Aquaman (III)

**Character Bio -** The son of an Atlantean queen and a lighthouse keeper from the town of Amnesty Bay, Arthur Curry grew up to become the superhero Aquaman. He would go on to do extraordinary things, such as becoming the King of Atlantis and a founding member of the Justice League.

Along one of his many journeys, a gift was bestowed to Aquaman by the greek God of the Sea; Poseidon (who also gallivanted as Neptune) after Aquaman defeated Poseidon's treacherous son, Triton. Leaving it behind in the new King of the Seas capable hand. With this Trident, Aquaman's abilities grew even further, granting him the ability to conjure and command the sea.

In rare instances, when Aquaman and his people have been in a dire situation and all hope seemed to be lost, Aquaman has resorted to telepathically calling upon his friend Topo, a giant fearsome sea monster, part octopus and part crab. Summoning the beast from the darkest depths of the sea takes great strain on Aquaman, but desperate times have called for desperate measures.

## Stats

* Life: 6
* Move: 6
* Range: 3
* Attack: 6
* Defense: 6
* Points: 370

## Abilities

**SUMMON THE SEVEN SEAS**

While there is a revealed Order Marker on this card, you may consider the space Aquaman occupies and all land spaces within 1 space of Aquaman that are no more than 3 levels above or below his base as water spaces instead of their normal terrain type. Aquaman never has to stop his movement when entering a water space, and while occupying a water space, he may attack any or all adjacent figures. Roll each attack separately.

**RIP TIDE RUSH**

Instead of moving normally, you may remove any number of unrevealed Order Markers from this card. For each unrevealed Order Marker removed, you may choose up to 2 figures within 4 clear sight spaces of Aquaman to place on empty spaces adjacent to Aquaman. Placed figures will not take any leaving engagement attacks.

**RELEASE THE KRAKEN!**

Once per game, instead of an attack, you may choose a water space. Roll the 20-sided die once for each Wound Marker on this card. For each roll of 15 or higher, any enemy figures on or within 1 space of the chosen water space receive 1 wound.

**SUPER STRENGTH**
**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

**Incoming Synergy:**

* As an Aquaman, Aquaman allows Mera to use her Love of Atlantis special power.
* As an Atlantean, Aquaman has these Atlantean Synergies.
* As a Champion, Aquaman has these Champion Synergies.

**Outgoing Synergy:**

* N/A

**Immunities, Benefits, and Weaknesses:**

* As a Valiant figure, Aquaman interacts differently with these special powers.
* As a figure that can turn spaces into water spaces, Aquaman can benefit these figures.
* As a figure with the Super Strength special power, Aquaman interacts differently with these special powers.
* As a figure with the Flying special power, Aquaman interacts differently with these special powers.

**-Strategy, Tactics and Tips-**

* Justice League Faction Strategy
* Aquaman is a Champion, and:

• features a multi-attack, making him a nice option for Wonder Woman III's attack boost.
• has a 20-sided die roll, pairing well with Batman III's ability to add to his roll.
• gets to roll the 20-sided die per wounds on his card. Having Superman III allow Aquaman to defend in an ally's place, thus any resulting wounds can make for a devastating Release the Kraken attempt.
• can place friendly and/or opponent's figures adjacent to him, potentially at a height advantage or disadvantage, which can set up Green Arrow II's follow up attack(s) from height.

* If Aquaman has a revealed Order Marker on his card, the space he occupies and all spaces adjacent to him are treated as water spaces. This allows Mera, and any others who benefit greatly from water, a great mobile boost in performance without potentially having to suffer the usual height disadvantage of lower water levels.