Markers on this card. Green Lantern may attack up to 3 times with this special attack at any point before, during or after moving, adding one to his attack number for each green Battery Marker on this card. Green Lantern will not take any leaving engagement attacks when moving this way. At the end of Green Lantern's turn, remove a green Battery Marker from this card, if possible.

**MOVING TARGET**

When rolling defense dice for Green Lantern, add one automatic shield to whatever is rolled. After rolling defense dice, you may move Green Lantern up to 3 spaces. Green Lantern will not take any leaving engagement attacks when moved with this special power.

**FLYING**

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Green Lantern faction strategy guide
Glyph of Thunderstorm

**Glyph Bio -** A storm featuring thunder and the occurrence of a natural electrical discharge of very short duration and high voltage between a cloud and the ground or within a cloud, accompanied by a bright flash.

## Abilities

**NAME = THUNDERSTORM**

**SUBTITLE = AUTOMATIC WOUND**

**WEATHER PERMANENT GLYPH**

Whenever a figure ends its movement on or within 1 space of this glyph, even if this glyph is unoccupied, each player must roll the 20-sided die for each figure that player controls without the Electrically Charged special power that is on or within 1 space of this glyph, one at a time. Subtract 2 from the roll if that figure is an Android, Cyborg, or occupying a water space. If they roll 6 or lower, that figure receives one wound.

**-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**

* N/A

**-Strategy, Tactics and Tips-**

* N/A
Li'l Lobo

**Character Bio -** While Young Justice battled against Klarion the Witch Boy, Klarion ended it by using magic to swap everyone’s ages. Young Justice became adults and the Justice League became toddlers. Though Young Justice eventually prevailed and forced Klarion to change everyone on Earth back, his specific “on Earth” wording neglected to fix Lobo who was in space at the time. Angry and unable to get himself transformed back, Li’l Lobo somehow got mixed in with Young Justice. He kind of joined the team, sort of helped out, and actually went on a date with Empress. He brought a special brand of muscle along on missions, so even though most of Young Justice was apprehensive, he proved useful. During Darkseid’s massive war, the team was stranded on Apokolips. Pinned down by Parademons all around, it looked grim for Young Justice until Li’l Lobo charged forward, taking on every parademon at once, saving the team, but being gunned down in the process. His blood eventually regenerated a new Lobo who grew back into his adult self, with no memory of his time with Young Justice.

## Stats

* Life: 6
* Move: 5
* Range: 1
* Attack: 5
* Defense: 4
* Points: 180

## Abilities

**THE TOP TEEN**

After revealing an Order Marker on the card of any Hero you control that is a Sidekick or, instead of taking a turn with that Hero, you may take a turn with Li'l Lobo. If you do, that Hero cannot take a turn for the rest of the round.

**BASTICH BASH**

After attacking, you may choose a figure adjacent to Li'l Lobo. Move the chosen figure 1 space. A figure moved by this special power may not be moved adjacent to Lobo and never takes any leaving engagement attacks. After moving the chosen figure, if there is at least one Wound Marker on this card, roll the 20-sided die. If you roll 11 or higher, the chosen figure receives a wound.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Li'l Lobo can use his The Top Teen special power to take a turn instead of a Sidekick or Titan you control.

**-Strategy, Tactics and Tips-**

* Young Justice Faction Strategy
Green Lantern (Uncommon)

**Character Bio -** The Green Lantern Corps are an intergalactic peacekeeping force created by the Guardians of the Universe. Every Green Lantern is selected by the strength of their willpower and given a power ring that creates energy constructs controlled by will. They patrol all 3600 sectors of the known universe. Their home planet is Oa, where their Central Power Battery is located. Ion is their representative entity. They represent one of nine different Lantern Corps, each embodying different emotions. The Green Lanterns are not the only peacekeeping force created by the Guardians, and their past failed experiments have included the Manhunters as well as the Third Army. Every Green Lantern is trained by the Drill Instructor, Kilowog, and still respect him to this day.

## Stats

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

## Abilities

**GREEN LANTERN INSPIRATION**

Start the game with one green Battery Marker on this card. Add 1 to this Green Lantern's Move, Range, Attack, and Defense numbers for each green Battery Marker on this card. If an adjacent Green Lantern you control destroys an opponent's Unique or Event Hero with a normal attack, place a green Battery Marker on this card, to a maximum of two green Battery Markers on this card.

**GREEN LANTERN FORMATION**

After revealing an Order Marker on the Army Card of another Unique Green Lantern you control and taking a turn with that figure, you may take an immediate turn with this Green Lantern. During this turn, unless you revealed an Order Marker on the Army Card of a Resolute Green Lantern, you must remove a green Battery Marker from this card to attack with this Green Lantern. You may not take any additional turns.

**STRENGTH OF WILL**

After this figure or an adjacent figure rolls attack or defense dice, you may remove a green Battery Marker from this card to add an automatic skull or shield to the result.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Green Lantern faction strategy guide

**-Important Links-**

Resolute Green Lanterns

* Green Lantern (Kilowog)
C3G Wiki

**Welcome to the C3G Wiki!**
C3G creations for Heroscape.

We're a collaborative community website about C3G that anyone, including you, can build and expand. See Here

## Important articles

Unique HeroesEvent HeroUncommon HeroesCommon HeroesSquadsFaction GuidesC3G ReleasesDestructible ObjectsGlyphsSpells

Synergies are built on many things. Here are a few...
* **Publishers**— C3G encompases many sources not only from the big two of DC Comics and Marvel but also publishers like Valiant, IDW, Dark Horse, 2000AD, and many more
* **Species**— All the races of Heroscape, humanoid and monstrous alike.
* **Classes**— All the character professions, from Adventurers and Agent, to Crimefighter, to Warriors adn Yakuza
* **Personalities**— Whether you are Wild, Valiant, Relentless, or Disciplined, this is the page with all the personalities
* **Factions** — There are many factions within C3G's collection. Here is where you can find some guides to playing some of these factions. This is great for intermediate players to learn more depth and strategy for army building.

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Black Lantern

## **Black Lantern Synergies**

**Black Lantern Synergy Benefits Received:**

* Black Lanterns may have black Battery Markers placed on their card with Black Lantern's (William Hand) (475) Blackest Night 9 special power.
* Black Lanterns may have black Battery Markers placed on their card with Black Lantern's (Uncommon) (175) Blackest Night 11 special power.
* Black Lanterns may have black Battery Markers placed on their card with Black Lantern's (Crispus Allen) (525) Ring Charge of Death 16 special power.
* Black Lanterns may have black Battery Markers placed on their card with Black Lantern (Ronnie Raymond) (350) Ring Charge of Death 16 special power.
* Black Lanterns may have black Battery Markers placed on their card with Guardian of the Universe's (Scar) (300) The Black Lantern Corps special power.
* Black Lanterns may have their Attack boosted with Guardian of the Universe's (Scar) (300) Book of the Black special power.

**Black Lantern Synergy Benefits Offered:**

* N/A

Updated through **SSE 83**.
Krillin

## Krillin

### **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
Frieza

## Frieza

### **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-**

* N/A
Metamorpho

**Character Bio** - “Metamorpho can transmute his body to any of a wide variety of elemental compounds and form it to his will. Originally, he was limited to the elements which occur naturally in the human body. Over time, this limitation seems to have disappeared. He can alter the shapes and consistencies of these elements and combine them to form complex compounds. Rex can assume forms of gas, liquid or solid states”

## Stats

* Life: 5
* Move: 7
* Range: 4
* Attack: 4
* Defense: 4
* Points: 290

## Abilities

**RAPID SHAPESHIFTING 3**

Start the game with 3 white Shapeshift Markers. At the start of Metamorpho's turn, you may place or remove any number of Shapeshift Markers on this card. Add 1 to Metamorpho's Attack and Defense numbers and subtract 1 from his Move and Range numbers for each Shapeshift Marker on this card. A maximum of 3 Shapeshift Markers can be placed on this card.

**ELEMENTAL FORMS**

While this Army Card has exactly:

* 0 Shapeshift Markers, Metamorpho cannot be targeted for special powers or attacks from non-adjacent figures, is never attacked when leaving an engagement, and gains the Flying special power.
* 1 Shapeshift Marker, when Metamorpho attacks, he may attack one additional time. He may not target the same figure twice.
* 2 Shapeshift Markers, when rolling defense dice against an adjacent normal attack, all excess shields count as unblockable hits on the attacking figure.
* 3 Shapeshift Markers, Metamorpho may not be moved by any special power on an Army Card unless the player controlling Metamorpho allows him to be moved.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Outsiders faction guide
Heat Wave

**Character Bio -** Mick Rory was obsessed with fire from his childhood. He would stare at flames, and try to hold them. He even set his house on fire and couldn’t take his eyes off the flames long enough to run to a neighbor for help. At school, Heat Wave always wore winter clothes inside. The kids made fun on this. This led to a friend locking him in a walk-in freezer as a joke during a school field trip. Mick escaped, and was compelled to lock his friend in his house, and set it on fire. Mick often cited this freezer incident (leaving his friend’s part out of it) as a trauma that left him with an intense fear of cold.

He ran away from home, eventually joining a circus as a fire-eater. He was happy and thought he had his obsession under control, but it broke loose again, and he burned down the circus. Rory was inspired by the Rogues to channel his obsession into a new identity. He invented a handgun-sized flamethrower and wore an asbestos suit and committed crimes under the identity of Heat Wave. When they met at a bank robbery, Captain Cold invited Heat Wave to join the Rogues.

## Stats

* Life: 4
* Move: 5
* Range: 4
* Attack: 4
* Defense: 4
* Points: 110

## Abilities

**FLAMETHROWER SPECIAL ATTACK**

Range 2 + Special. Attack 4.

Choose a figure to attack. You may also choose 3 spaces in a straight line from the targeted figure. All figures on those spaces are also affected by this special attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Figures with the Lava Resistant special power are not affected by this special attack.

**FEAR OF COLD**

Before Heat Wave moves onto a snow or ice space, you must first roll one defense die. If you roll a shield, Heat Wave's movement immediately ends and he cannot attack this turn.

**LAVA RESISTANT**

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

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Rogues faction strategy
Black Panther (Avengers)

## BLACK PANTHER

### **Points**

210

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
Glyph of High Winds

**Glyph Bio -** Fast gusts of wind can interfere with even the most skilled flier.

## Abilities

**NAME = HIGH WINDS**

**SUBTITLE = INHIBITED FLYING**

**WEATHER PERMANENT GLYPH**

Figures cannot use any special power to pass over this space or any space within 1 space of this glyph, even if this glyph is unoccupied.

**-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**

* N/A

**-Strategy, Tactics and Tips-**

* N/A
Anti-Venom

**Character Bio -** After Eddie Brock lost the Venom symbiote to Mac Gargan, he started deteriorating due to cancer. He got a job at a soup kitchen run by Mr. Negative, who used his touch to cure Brock of his cancer. Mac Gargan attacked Eddie later, and the Venom symbiote tried to reunite with Eddie. With Mr. Negative's power coursing through Eddie's body, it reacted with the Venom symbiote, creating a "negative" of it - the Anti-Venom. The Anti-Venom suit has miraculous healing powers, able to cure even drug dependencies and addictions, along with most normal symbiote powers. Eddie used these powers to help Spider-Man defeat Norman Osborn's Thunderbolts, and also heal the sick and addicted.

## Stats

* Life: 7
* Move: 6
* Range: 2
* Attack: 6
* Defense: 4
* Points: 260

## Abilities

**HEALER X**

Before moving, you may reveal an “X” Order Marker on this card to remove one Wound Marker from the Army Card of an adjacent figure that is not a destructible object or Android. After taking a turn with Anti-Venom, remove one Wound Marker from this Army Card.

**SWING LINE 4**

Instead of his normal move, Anti-Venom may move up to 4 spaces with Swing Line. When moving with Swing Line, Anti-Venom 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.

**ANTIVENOM GRASP**

When Anti-Venom attacks an adjacent figure with a normal attack, subtract 1 from its Defense number or 2 if that figure is a Symbiote.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* See Spider-Verse Faction Strategy Guide
D.VA

## D.VA

### **Points**

235

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
King Kong (Event)

## KING KONG

### **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
Jimmy Olsen

**Character Bio -** Jimmy Olsen is a photographer and reporter working for the Daily Planet in Metropolis alongside Clark Kent and Lois Lane underneath chief-editor Perry White. He is most well known as being a close personal friend to Superman, and has a signal watch to call him for help at any time.

## Stats

* Life: 3
* Move: 5
* Range: 1
* Attack: 2
* Defense: 3
* Points: 50

## Abilities

**SUPERMAN’S PAL**

Once per round, when an enemy figure ends its move within 3 clear sight spaces of Jimmy Olsen, you may place a Unique Kal-El figure you control on an unoccupied space adjacent to Jimmy. Immediately switch that Unique Kal-El and Jimmy Olsen. Switched figures will not take leaving engagement attacks.

**TAG-ALONG REPORTER**

At the start of each round, you may choose another Journalist Hero you control. After moving the chosen figure, if the chosen figure is not adjacent to Jimmy, you may move Jimmy, as long as he ends his move adjacent to that Journalist.

**ACTION SHOT**

After rolling attack dice for a Unique Hero that is a Kryptonian or Champion you control within 3 clear sight spaces of Jimmy, you may reveal an "X" Order Marker on that figure's card. If you do, you may count 1 blank rolled as an additional skull.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Jimmy may allow Kal-El to move with his Superman's Pal.

**-Strategy, Tactics and Tips-**

* Superman Family Faction Strategy Guide
Emma Frost II

## Emma Frost 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
MACH-I

**Character Bio -** Abner Jenkins was first known as the Beetle, a small-time enemy to heroes like Spider-Man and the Human Torch. Abe donned the guise of MACH-I when he joined the Thunderbolts, Helmut Zemo's new team of supervillains masquerading as heroes. Abe had been regarded as a failure throughout his criminal career, and found that he enjoyed the public admiration that came with the lifestyle of a hero. He quickly emerged as the most truly heroic of the Thunderbolts. When the Thunderbolts were outed to the public as villains, Abe joined most of his teammates in turning against Zemo and putting an end to his schemes.

Despite his heroic nature, Abe also had more skeletons in his closet than did his teammates; he was the only one with murder on his rap sheet. After the Thunderbolts defeated Zemo, Abe turned himself over to the police to prove that the Thunderbolts were sincerely trying to reform their ways. Abe went to prison for his crimes, but was eventually pardoned.

## Stats

* Life: 4
* Move: 6
* Range: 1
* Attack: 5
* Defense: 5
* Points: 200

## Abilities

**SUPPORT FIRE 16**

If an opponent's unengaged figure moves adjacent to a figure you control within 5 clear sight spaces of MACH-I, you may roll the 20-sided die. If you roll 16 or higher, the opponent's figure receives a wound. MACH-I may not use Support Fire 16 if he is engaged.

**DIVERSIONARY FIRE SPECIAL ATTACK**

Range 5. Attack 3.

Immediately after rolling attack dice for this special attack against an opponent's figure, if MACH-I rolls at least one skull, you may move MACH-I or another figure you control within 5 spaces of MACH-I up to 2 spaces. Figures moved by this special attack never take leaving engagement attacks from the defending figure. After attacking with this special attack, MACH-I may attack 1 additional time.

**EVASIVE FLYING**
When MACH-I starts to fly, he will not take any leaving engagement attacks. When MACH-I rolls defense dice against an attack from a non-adjacent figure without the Flying or Stealth Flying special power, 1 shield will block all damage, and you may immediately move MACH-I one space for each shield rolled.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Thunderbolts Strategy Guide
Charlene Dupre

## CHARLENE DUPRE

### **Points**

140

Character Bio goes here

## Stats

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

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Elongated Man

**Character Bio -** As a growing boy fascinated with bodybuilders and contortionists, Randolph "Ralph" Dibny discovered a popular soda known as Gingold used to enhance flexibility. As his life advanced, Dibny studied chemistry and created a supreme version of Gingold that could give him extreme stretching abilities for long periods of time. Utilizing Gingold and his brilliant brain to become Elongated Man, Dibny quickly developed into one of the world's most skilled detectives, second only to Batman. Dibny also went on to form a strong friendship with The Flash and became one of the first superheroes to publicly release his identity and get married

## Stats

* Life: 4
* Move: 6
* Range: 2
* Attack: 3
* Defense: 7
* Points: 160

## Abilities

**SUPER SLEUTH**

After placing Order Markers and before rolling for initiative, you may reveal an “X” Order Marker on this card to choose an unrevealed Order Marker on an opponent’s card and view it. If it is an “X” Order Marker, you may immediately view all Order Markers on that opponent’s cards and when rolling for initiative this round, add 10 to your roll. If it is a numbered Order Marker, add that Order Marker's number to your initiative roll.

**RIDICULOUS REACH**

Whenever an unengaged enemy figure within 2 spaces of Elongated Man moves away from him or targets a figure other than him, you may roll an unblockable attack die against that figure. If you roll a skull, that figure cannot move away from Elongated Man and can only attack him this turn.

**KINETIC STRETCH**

Instead of his normal move, Elongated Man may move up to 4 spaces with Kinetic Stretch. When moving with Kinetic Stretch, Elongated Man has the Flying special power, but will not take any leaving engagement attacks. If Elongated Man moved at least 3 spaces with Kinetic Stretch, he may roll one additional die when attacking this turn.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* Team Flash Faction Strategy
Grunt

## Grunt

### **Points**

130

Character Bio goes here

## Stats

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

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Mister Fantastic

**Character Bio -** Reed Richards is without a doubt the most brilliant mind of our age. He is the leader of the Fantastic 4, but he is also the one responsible for the tragedy that occurred to them on the day that they entered space in his personal shuttle. Because he was so eager to research the strange occurrences that he had noticed while viewing space, he encouraged his team to help him go into space even though the proper cosmic radiation shielding was not a sufficient amount. Because of this lack of shielding, he, Ben Grimm, Sue Richards and Johnny Storm were harmfully exposed to the cosmic radiation that mutated them all in strange ways. Reed, now called Mr. Fantastic, was stretched beyond belief when he was pinned down and struggled to reach his love Sue. Now with his and his team's new powers, they have sworn to protect the innocent lives of Earth's civilians from any one or any thing that would threaten their attempt to live in peace.

## Stats

* Life: 5
* Move: 6
* Range: 2
* Attack: 4
* Defense: 5
* Point Value: 235

## Abilities

**FANTASTIC LEADER 4**

After revealing an Order Marker on this card and before taking a turn with Mister Fantastic, you may roll the 20-sided die.

* If you roll 1-3, nothing happens;
* If you roll 4-11, you may immediately take a turn with one Adventurer Hero you control;
* If you roll 12-17, you may immediately take a turn with up to two Adventurer Heroes you control; or
* If you roll 18 or higher, you may immediately take a turn with up to three Adventurer Heroes you control.

**STRETCH WALK 25**

Instead of his normal move, Mister Fantastic may use Stretch Walk. Stretch Walk has a move of 3. When counting spaces for Stretch Walk, ignore elevations. Mister Fantastic may stretch over water without stopping, stretch over figures without becoming engaged and stretch over obstacles. Mister Fantastic may not stretch more than 25 levels up or down with a single stretch. When Mister Fantastic starts to stretch, he will not take any leaving engagement attacks.

**RUBBER WRAP**

All opponents' small or medium figures that enter or occupy a space adjacent to Mister Fantastic may not move. Figures affected by Rubber Wrap cannot be moved by any special power on any Army Card or glyph.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Mister Fantastic can activate up to 3 Adventurer Heroes with his Fantastic Leader 4 special power.

**-Strategy, Tactics and Tips-**

Fantastic 4 faction strategy guide
Nameless Wolves

## NAMELESS WOLVES

### **Points**

80

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad: 2

## 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