recursal/Fanatic-Fandom huggingface dataset:
Plastic Man (II)

**Character Bio -** Patrick "Eel" O'Brian was a small-time crook who became the stretchable superhero Plastic Man after accidentally falling into an acid vat. Although he usually hides behind a smile and a joke, his ability to take any size, shape, or form has made himself a valuable member of the Justice League of America over the years.

## Stats

* Life: 5
* Move: 6
* Range: 2
* Attack: 4
* Defense: 4
* Points: 200

## Abilities

**DIS GUY'S DISGUISED**

Plastic Man may start the game on this card instead of on the battlefield. While Plastic Man is on this card and not destroyed, before or after a figure moves, you may place Plastic Man on an empty space on the battlefield that is adjacent to a destructible object or friendly figure.

**PESKY PLASTICITY**

After a non-adjacent figure ends its movement within 6 spaces of Plastic Man, if that figure was adjacent to Plastic Man during its movement, you may immediately place Plastic Man on an empty space adjacent to that figure, or place that figure on an empty space adjacent to Plastic Man, if possible. Placed figures will not take any leaving engagement attacks.

**RUBBERY REBOUND**

If Plastic Man would receive 1 or more wounds from a normal attack, roll the 20-sided die. If you roll 12 or higher, ignore those wounds and the attacking figure receives 1 wound for every 2 wounds ignored.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Justice League Faction Strategy
Solid Snake

## SOLID SNAKE

### **Points**

180

Character Bio goes here

## Stats

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

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Vibe (Paco Ramon)

## VIBE

### **Points**

180

Character Bio goes here

## Stats

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

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Wonder Girl (Cassandra Sandsmark) (I)

**Character Bio** – “Cassandra originally received her powers from a number of mystical artifacts employed by Artemis during her time as Wonder Woman. These included the Gauntlet of Atlas and the Sandals of Hermes, which provided her with the powers of strength and speed/flight, respectively. She was eventually granted similar abilities by Zeus as "her fondest wish". Discouraged by previously shown arrogance in his children (Ares and Heracles), Zeus also blessed Cassandra's mother with the ability to take away her powers for a short time via a simple touch.

“Shortly after joining the Teen Titans, Ares approached her and gave Cassandra her own magic lasso. Unlike Wonder Woman's Lasso of Truth, Cassandra's is a weapon which channels Zeus' lightning when she becomes angry [….] Cassie was trained by the Amazon Artemis and is extremely well trained in the use of various weapons and in various martial arts. She is also a very capable leader and strategist”

## Stats

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

## Abilities

**LIGHTNING LASSO 16**

After moving and before attacking, if Wonder Girl was not engaged prior to moving, you may choose an opponent's non-adjacent small or medium figure within 2 clear sight spaces whose base is no more than 10 levels above Wonder Girl's height or 10 levels below Wonder Girl's base. Place the chosen figure on an empty space adjacent to Wonder Girl. The chosen figure does not receive any leaving engagement attacks. After placing the chosen figure, you may roll the 20-sided die, adding one to the roll for each Wound Marker on this card. If you roll 16 or higher, the chosen figure receives one wound and you may roll again.

**AMAZONIAN TRAINING**

When Wonder Girl rolls defense dice against a normal attack from a non-adjacent figure, one shield will block all damage. When rolling defense dice against any attack from an adjacent attacking figure, if there are excess shields rolled, the attacking figure receives one wound.

**SUPER STRENGTH**
**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Titans faction guide
Superboy (Kon-El) (Teen Titans)

**Character Bio -** Shortly after Superman gave his life to defeat the infamous rampaging monster known as Doomsday, 4 impostors showed up in the city of Metropolis claiming to be Superman back from the dead. One of these 4 impostors was the Hero known today as Superboy, but at the time he resented the title and requested that people call him "the real Superman". Unlike Superman and Supergirl, Superboy was not born on the planet Krypton, he was genetically engineered after Superman's DNA and then cloned by Cadmus labs to create a new Superman after the Doomsday event. It is not common knowledge, in fact not even the real Superman is aware, but Superboy also regrettably shares DNA with Superman's most vile enemy: Lex Luthor.

Superboy has the power of flight, super strength, invulnerability, and a weakness to Kryptonite just like all Kryptonians, but due to his DNA being altered, he does not have their other powers, but he does have the ability to dismantle inanimate objects with a thought and touch - a power that he calls Tactile Telekinesis.

Armed with these super powers and an attitude, Superboy spends his time and efforts working with the Teen Titans as one of their charter members.

## Stats

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

## Abilities

**KRYPTONIAN DNA**

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

**TITAN PROTECTOR**

If a Titan or Sidekick you control within 3 spaces of Superboy would receive one or more wounds from a normal attack, and Superboy is not engaged, you may instead place one Wound Marker on this card and you may place the defending figure adjacent to Superboy. Figures moved this way will not take any leaving engagement attacks.

**TACTILE TELEKINESIS SPECIAL ATTACK**

Range 1. Attack 3.

Cyborgs, Androids, and destructible objects cannot roll any defense dice against this special attack.

**SUPER STRENGTH
FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Superboy may move Titans and Sidekicks with his Titan Protector special power.

**-Strategy, Tactics and Tips-**

* Kryptonian figures have a number of specific counters to look out for: beware memories of their homeworld, as a Glyph of Green Kryptonite, a Kryptonite Blast Special Attack from Lex Luthor, or other Kryptonians, who ignore Kryptonian DNA. Current Kryptonians include: Cyborg Superman, Doomsday, Eradicator, General Zod, Kryptonian Soldier, Kryptonian Infiltrator, Non, Superboy (Kal-El), Superboy (Kon-El), Supergirl, Superman, Superman (II), and Ursa. (Note that Superboy is also effective against many of your opponents' Kryptonian figures.)
* See Titans Faction Strategy Guide
Wonder Twin (Jayna)

## WONDER TWIN

### **Points**

75

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
Superwoman (Lana Lang)

**Character Bio -** Lana Lang is the childhood friend of Superman. After absorbing radioactive energy following the death of a version of Superman, she began to work as the hero Superwoman. She would often work closely with her fiancée John Henry Irons.

## Stats

* Life: 5
* Move: 6
* Range: 1
* Attack: 4
* Defense: 4
* Points: 230

## Abilities

**KRYPTONIAN ENHANCEMENT**

Superwoman has the species of Kryptonian in addition to what is listed on this card. When Superwoman rolls defense dice against a normal attack from a figure that is not a Kryptonian, add one automatic shield to whatever is rolled. When Superwoman would be affected by a glyph or special power, you may ignore her species of Kryptonian.

'*MAGNETIC MANIPULATION SPECIAL ATTACK*
'
Range 4. Attack 4.

Before the defending figure rolls defense dice, you may place it on an empty space within X spaces of its current placement, where X is equal to the number of skulls you rolled. It will not take leaving engagement attacks. After attacking with this special attack, if at least one blank was rolled, you may choose a figure adjacent to the defending figure to receive one wound.

**ELECTROMAGNETIC LIFT**

Before taking a turn with Superwoman, you may choose a friendly figure within 4 spaces of Superwoman, or two if one is Human. Place each chosen figure on an empty space within 1 space of its current placement. Figures moved by Electromagnetic Lift do not take leaving engagement attacks.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Superman Family Faction Strategy Guide
S.T.R.I.P.E.

**Character Bio -** After helping a young Sylvester Pemberton take down a group of Nazi spies, Pat Dugan became the costumed hero Stripesy along with Pemberton's Star-Spangled Kid. The duo had several adventures as part of the Seven Soldiers of Victory and the All-Star Squadron.

Dugan eventually retired and married Barbara Whitmore, and they settled in Blue Valley. His stepdaughter, Courtney Whitmore, found Pemberton's Cosmic Converter Belt while rummaging through a box of Dugan's things, and learned that Dugan was formerly Stripesy. In an effort to annoy him, Courtney took the belt and became the hero Stargirl. In order to protect her (and keep an eye on her), Dugan developed a robotic suit of power armor that he called S.T.R.I.P.E. (Special Tactics Robotic Integrated Power Enhancer).

When Stargirl joined the Justice Society of America, Dugan became a reserve member and occasionally accompanied them on missions. He mainly aided the JSA in a support role, having developed their aircraft, the Steel Eagle.

## Stats

* Life: 5
* Move: 5
* Range: 3
* Attack: 5
* Defense: 6
* Points: 180

## Abilities

**STARS AND S.T.R.I.P.E.**

After attacking with S.T.R.I.P.E., if he inflicted one or more wounds on an enemy figure, you may choose a friendly Mystery Man or Protégé and place a previously removed or revealed Order Marker, unrevealed, back onto the chosen figure's Army Card.

**POWER ARMOR: ROCKET FISTS**

When attacking with S.T.R.I.P.E.'s normal attack, he is always considered adjacent to the defending figure. If S.T.R.I.P.E. inflicts one or more wounds with his normal attack, you may move the defending figure up to two spaces, during which it does not take leaving engagement attacks.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* **Base Clarification:** S.T.R.I.P.E. is a single-spaced figure.

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

* As a Mystery Man, S.T.R.I.P.E. has these Mystery Man Synergies.

**Outgoing Synergy:**

* S.T.R.I.P.E. may replace previously revealed or removed Order Markers of friendly Mystery Men or Protégés with his Stars And S.T.R.I.P.E. special power.

**Immunities, Benefits, and Weaknesses:**

* N/A

**-Strategy, Tactics and Tips-**

* S.T.R.I.P.E. is designed to work well with the JSA members with powers involving revealing or removing an Order Marker, such as Stargirl, Hawkman, Atom, and both Doctor Fates.
* Justice Society Faction Strategy
Wonder Girl (Donna Troy)

**Character Bio -** "She was originally created by the Amazon sorceress Magala as a magical duplicate of the young Princess Diana of Themyscira (a nod to the original Wonder Girl) to be a playmate for Diana, who was previously the only child on the island. However, Donna was soon kidnapped by the Dark Angel (a World War II villainess and sworn enemy of Queen Hippolyta, Diana's mother), who thought the girl was Diana. Dark Angel cursed Donna to live endless variants of a life characterized by suffering, with her life being restarted and erased from the world's memory when Donna was at her lowest. Even Donna would forget her past lives until the moment at which Dark Angel would arrive to restart her life, at which point she would immediately recall all of her past suffering [...] Realizing that Donna was created from a portion of Diana's soul, Queen Hippolyta accepted Donna as a blood-related daughter and held a coronation on Themyscira to formally introduce Donna as the second princess of Paradise Island [...] After her coronation, Donna and Diana's bond as sisters grew stronger [...] Donna's superhuman powers have changed several times over the years, but in all of her various incarnations, they have always consisted of considerable superhuman strength, endurance, speed, and the power of flight [...] She also wielded a lasso of her own, but it apparently had no magical properties like Diana's Lasso of Truth"

## Stats

* Life: 4
* Move: 6
* Range: 1
* Attack: 6
* Defense: 6
* Points: 140

## Abilities

**AMAZON LASSO**

After moving and before attacking, if Wonder Girl was not engaged prior to moving, you may choose one opponent's non-adjacent small or medium figure within 2 clear sight spaces whose base is no more than 10 levels above Wonder Girl's height or 10 levels below Wonder Girl's base. Place the chosen figure on an empty space adjacent to Wonder Girl. The chosen figure does not receive any leaving engagement attacks. The chosen figure rolls one fewer defense die until it is no longer engaged with Wonder Girl or another opponent's figure moves into an engagement with Wonder Girl.

**WARRIOR ENGAGEMENT**

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

**AMAZONIAN EMPATHY**

If at least one Unique Hero or Amazon figure in your army was destroyed this round, add 2 to Wonder Girl's normal attack.

**SUPER STRENGTH**
**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Wonder Girl rolls 2 additional attack dice when an Amazon you control is destroyed, due to her Amazonian Empathy special power.

**-Strategy, Tactics and Tips-**

* Titans faction guide
Techno

**Character Bio -** Technological genius Norbert Ebersol (a.k.a. the Fixer) was the first villain to be recruited by Helmut Zemo into a new iteration of the Masters of Evil. Norbert helped Zemo to gather other members of the team, and when Zemo decided that these new Masters would masquerade as superheroes, Norbert put his genius towards creating advanced technology that would disguise the villains' faces and voices, preventing them from being recognized by the public. Norbert also created Songbird's harness based on technology appropriated from Klaw, and assisted Abner Jenkins in creating the MACH-I armor.

Norbert adopted the codename "Techno" and continued to serve as the tech expert for the Masters as they went public with their "heroic" identities, claiming to be a new superhero team known as the Thunderbolts. Norbert was the cockiest and most confident member of the team, and the one who came closest to accidentally exposing the team's true nature.

## Stats

* Life: 4
* Move: 5
* Range: 3
* Attack: 3
* Defense: 4
* Points: 150

## Abilities

**TECH-PAC**

After revealing an Order Marker on this card, you may choose two of the following effects for the rest of your turn:

* add 2 to Techno's Move number and Techno will not take any leaving engagement attacks.
* add 3 to Techno's Range number and Techno can attack non-adjacent figures even if he is engaged.
* after Techno attacks a non-adjacent figure, he may attack one additional time.
* all figures that were engaged with Techno at the start of your turn subtract 1 from their Defense numbers.

**RECKLESS ENGAGEMENT**

If Techno is not adjacent to any friendly figures and is engaged with at least one enemy figure, add 1 die to his normal attack and subtract 1 die from his defense.

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Thunderbolts Strategy Guide
Scarlet Spider (Ben Reilly)

**Character Bio -** The Jackel, an insane ex-professor, with the help of Norman Osborn, experimented with cloning. Angry at Spider-Man for the death of Gwen Stacy, he cloned the wall-crawler, to create an army to oppose him. Ben Reilly was the most successful of the clones. Taking the identity of Scarlet Spider, Ben became a Crime Fighter like his "brother" Peter Parker, but because they both shared the same memories (a side effect of the cloning), it was put to question who was the "real" Peter Parker, and who was the clone. Eventually deciding that Ben was the original, Peter went into retirement with his wife, Mary Jane, and Ben took over the role of Spider-Man. During a face off with Green Goblin in which Peter joined the battle, Ben sacrificed himself to save Peter from a lethal blade in the Goblin's glider. His body decomposed rapidly, which revealed in the end that Peter was the original, and that Ben Reilly was in fact, the clone.

## Stats

* Life: 5
* Move: 6
* Range: 1
* Attack: 4
* Defense: 3
* Points: 190

## Abilities

**IMPACT WEBBING SPECIAL ATTACK**

Range 4. Attack 4.

Start the game with 3 white Webbing Markers on this card. If Scarlet Spider inflicts one or more wounds on a Unique Hero with this special attack, you may place a Webbing Marker from this card on the defending figure’s Army Card. Before another figure with your Webbing Marker on its card moves, that player must roll the 20-sided die. If that player rolls 1-12, that figure may not move. If that player rolls 13 or higher, return all your Webbing Markers from that card to this card.

**SPIDEY-SENSES 9**

If Scarlet Spider is attacked and at least 1 skull is rolled, roll the 20-sided die. Subtract 4 from the roll if the attacking figure is a Symbiote. If you roll 9 or higher, Scarlet Spider takes no damage and may immediately use his Swing Line 4 special power.

**SWING LINE 4**

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

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* Q: Can a figure with a Webbing Marker be moved by special powers such as Martian Manhunter's Telepathic Directive?
* A: The webbed figure cannot move on his own, but could be moved by other powers that don't require that figure to move on it's own. So Telepathic Directive would not work, since you have to move him, but if you used Spider-Man's Web Slinger, it WOULD work, since the opponent is just placing that figure adjacent to him.

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* See Spider-Verse Faction Strategy Guide
Pied Piper

**Character Bio -** Born deaf, Rathaway was later cured by his parent's money and research. He became obsessed with sound and found how to control peoples' minds with it, through a pipe he developed. Eventually, he became a member of the Flash's Rogue Gallery.

The Pied Piper has a variety of instruments, which create various effects. These include hypnosis, and paralysis. The Pied Piper is also able to train and control rats. Although he focused obsessively on sound-based technology in his early years, he later expanded his scope to more general mechanical tinkering. Initially, he employed his mind control techniques almost exclusively on humans and occasional animals, but during his incarceration in Iron Heights he became obsessed by the prison's rats.

## Stats

* Life: 4
* Move: 5
* Range: 1
* Attack: 3
* Defense: 3
* Points: 80

## Abilities

**SONIC FLUTE SPECIAL ATTACK**

Range Special. Attack 3.

Choose 2 spaces in a straight line from Pied Piper. All figures on or within 1 space of the chosen spaces are affected by this special attack. Figures you control are not affected by this special attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Symbiotes roll 1 fewer defense die against this special attack.

**SONIC MIND CONTROL**

After taking a turn with Pied Piper, you may choose any Unique Hero that received at least one wound from Sonic Flute Special Attack this turn or any two Common Rodent Heroes. Take temporary control of each chosen Hero and immediately take a turn with it. At the end of that turn, control of the chosen Hero returns to the player who controlled the Hero before the Sonic Mind Control.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Pied Piper can activate up to two Rodent Heroes with his Sonic Mind Control special power. **-Strategy, Tactics and Tips-**
* Rogues faction strategy
Punisher (Defenders)

## Punisher

### **Points**

180

Character Bio goes here

## Stats

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

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Yellow Lantern (Lyssa Drak)

**Character Bio -** A member of the Sinestro Corps and wielder of the yellow light of fear, Lyssa Drak is chained permanently to the Book of Parallax by Sinestro himself. Containing all the knowledge of the Sinestro Corps, as well as the history and future of every Sinestro Corpsman, the Book is a deadly tool in the hands of the Sinestro Corps.

## Stats

* Life: 5
* Move: 5
* Range: 1
* Attack: 2
* Defense: 3
* Points: 240

## Abilities

**YELLOW POWER BATTERY 3**

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

**BOOK OF PARALLAX**

When rolling for initiative, if all your Order Markers are placed on Yellow Lantern cards, add 2 to your roll for each yellow Battery Marker on this card.

**YELLOW POWER SHIELD**

Anytime this Yellow Lantern is attacked by an opponent’s figure and at least 1 skull is rolled, instead of rolling defense dice normally, you may remove one yellow Battery Marker from this card and ignore that attack.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* **Did you forget the Flying symbol on this card?** The book of Parallax keeps her grounded so she is unable to fly

**-Combinations and Synergies-**

* Yellow Lantern's Book of Parallax special power adds to your initiative roll when all of your Order Markers are placed on Yellow Lantern Army Cards

**-Strategy, Tactics and Tips-**

* N/A
Ravager (Rose Wilson)

**Character Bio -** Daughter of Slade Wilson and Lillian Worth, Rose Wilson was trained from an early age how to defend herself. Endowed with limited precognition, Rose is a formidable warrior but plagued with incessant daddy issues.\*

Thinking it was a way to protect her, Deathstroke entrusts the Titans to train his daughter while distancing himself from her. She later joins him and is determined to earn his respect so she gouges out one of her own eyes to prove her loyalty to him.

## Stats

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

## Abilities

**FLANKING STRIKE**

After revealing an Order Marker on the card of another Unique Hero you control, instead of an attack with that Hero, you may move Ravager. After moving Ravager, you may choose one figure engaged with both Ravager and that Hero and roll two unblockable attack dice against the chosen figure. You may only use this special power once per turn.

**COMBAT DEXTERITY**

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

**PRECOGNITIVE CALCULATIONS**

After rolling defense dice against an attack from a figure within 4 spaces of Ravager, you may choose to either:

* count all blanks rolled as additional shields; or,
* count all blanks rolled as unblockable hits on the attacking figure, if it is in clear sight of Ravager.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Titans faction guide
ThrowingKnives

Throwing Knives are throwable combat items. There are basic throwing knives as well as 4 that include added effects: slowing, sapping, poisoned, and caustic.

## Obtaining

### Crafting/Smelting

A throwing knife can be crafted with 2 iron nuggets. Crafting an iron ingot and iron nugget will craft 5.

A slowing throwing knife can be crafted by combining up to 8 throwing knives with nether wart.

A sapping throwing knife can be crafted by combining up to 8 throwing knives with a fermented spider eye.

A poisoned throwing knife can be crafted by combining up to 8 throwing knives with a spider eye.

A caustic throwing knife can be crafted by combining up to 8 throwing knives with ailing nettle.

### Natural Generation

Need Info: Could drop from Loot Bags or chests also.

## Usage

Right clicking will throw a knife. If you hold down the right click it will rapid fire them. They have a long range.

Need Info: Mechanics such as damage, added effects, etc.
Ultra-Humanite

## ULTRA-HUMANITE

### **Points**

255

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
Ultra Boy

## Ultra Boy

### **Points**

370

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
Steppenwolf

## Steppenwolf

### **Points**

440

Character Bio goes here

## Stats

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

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Superman Action Figure

## Superman Action Figure

### **Points**

35

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
Wonder Twin (Zan)

## WONDER TWIN

### **Points**

75

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
Torque

## TORQUE

### **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
Zatanna (III)

**Character Bio -** A powerful magician who casts spells by speaking backwards and works as both a stage performer and a member of the Justice League of America and Justice League Dark.

## Stats

* Life: 4
* Move: 5
* Range: 4
* Attack: 4
* Defense: 4
* Points: 250

## Abilities

**PICK A NUMBER**

At the start of the game, choose a number. Anytime a player rolls the 20-sided die for initiative or a special power and the final result equals the chosen number, you may choose a figure within clear sight of Zatanna to receive a wound. Once per game, after rolling the 20-sided die for Zatanna, she may treat it as if it were equal to the chosen number.

**DANGER INTO DOVES**

After an opponent rolls attack dice for a normal attack against Zatanna or a figure within 4 clear sight spaces of Zatanna, you may roll the 20-sided die. If the attack is non-adjacent, you may add 4 to your roll. If you roll 13 or higher, subtract 2 skulls from that roll.

**MAGICAL DEFENSE**

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

**FLYING**

## More Info

**-Rulings and Clarifications-**

* Q: Does Pick a Number's effect trigger before or after any powers that may add to, subtract from, re-roll, or swap the results?
* A: After. For example, let's say the chosen number is 13. Scenario 1 If a player rolls 13, then someone adds, subtracts, re-rolls, or swaps a number that results in something other than the chosen number of 13, you cannot use Pick an Number to remove or inflict a wound. Scenario 2 If the number rolled is 11, and a player adds 2 to the roll to make it 13 or swaps the roll with a 13 etc. Then you may now use Pick a Number to remove or inflict a wound.
* Q: When Pick a Number says "Once per game, after rolling the 20-sided die for Zatanna, she may treat it as if it were equal to the chosen number", does that allow that number to be swapped out by Doctor Fate II's Twist of Fate?
* A: No. *She* may *treat* it as if it were the chosen number, but it is not actually modifying the roll into the chosen number as it pertains to any other figure.

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Justice League Faction Strategy
Proxima Midnight

## PROXIMA MIDNIGHT

### **Points**

350

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
Supergirl (Kara Zor-El) (II)

**Character Bio -** *Smile, Doomsday. You're about to meet the Superman Family.*—Kara Zor-El

## Stats

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

## Abilities

**KRYPTON'S RESOLVE**

Once per game, when a friendly Kryptonian, Champion, or Legionnaire within 6 clear sight spaces of Supergirl would be destroyed, you may use Krypton's Resolve. That figure cannot be destroyed in any way this round. At the start of the next round, destroy that figure.

**FREEZE BREATH 9**

Before taking a turn with Supergirl, you may choose up to two figures adjacent to Supergirl. Roll the 20-sided die. If you roll 9 or higher, the chosen figures subtract 1 from their Defense number and may not move this player turn.

**KRYPTONIAN DEFENSE**

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

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Supergirl can save friendly Champions and Legionnaires with her Krypton's Resolve special power.

**-Strategy, Tactics and Tips-**

* Superman Family Faction Strategy Guide
Spider-Man (Norn Enhanced)

**Character Bio -** In a universe not so different from the one we know, Spider-Man saved a woman from a mugging, only to find out that she was Amora, the Enchantress. Impressed with Spider-Man, Amora charmed him into following her back to Asgard, where she more forcibly took control and used Spider-Man to instigate a brief coup. She enhanced his abilities (granting him a crude facsimile of Mjolnir) and made him fight off many of Asgard's defenders before Thor arrived to set things right.

## Stats

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

## Abilities

**NORN-ENHANCED HAMMER SPECIAL ATTACK**

Range 5. Attack 4.

After attacking with this special attack, you may roll the 20-sided die once for each opponent's figure adjacent to the defending figure. If you roll a 15 or higher, inflict a wound on that figure. Spider-Man may then use his Swing Line special power and attack a different figure with his normal attack.

**MANIPULATED MIND 4**

If any player rolls the 20-sided die to take temporary control of Spider-Man, that player may add 4 to the roll.

**SWING LINE 3**

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

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

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

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* See Spider-Verse Faction Strategy Guide
Wonder Woman (SupermanFamily)

## WONDER WOMAN

### **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-**

* Justice League Faction Strategy
* Superman Family Faction Strategy Guide
Spider-Man (Miles Morales II)

**Character Bio -** "A hero isn't the one who always wins. It's the one who always tries."

- Miles Morales (Spider-Man Annual Vol 2 #1, Marvel)

## Stats

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

## Abilities

**WEBBED UP 14**

Any time an enemy figure within 4 clear sight spaces of Spider-Man would be moved, you may first roll the 20-sided die. If you roll 14 or higher, the figure may not be moved for the rest of this player turn.

**VENOM BLAST STRIKE 14**

Once per turn, when Spider-Man becomes engaged, you may roll the 20-sided die. If you roll 14 or higher, the opponent's figure receives one wound and may not move for the rest of this player turn.

**SPIDER-AGILITY 2**

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

**SWING LINE 4**

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

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* See Spider-Verse Faction Strategy Guide
Rip Cord

## Rip Cord

### **Points**

120

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
Toyo Harada

## TOYO HARADA

### **Points**

540

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
Storm (II)

**Character Bio -** Ororo Munroe, also known as Storm is an Omega Level Mutant and one of the most powerful living beings on the planet. Gifted with the power to manipulate the phenomenon from which she takes her codename she is able to incite all forms of atmospheric phenomenon for a variety of magnificent and devastating effects from watering a single potted plant to global hyperstorms that can cover the planet

## Stats

* Life: 5
* Move: 6
* Range: 5
* Attack: 5
* Defense: 6
* Points: 270

## Abilities

**WEATHER SCULPTRESS**

Start the game with up to four Weather Glyphs of different types on this card. Instead of:

* moving, you may choose a Weather Glyph on the battlefield, and place it onto any space within 2 spaces of its current placement.
* attacking, you may place a Weather Glyph from this card power-side up onto any space within 6 spaces of Storm.

Weather Glyphs cannot be placed on any space occupied by a glyph. When Storm is destroyed, remove all Weather Glyphs that were placed by this special power from the battlefield.

**ATMOSPHERIC MASTERY**

Whenever the 20-sided die is rolled for a Weather Glyph, you may add or subtract 2 from the roll. Anytime Storm would be affected by a Weather Glyph, you may ignore that glyph's effects.

**FLYING**

## More Info

**-Rulings and Clarifications-**

* + Storm requires the use of up to four Weather Glyphs.
	+ Q: If you have multiple figures with Weather Glyphs in a game, and the figure who started with a specific Glyph places it and the another figure moves that Glyph and then dies, does it get removed from the game? A: Yes. The last figure to move or place the Glyph is the one it is associated with for it being removed from the battlefield.

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* N/A

#### Important Links: Weather Glyphs

* Glyph of Tornado
* Glyph of Blizzard
* Glyph of Fog
* Glyph of Heavy Rain
* Glyph of High Winds
* Glyph of Sharknado
* Glyph of Thunderstorm
Terminator (Hunter)

## TERMINATOR

### **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
Albert Joly

Born in Versailles (Seine-et-Oise) on November 10, 1844, died in Versailles on December 2, 1880, he studied law and was admitted to the bar in his home town where he pleaded successfully. His real talent for speech was especially evident in the many cases he pleaded before the Versailles war councils for defendants compromised in the communist insurrection of 1871. His defense of Rossel, for which he was suspended for six months, and that of Mr. Henri Rochefort, had a great impact.

As a Versailles town councillor (August 1870), he was sentenced to a fine in 1871 for having, in a letter made public, called Mr. Dufaure "Bismarck's ally".

He ran as a Republican candidate for the National Assembly three times, but failed in each of the by-elections held in the Seine-et-Oise department in 1873, 1874 and 1875. Each time he withdrew in favor of Republican candidates of a different hue than his own, Messrs. Calmon, Sénard and Valentin, who were successively elected.

Chosen finally, on February 20, 1876, as the sole Republican candidate in the 1st district of Versailles, he was elected deputy by 9,433 votes (17,058 voters, 21,480 registered), against 4,079 votes for Mr. Aubry-Vitet and 3,428 for Mr. Basset de Belavalle, Conservative candidates.

He had said in his profession of faith :

***"The policy that I support is not the policy of hatred and division, it is the policy of abnegation and republican concord, it is the policy of hospitality for all people of good will. »***

Mr. Albert Joly went to sit on the left, in the Republican Union group, voted :

- for amnesty,

- for the abolition of mixed juries,

- to increase the budget for popular education,

- against the treatment of military chaplains, etc..,

He made several speeches, including one calling for the abolition of seminar scholarships.

On 18 May 1877, as an opponent of the government of Seize-Mai, he joined the left-wing protest and, on 19 June, he voted on the agenda of defiance against the ministry of Broglie-Fourtou.

After the dissolution of the House, Mr. A. Joly represented himself in front of his voters of Versailles who re-elected him deputy, on October 14, 1877, by 11,046 votes (18,251 voters, 21,364 registered), against 7,061 votes to Mr. Duverdy, official Bonapartist candidate.

In the new House, he voted for the appointment of an electoral commission of inquiry, for the agenda of no-confidence against the cabinet of Rochebouët, supported the various left-wing ministries that succeeded one another in power, voted for article 7 of the law on higher education, etc., took part in several more deliberations, and died in December 1880.

On January 23, 1881, he was replaced by Mr. Journault.
Spider-Ma'am

## Spider-Ma'am

### **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
Superboy (Jon Kent)

**Character Bio -** Jon Kent is the Half-Human/Half-Kryptonian son of Clark Kent and Lois Lane. With the attitude of his mother and the powers of his father, this 10-year-old is eager to live out what it means to be a hero. After initially not getting along very well, he has formed a fast and close friendship with Damian Wayne. Together these Super Sons have gone on several adventures. While he's not quite old enough to join the Titans alongside the older Damian, he at least is the taller one.

## Stats

* Life: 3
* Move: 7
* Range: 1
* Attack: 3
* Defense: 4
* Points: 120

## Abilities

**KRYPTONIAN DNA**

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

**SUPER SON**

After revealing an Order Marker on the Army Card of a Damian Wayne or Kal-El figure and taking a turn with that figure, if Superboy is within 6 clear sight spaces of that Unique Hero, you may take an immediate turn with Superboy. If an Order Marker was revealed on Damian Wayne's card this turn, add 1 to Superboy's Attack number. After using this special power, you may not take any additional turns with other figures you control.

**NOVICE HEAT VISION SPECIAL ATTACK**

Range 3. Attack 1 + Special.

Choose a figure to attack and roll 1 attack die, or 2 attack dice if you revealed an Order Marker on the Army Card of a Kal-El figure you control at the start of this turn. For each skull rolled, roll one additional attack die. Continue rolling an additional attack die for each additional skull rolled until either a total of 4 skulls have been rolled or no additional skulls are rolled. The defending figure rolls defense normally.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Superman Family Faction Strategy Guide
Red Lantern (Bleez)

**Character Bio -** Bleez lived a better than normal life of beauty on her homeworld Havania. An allure of many suitors, she was drawn to a menace of the Sinestro Corp. This soldier slaughtered her mother and attempted to enslave Bleez. Suffering through immense torture, a red power ring found Bleez, granting her revenge and sacrificing her intelligence to Atrocitus, reckless leader of the Red Lantern Corps. Bleez regained her intelligence when Atrocitus' rage deflated, and she has stood as one of the leaders of the Corps ever since.

## Stats

* Life: 6
* Move: 6
* Range: 1
* Attack: 4
* Defense: 5
* Points: 350

## Abilities

'**BLOOD OF YSMAULT 2**

Start the game with 2 red Battery Markers on this card. Add one to Red Lantern's Move and Attack numbers for each red Battery Marker on this card. Whenever Red Lantern receives one or more wounds from an attack or the Blood and Rage special power, if there are fewer than 2 red Battery Markers on this card, you may choose any red Battery Marker that is not on an Army Card and place it on this card.

**TREACHEROUS RAGE**

Once per round before moving Red Lantern, if there are fewer than 3 red Battery Markers on this card, you may move a red Battery Marker from an adjacent figure's Army Card onto this card. For the rest of the round, whenever Red Lantern or a Ravager within 4 clear sight spaces of her inflicts one or more wounds on a Hero with an attack or special power other than Treacherous Rage, and that Hero is not destroyed, you must roll 1 unblockable attack die against that Hero.

**RAGING PLASMA**

After Red Lantern rolls defense dice against an adjacent normal attack and receives one or more wounds from that attack, if you did not use Blood of Ysmault to place a red Battery Marker on this card, you may remove a red Battery Marker from this card to count all blanks rolled on defense as unblockable hits on the attacking figure.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* Q: Why does Bleez come with three red Battery Markers?
* A: Since Bleez steals red Battery Markers from other Red Lanterns, Bleez comes with an extra marker allowing those figures to gain new markers with special powers such as Blood of Ysmault.

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

* Red Lantern may use her Treacherous Rage special power to steal a red Battery Marker from a friendly figure with a red Battery Marker on its card.
* Friendly Ravagers may be boosted by Red Lantern's Treacherous Rage special power.

**-Strategy, Tactics and Tips-**

* Red Lanterns Strategy Guide