recursal/Fanatic-Fandom huggingface dataset:
Blue Lantern (Bro'Dee Walker)

**Character Bio -** Chosen by Ganthet and Sayd, two of the great Guardians of the Universe, Bro'Dee Walker became the first Blue Lantern. As the leader of the Blue Lanterns, he embodies the blue side of the emotional spectrum, representing hope. He has fought alongside many other Lanterns in the fight against the dark colors of the spectrum.

## Stats

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

## Abilities

**BLUE POWER BATTERY 4**

Start the game with 4 blue Battery Markers on this card. Add 1 to this Blue Lantern's Move and Defense numbers for each blue Battery Marker on this card. If one or more Green Lantern figures are within 4 spaces of this Blue Lantern, you may also add the same number to this Blue Lantern's Range and Attack numbers.

**BLUE LIGHT OF HOPE**

After moving and before attacking, you may remove one blue Battery Marker from this card to remove up to 1 Wound Marker from the Army Cards of this Blue Lantern and of all figures adjacent to this Blue Lantern.

**INSTILL HOPE**

Before a friendly figure within 3 clear sight spaces of this Blue Lantern attacks, you may remove one blue Battery Marker from this card. If you do, the attacking figure adds 1 to its Attack number for each figure it is engaged with until you reveal an Order Marker.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Instill Hope is particularly useful when used on figures that can attack all figures adjacent to them.
* Green Lantern (And Blue Lantern) faction strategy guide
* New Guardians faction guide
* Saint Walker strategy guide
Black Lantern (William Hand)

**Character Bio -** “Black Hand possesses a device that can manipulate the energy of Green Lantern power rings. It can obtain this energy by directly draining it from a ring or through the residue a power ring gives off. Like power rings, however, the device needs to replenish its energy on a regular basis in order to operate. Hand usually recharges his device during battles with Green Lanterns, and has been shown to use it in order to help him locate nearby power rings [....] After his suicide, Black Hand is reanimated by Scar when she releases the first Black power ring, making him the first Black Lantern. Reanimated by the ring, the head injury he inflicts upon himself during his suicide is erased, restoring his body to a working state. When the first Black power rings choose wearers, they present themselves to the deceased without a charge. The rings (which constantly ask for "flesh") are recharged by killing living beings and removing their hearts; each heart restores .01 percent power to every ring in the Corps. Black Lanterns are also able to read the emotions of the living as a colored aura that correlates to the emotional spectrum (red for rage, violet for love, etc.).,”

## Stats

* Life: 5
* Move: 5
* Range: 5
* Attack: 5
* Defense: 5
* Points: 475

## Abilities

**RISE OF THE BLACK LANTERNS**

Start the game with 3 black Battery Markers on this card. If this Black Lantern would be destroyed, you may instead remove a black Battery Marker from this card and remove all but 3 Wound Markers from this card. This Black Lantern may never have more than 3 black Battery Markers on this card.

**BLACK HAND 9**

After moving, before attacking with this Black Lantern, you may choose a figure he is engaged with and roll the 20-sided die, adding 1 to the roll for each Battery Marker on the chosen figure's Army Card. If you roll 9 or higher, the chosen figure receives one wound.

**BLACKEST NIGHT 9**

If an enemy figure that is not an Android, Construct, or Undead would be destroyed by this Black Lantern's attack or special power, you may roll the 20-sided die. If you roll 9 or higher, place a black Battery Marker on each Black Lantern card you control, if possible. After rolling, if the destroyed figure was a Unique Hero, you may remove a black Battery Marker from this card. If you do, remove all Order Markers from that card, take control of that Hero and its card, and place or remove Wound Markers until the Hero has up to 2 Life remaining.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* Black Lantern (William Hand) is an Event Hero and follows Event Hero rules.

**-Combinations and Synergies-**

* Black Lantern's Blackest Night 9 special power may place a black Battery Marker on the cards of all Black Lanterns you control.

**-Strategy, Tactics and Tips-**

* Black Lantern Faction Strategy Guide
Headpool

## HEADPOOL

### **Points**

60

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
Korg

## KORG

### **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
Glyph of Blizzard

**Glyph Bio -** A severe snowstorm with freezing temperatures, high winds, and low visibility. Makes for dangerous and difficult travel.

## Abilities

**NAME = BLIZZARD**

**SUBTITLE = MOVEMENT DISRUPTION**

**WEATHER PERMANENT GLYPH**

Count all land spaces on or within 1 space of the space this glyph occupies as Heavy Snow instead of its normal terrain type, even if this glyph is unoccupied. When a figure without the Ice Resistance special power begins its turn on an affected space, the player that controls that figure must first roll the 20-sided die. If they roll 6 or lower, that figure cannot move this turn.

**-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
Sinapomorfía

"Una **sinapomorfía** es todo caracter que es exclusivo de un grupo de especies y del ancestro común que los define. El término proviene del griego y significa *con base a la forma compartida*.

Las sinapomorfías permiten definir los taxones en el campo de la biología evolutiva. Por lo tanto, tienen valor interpretativo solo dentro del nivel taxonómico en el cual se está hablando. Es decir, son relativas.

Las sinapomorfías son caracteres derivados que definen un punto de divergencia en el cual un taxón siguió una trayectoria evolutiva distinta a un taxón hermano. Una sinapomorfía es una homología entre las especies del mismo taxón que la comparten."

Referencia:

* Sinapomorfía: definición y ejemplos

**Página principal**
Atlas

**Character Bio -** Recruited as a henchman by Heinrich Zemo, and then put through the same process that gave Wonder Man his powers, Erik Josten started off his super-career on the wrong side of the law. Originally calling himself "Power Man" (and then "Goliath", when a certain someone objected to his original choice of moniker), Josten clashed with the Avengers both on his own and as a member of the Masters of Evil.

Josten's life began to turn around when he joined Helmut Zemo's incarnation of the Masters of Evil, who disguised themselves as a new team of heroes: the Thunderbolts. Though the team was founded with villainous intent, Josten and most of his fellow team members found themselves loving the heroic lifestyle, and turned on their leader. Though Atlas struggles with mental instability and the demons of his past, he's committed himself to heroism, and is fiercely loyal to his fellow reformed teammates.

## Stats

* Life: 5
* Move: 5
* Range: 1
* Attack: 6
* Defense: 6
* Points: 270

## Abilities

**IONIC IMBALANCE**

Whenever Atlas would receive more than one wound from a normal or special attack, before placing Wound Markers, you may roll the 20-sided die.

* If you roll 1 or lower, all figures adjacent to Atlas receive two wounds and Atlas is destroyed.
* If you roll 2-5, place Wound Markers normally.
* If you roll 6-16, the most wounds Atlas can receive from this attack is one.
* If you roll 17 or higher, Atlas takes no wounds from the attack, and all figures adjacent to Atlas receive one wound.

**GIGANTIC REACH**

Atlas may add 1 to his range when attacking a figure whose base is no more than 6 levels higher than his height or 6 levels lower than his base.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* **Q:** If Atlas has only 1 Life remaining, can Ionic Imbalance still activate?
* **A:** Yes. When the number of wounds taken from an attack or special power exceeds the remaining Life of the figure taking the wounds, that figure is still considered to have received all wounds from that attack or special power.
So when you're adding up the number of wounds Atlas would take from an attack, if that number is 2 or more, you have the option to use Ionic Imbalance, even when Atlas has only 1 Life left.

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Thunderbolts Strategy Guide
Changeling

**Character Bio -** Changeling has the ability to morph and transform into *any* animal that he has seen himself or has seen in an illustration. These transformations take only a second and Changeling has demonstrated that he is capable of rapidly changing his form with little or no effort expended. His power enables him to completely alter his body mass, being able to take the shape of animals far larger and heavier than himself, such as an elephant or a hippopotamus (though such larger forms would physically exhaust him), or smaller and lighter animals such as mice and insects. As a result of his rapidly changing genetic structure and mass, Changeling has an increased healing factor, allowing him to heal from bullet wounds, burns, and broken bones in a matter of seconds, and in some story lines regrow entire limbs. His power also enables him to radically alter his body structure and take forms of animals without limbs, like snakes, or those without skeletons like a jellyfish. While an animal, he gains all of the physical abilities, attributes, and characteristics of said animal, such as greatly enhanced superhuman strength (a gorilla), superhuman speed (a cheetah), and enhanced durability (a turtle), and abilities such as flight (various birds), and aquatic breathing (various fish).

## Stats

* Life: 7
* Move: 5
* Range: 1
* Attack: 4
* Defense: 3
* Points: 190

## Abilities

**MOVEMENT METAMORPHOSIS**

Before moving normally, you may choose one animal form for Movement Metamorphosis.

* Ferret: Changeling is considered tiny, may move through all figures and never takes leaving engagement attacks.
* Owl: Changeling gains the Flying special power.
* Stag: Add 2 spaces to Changeling's move.

**ATTACK METAMORPHOSIS**

Before attacking normally, you may choose one animal form for Attack Metamorphosis.

* Gorilla: Roll 1 additional attack die.
* Panther: Choose one additional adjacent figure to be affected by this attack.
* Python: Instead of attacking you may choose a small or medium figure adjacent to Changeling and roll the 20-sided die. If you roll 12 or higher, the chosen figure receives one wound.

**DEFENSE METAMORPHOSIS**

Before rolling defense dice, you may choose one animal form for Defense Metamorphosis.

* Porcupine: If Changeling rolls excess shields when defending against a normal attack from an adjacent figure, the attacking figure receives one wound.
* Rabbit: After rolling defense dice, Changeling may move up to 2 spaces. He will not take any leaving engagement attacks when moving with this special power.
* Turtle: Roll 2 additional defense dice.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Titans faction guide
Zew namiętności

**Strony powiązane z artykułem:**
**Zew namiętności** | *» Galeria «* | *» Transkrypt «* | *» Różnice «*

**Zew namiętności** - 9. odcinek serialu Kowalscy kontra Kowalscy.

## Fabuła

Janek ma problem z komputerem podczas przeglądania stron pornograficznych. Prosi o pomoc Nikodema. Anna przez szparę w drzwiach widzi Nikodema przed ekranem z nagimi kobietami. Jest przekonana, że syn ma problemy związane z seksualnością. Kowalska nakłania pozostałych domowników, by porozmawiali z Nikodemem o seksie. Zenon podrzuca wnukowi karty z roznegliżowanymi kobietami, a Henryk… prezerwatywy. Janek wyśmiewa się z Nikodema, że ten nigdy nie całował się z dziewczyną. Wmawia koleżance z klasy, Dianie, że Nikodem jest w niej zakochany. Zachęca ją, by ośmieliła chłopaka pocałunkiem. Kiedy Diana próbuje to zrobić, przerażony chłopak ucieka. To powoduje jednak, że Nikodem zbiera się w sobie, by pocałować Elę, która bardzo mu się podoba...
Flash (Justice League)

**Character Bio -**
*"I wish I'd never gone into my lab*
*To experiment that night*
*Before lightning flashed around me*
*And time changed speed*
*Now I gotta try to be so patient until calamity will strike*
*Because when things change in an instant*
*It's almost fast enough for me" - The Ballad of Barry Allen*, lyrics by Jim Infantino

## Stats

* Life: 4
* Move: 12
* Range: 1
* Attack: 5
* Defense: 7
* Points: 270

## Abilities

**SWIFT JUSTICE**

At the start of the game, place 1 blue Justice League Marker on this card for each Unique Hero you control with the class of Champion, Investigator, or Officer, to a maximum of 3. After rolling for initiative, you may remove a Justice League Marker from this card to add 8 to your roll.

**FASTEST MAN ALIVE**

At the start of your player turn, you may do one of the following for each Justice League Marker on this card:

* place Flash on any empty space on the battlefield.
* place or remove 1 Wound Marker from the card of an adjacent destructible object.
* move an adjacent figure 1 space, or up to 4 spaces if it is a friendly figure.
* place a glyph within 2 spaces of Flash on an empty space within 2 spaces of Flash.

While moving a figure with Fastest Man Alive, it gains the Superspeed special power.

**SUPERSPEED**

Flash may move through all figures, never takes leaving engagement attacks, and does not have to stop his movement when entering water spaces. After taking a turn with Flash, if he did not use his Fastest Man Alive special power this turn, he may move up to an additional 4 spaces.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Flash's Swift Justice special power allows him to gain Justice League Markers for Unique Heroes you control that are Champions, Investigators, or Officers.

**-Strategy, Tactics and Tips-**

* Flash Family Faction Strategy
* Justice League Faction Strategy
Big Man

## Big Man

### **Points**

125

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
Dina Demon

Dina Demon is a female character and is a recurring character in Fluffies.

## Personality

Dina is a vindictive and also perverse and demonic demon who enjoys doing evil just like all demons. She is also very evil, trying to outdo her older brother Aladino, but she has respect for him. She still has traits of a demon obsessed with doing evil and spreading hate to good humans and changing their behavior, which is one of her main goals. Dina still proves her cruelty by belittling the angels and anyone who gets in her way, when she transforms into a more powerful form, Dina becomes more sadistic, deadly and murderous, capable of killing anyone who gets in her way. to get power among the strongest teenage demons.

## Relationships

* Abôndio Demon (father)
* Clémentine Demon (mother)
* Klementine Demon (paternal grandmother)
* Aladino Demon (older brother)
Damage

Character Bio goes here

## Stats

* Life: 6
* Move: 5
* Range: 1
* Attack: 5
* Defense: 5
* Points: 250

## Abilities

**ENERGY ABSORB**

When defending against a non-adjacent attack, one shield will block all damage. After rolling defense dice against any attack, if Damage did not receive any wounds from that attack, place one blue Energy Marker on this card. A maximum of 3 Energy Markers can be on this card.

**UNSTABLE ENERGIES**

Add 1 to Damage's Move, Attack, and Defense number for each Energy Marker on this card. At the end of each round, if there are:

* 2 or fewer Energy Markers on this card, you must place 1 Energy Marker on this card.
* 3 or more Energy Markers on this card, remove all Energy Markers from this card, then roll 3 combat dice. Each figure within 3 spaces of Damage receives wounds equal to the number of skulls you roll.

**ENERGY BOLT SPECIAL ATTACK**

Range 4. Attack 5.

You must remove 1 Energy Marker from this card to attack with this special attack.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

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

* As a Metahuman, Damage has these Metahuman Synergies.
* As a Protégé, Damage has these Protégé Synergies.

**Outgoing Synergy:**

* N/A

**Immunities, Benefits, and Weaknesses:**

* N/A

**-Strategy, Tactics and Tips-**

* N/A
Hank Pym

## HANK PYM

### **Points**

90

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
Kris Hathaway

## KRIS HATHAWAY

### **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
Foraging

Nichelings can be sent on foraging missions to collect food, encounter wild Nichelings, fight predators and hunt prey. Nichelings can complete missions automatically or the player can join them and help them in the mini game. New genes can only be collected through finding wild Nichelings, inviting them and breeding the new genes into the pack.
Glyph of Soul

**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 Soul Gem grants limitless manipulation of souls both alive and dead, also has shown to be able to evolve or devolve a beings physical self as well as their mental capacities.

## Abilities

**NAME = SOUL GEM**

**SUBTITLE = UNNATURAL REVIVAL**

**INFINITY EQUIPMENT GLYPH**

Anytime this figure destroys a figure that is not an Android with a normal or special attack, you may place that figure on this card. Figures may not be removed from this card except by this Glyph. After attacking with this figure, you may place a figure from this card onto any empty space within 5 clear sight spaces of this figure. Immediately make a normal attack with the placed figure, then remove the placed figure from the game. While the placed figure is on the battlefield, all of its special powers are negated and it is not affected by any other special powers on any other card.

**-Rulings and Clarifications-**

* N/A

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

* Figures that start the game with this Glyph: Adam Warlock
* 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
Glyph of Fog

**Glyph Bio -** **Glyph Bio -** A thick cloud of tiny water droplets suspended in the atmosphere at or near the earth's surface which obscures or restricts visibility.

## Abilities

**NAME = FOG**

**SUBTITLE = SIGHT DISRUPTION**

**WEATHER PERMANENT GLYPH**

Figures on or within 1 space of this glyph cannot target or be targeted by non-adjacent figures for any attacks or special powers, and are not in clear sight of any other figures, 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
Wehikuł czasu

**Strony powiązane z artykułem:**
**Wehikuł czasu** | *» Galeria «* | *» Transkrypt «* | *» Różnice «*

**Wehikuł czasu** - 5. odcinek serialu Kowalscy kontra Kowalscy.

## Fabuła

Piotr postanawia zabrać Nikodema do salonu samochodowego, aby pokazać mu swoją firmę. Na miejscu przyłapują najlepszego sprzedawcę na tym, że zostawił na biurku bez opieki ważne dokumenty i kluczyki do kabrioletu. Piotr potajemnie chowa kluczyki i grozi pracownikowi zwolnieniem, jeśli ich nie znajdzie. Nikodem potępia ojca za bezwzględne i nieuczciwe, jego zdaniem, zachowanie. Anna z sukcesem namawia Henryka, aby spędził dzień z Jankiem. Ojciec z synem wychodzą razem z domu, umawiają na wspólny powrót i każdy rozchodzi się w swoją stronę. Po powrocie udają przed domownikami, że razem spędzony czas bardzo ich do siebie zbliżył. To tylko pogarsza samopoczucie Piotra, którego dzień z Nikodemem zakończył się awanturą. Wieczorem Anna pokazuje Nikodemowi zdjęcia Piotra z dzieciństwa. Na jednym z nich mały Piotr siedzi w dziecięcym samochodziku. Nikodem przypomina sobie, że dokładnie taki sam model stoi w rodzinnym garażu…
Arashiyama Inner Guard

## ARASHIYAMA INNER GUARD

### **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
Maverick

## Maverick

### **Points**

240

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
Doctor Psycho

## Doctor Psycho

### **Points**

175

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
Orange Lantern (Larfleeze)

**Character Bio -** Larfleeze wields the orange light of avarice using his orange power ring and power battery. The most notable aspect of Larfleeze's abilities is his power to steal the identities of those he kills. After these individuals have died, an orange light construct resembling them rises from their body, adding a new member to his Orange Lanterns. The Orange Lanterns are able to steal the identities of others for Larfleeze in the same way. Larfleeze's power is amplified by being in constant contact with his power battery. As a result of this, he can maintain an entire corps of constructs.

## Stats

* Life: 6
* Move: 5
* Range: 1
* Attack: 5
* Defense: 5
* Points: 360

## Abilities

**AGENT ORANGE**

Start the game with the Glyph of Orange Central Power Battery on this card. Add 2 to this Orange Lantern's Move, Range, Attack, and Defense numbers while the Glyph of Orange Central Power Battery is on this card. This Orange Lantern may equip up to 2 Equipment Glyphs at the same time and may not lose any glyph by receiving wounds unless he is destroyed.

**ORANGE LANTERN CORPS**

After revealing an Order Marker on this card and instead of attacking with this Orange Lantern, you may take a turn with up to 2 Orange Constructs you control.

**ALL MINE!**

This Orange Lantern cannot drop or pass glyphs. Anytime a glyph is placed on the battlefield or an opponent removes a glyph from this card, this Orange Lantern may immediately move and will not take any leaving engagement attacks.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* Start the game with the Glyph of Orange Central Power Battery on this card

**-Combinations and Synergies-**

* Orange Lantern can activate up to two Orange Constructs with his Orange Lantern Corps special power.

**-Strategy, Tactics and Tips-**

* Orange Lantern Faction Strategy Guide
Krypto

**Character Bio -** Facing the imminent destruction of his home planet Krypton, the scientist Jor-El made the decision to evacuate his family to the distant planet Earth. Not willing to test the first space flight on his family, Jor-El sent the family dog Krypto first. Soon after, the planet was in absolute chaos and Jor-El was forced to send his only son Kal-El to Earth as well, as the rest of their ships were not ready to carry the entire family. The young child landed on Earth and was found and adopted by the Kent family. Several years later, as the child was becoming a young man, Krypto's ship finally arrived. It was late in its arrival because it was slightly knocked off of its course. Kal-El and Krypto were reunited and the two became best friends. Like Kal-El, the Earth's yellow sun gave Krypto amazing powers, and together, they would fight injustice and become known as Superman and Krypto: the Superdog.

## Stats

* Life: 3
* Move: 8
* Range: 1
* Attack: 4
* Defense: 5
* Points: 80

## Abilities

**SONIC BARK SPECIAL ATTACK**

Range Special. Attack 3.

Choose 2 spaces in a straight line from Krypto. All figures on or within 1 space of the chosen spaces are affected by this special attack. Kryptonians 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.

**DARING DECOY**

Figures engaged with Krypto can only attack figures that have the Daring Decoy special power.

**KRYPTONIAN'S BEST FRIEND**

After taking a turn with any other Unique Kryptonian Hero you control, you may move Krypto as long as he ends his movement adjacent to the Unique Kryptonian Hero. Krypto will not take any leaving engagement attacks when using this special power.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* After taking a turn with an Unique Kryptonian Hero you may move Krypto with his Kryptonian’s Best Friend special power.

**-Strategy, Tactics and Tips-**

* Superman Family Faction Strategy Guide
Invisible Woman

**Character Bio -** Sue Storm gained the ability to turn herself invisible after being exposed to Cosmic Radiation with Johnny Storm and Ben Grimm while in the care of Reed Richards during one of his scientific adventurers. Sue has learned to focus her abilities and use them with the Fantastic 4 team to help protect the world from super powered beings who would try and enslave the free peoples of Earth, those that Invisible Woman and the Fantastic 4 have sworn to protect.

## Stats

* Life: 5
* Move: 5
* Range: 4
* Attack: 3
* Defense: 0
* Points: 215

## Abilities

**FANTASTIC FORCE FIELD 4**

All Adventurers and Scientists you control within 4 clear sight spaces of Invisible Woman add 4 to their defense dice. All other figures you control within 4 clear sight spaces of Invisible Woman add 2 to their defense dice. Fantastic Force Field 4 affects Invisible Woman.

**INVISIBILITY**

Invisible Woman can move through all figures, is never attacked when leaving an engagement, and cannot be targeted by opponents' non-adjacent figures for any attacks or special powers that require clear sight.

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* All Adventurers and Scientists you control may add 4 to their Defense number due to Invisible Woman's Fantastic Force Field 4 special power.

**-Strategy, Tactics and Tips-**

Fantastic 4 faction strategy guide
Agent Venom

**Character Bio -** After spending most of his life as a bully, Flash Thompson was inspired by his idol, Spider-Man, to be a better person. In order to be a hero and serve his country, Flash joined the military. Flash served in Iraq and became a decorated war hero when he saved the life of his partner. Unfortunately, he lost his legs in the process, and he had to return to civilian life.

After a brief time as a civilian, Flash was chosen for Project Rebirth 2.0, successor to the government program that created Captain America. But this time, the military's means of creating a super-soldier wasn't a serum, it was the Venom symbiote. While bonded with Venom, Flash became capable of forming the symbiote's biomass into legs, and was able to walk again (on top of, y'know, having superpowers). The catch, naturally, was that the Venom symbiote did not like being used this way, and it was apt to influence Flash's behavior the longer he wore it.

Though he was initially only allowed to bond with the symbiote for short periods while on missions, that arrangement came to an end when the weapons dealer known as Crime-Master discovered Flash's identity and put Flash's loved ones under threat. Flash went AWOL and stole the symbiote in order to save his family.

The Avengers were tasked with bringing him in, but Flash eventually earned their trust, and was allowed to retain the symbiote. His heroism earned him a membership with the Avengers and later the Guardians of the Galaxy.

## Stats

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

## Abilities

**SYMBIOTE RAGE 3**

When Venom attacks an adjacent figure with a normal attack, roll 1 additional attack die for for each Wound Marker on this card, up to a maximum of 3 extra dice for Symbiote Rage.

**DOUBLE SHOT**

After revealing an Order Marker on this card and attacking a non-adjacent figure with Venom's normal attack, he may attack one additional time.

**SWING LINE 3**

Instead of his normal move, Venom may move up to 3 spaces with Swing Line. When moving with Swing Line, 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.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* See Spider-Verse Faction Strategy Guide
Aqualad (Garth)

**Character Bio -** Like his mentor, Aquaman, Garth was born into two worlds, both a son of a human and a Prince of an Atlantean colony. As a fledgling hero, Aqualad met and rescued Aquaman, then became his sidekick. They shared many adventures, but when Aquaman met and married Mera and had a son, Aqualad became uncertain of his place. Seeking new heroic partners, he helped found the Teen Titans along with Robin (Dick Grayson), Wonder Girl (Donna Troy), and Kid Flash (Wally West).

## Stats

* Life: 3
* Move: 6
* Range: 1
* Attack: 3
* Defense: 3
* Points: 60

## Abilities

**TITAN OF ATLANTIS**

After revealing an Order Marker on a Unique Atlantean Hero or Unique Sidekick Hero's card you control and taking a turn with that Unique Hero, if Aqualad is within 6 clear sight spaces of that Unique Hero, you may take an immediate turn with Aqualad. You may not take any additional turns with other figures you control.

**WATER STRENGTH 1**

Aqualad does not stop his movement when entering a water space. Add 1 die to Aqualad's attack and defense while he is on a water space.

**WATER LEAP 10**

If Aqualad ends his normal movement on a water space, he may move up to 3 spaces with Water Leap. When moving with Water Leap, Aqualad has the Flying special power, but may not move up or down more than 10 levels in a single leap and will not take any leaving engagement attacks.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

**Incoming Synergy:**

* As an Atlantean, Aqualad has these Atlantean Synergies.
* As a Sidekick, Aqualad has these Sidekick Synergies.
* As a figure with a special power benefitting from water tiles, Aqualad can benefit from water tiles being placed by one of these figures.

**Outgoing Synergy:**

* Unique Atlantean Heroes and Unique Sidekick Heroes may allow Aqualad to take a turn with his Titan of Atlantis special power. Current Atlanteans and Sidekicks.

**-Immunities, Benefits, and Weaknesses-**
**Immunities**

* N/A

**Benefits**

* As a Sidekick, Aqualad can stop Talia Al Ghul from attacking via her Divided Loyalty special power.

**Weaknesses**

* N/A

**-Strategy, Tactics and Tips-**

* Titans faction guide
Batman (Outsiders)

**Character Bio –** Disgusted with the Justice League’s ineffectiveness to deal with international incidents after his friend Lucius Fox was kidnapped to Markovia, Batman rejected his League membership and decided to work outside the law. Enlisting Black Lightning, Batman went to Markovia to rescue Lucius and added allies on the way, such as Geo-Force, Katana, Metamorpho, and Halo. The unlikely allies defeated the villainous Baron Bedlam and formed the Outsiders!

## Stats

* Life: 4
* Move: 6
* Range: 1
* Attack: 5
* Defense: 5
* Points: 220

## Abilities

**ESSENTIAL UTILITIES**

At the start of the game, place the Glyphs of Bat-Grapple and Bat Shuriken on this card. Batman can equip a Utility Equipment Glyph even if there is another Utility Equipment Glyph on this card, up to a maximum of 2. Batman cannot lose these glyphs by receiving wounds unless he is destroyed.

**OUTSIDERS OPERATIONS PROTOCOL**

After revealing a numbered Order Marker on this card, instead of taking a turn with Batman, you may choose up to two Unique Interloper Heroes you control, at least one of which has not been chosen for this special power previously this round. Take a turn with each chosen Hero. Batman may be one of the chosen Heroes.

**MISSION PREP**

Once per player turn, before rolling attack or defense dice for a figure you control, you may reveal an Order Marker on this card. For the rest of that player turn, you may add 1 to the Attack and Defense numbers of all figures you control.

## More Info

**-Rulings and Clarifications-**

* Batman requires the Bat-Grapple and Bat Shuriken Utility Glyphs.

**-Combinations and Synergies-**

* Batman may activate Unique Interloper Heroes you control with his Outsiders Operations Protocol special power.

**-Strategy, Tactics and Tips-**

* Outsiders faction guide
Guardian of the Universe (Appa)

**Character Bio -** The Guardians of the Universe evolved on the planet Maltus, and were possibly the first intelligent life forms in the universe. The Guardians of the Universe gave up on emotions and even their names in favor of intellect. In a pivotal moment billions of years ago, a Maltusian named Krona used time-bending technology to observe the beginning of the universe. That experiment caused the creation of the multiverse and the anti-matter universe, and flooded the universe with entropy. Feeling responsible for Krona's actions, the Maltusians relocated to the planet Oa at the center of the Universe and became known as the Guardians of the Universe. Their goal was simple: combat evil and create an orderly universe.

The Guardians created the Manhunters, a force of emotionless robotic soldiers designed to keep the peace. However, a programming error led to the Manhunters wiping out all life in Sector 666, and so the Guardians disbanded them and sought a new army.

Chastened by the failure of The Manhunters, the Guardians decided that their newest force of soldiers for good would consist of living beings, ones who had free will and strong moral character. They were equipped with green power rings, weapons that could create anything, limited only by the wielder's imagination and willpower. And so the Green Lantern Corps was born.

## Stats

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

## Abilities

**WISDOM OF THE COUNCIL**

Order Markers cannot be removed from this card. If there is at least one Order Marker on this card and all your Order Markers are on Oan Army Cards, you may add or subtract 3 from your initiative roll.

**HEED THE GUARDIANS**

You may not place Order Markers on Green Lantern Unique Hero cards at the start of the round. Before revealing an Order Marker on this card, you may move that Order Marker to any other Green Lantern or Oan card you control and reveal it there instead. After moving an Order Marker in this way, before taking any turns, you may reveal an "X" Order Marker on this card to first take a turn with this Guardian of the Universe.

**EMOTIONLESS APATHY**

This Guardian of the Universe may not attack an opponent's figure unless that opponent has attacked or wounded a Guardian of the Universe you control, destroyed one of your figures, or your only remaining figures are Guardians of the Universe.

**FLYING**

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* Guardian of the Universe is an Event Hero and follows Event Hero rules.

**-Combinations and Synergies-**

* Guardian of the Universe may move Order Markers to the cards of Green Lanterns and Oans you control.
* Guardian of the Universe may add to your initiative roll if all your Order Markers are on the cards of Oans.

**-Strategy, Tactics and Tips-**

* Green Lantern faction strategy guide
Guardian of the Universe (Broome)

**Character Bio -** The Guardians of the Universe evolved on the planet Maltus, and were possibly the first intelligent life forms in the universe. The Guardians of the Universe gave up on emotions and even their names in favor of intellect. In a pivotal moment billions of years ago, a Maltusian named Krona used time-bending technology to observe the beginning of the universe. That experiment caused the creation of the multiverse and the anti-matter universe, and flooded the universe with entropy. Feeling responsible for Krona's actions, the Maltusians relocated to the planet Oa at the center of the Universe and became known as the Guardians of the Universe. Their goal was simple: combat evil and create an orderly universe.

The Guardians created the Manhunters, a force of emotionless robotic soldiers designed to keep the peace. However, a programming error led to the Manhunters wiping out all life in Sector 666, and so the Guardians disbanded them and sought a new army.

Chastened by the failure of The Manhunters, the Guardians decided that their newest force of soldiers for good would consist of living beings, ones who had free will and strong moral character. They were equipped with green power rings, weapons that could create anything, limited only by the wielder's imagination and willpower. And so the Green Lantern Corps was born.

## Stats

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

## Abilities

**WISDOM OF THE COUNCIL**

Order Markers cannot be removed from this card. If there is at least one Order Marker on this card and all your Order Markers are on Oan Army Cards, you may add or subtract 3 from your initiative roll.

**HEED THE GUARDIANS**

You may not place Order Markers on Green Lantern Unique Hero cards at the start of the round. Before revealing an Order Marker on this card, you may move that Order Marker to any other Green Lantern or Oan card you control and reveal it there instead. After moving an Order Marker in this way, before taking any turns, you may reveal an "X" Order Marker on this card to first take a turn with this Guardian of the Universe.

**EMOTIONLESS APATHY**

This Guardian of the Universe may not attack an opponent's figure unless that opponent has attacked or wounded a Guardian of the Universe you control, destroyed one of your figures, or your only remaining figures are Guardians of the Universe.

**FLYING**

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* Guardian of the Universe is an Event Hero and follows Event Hero rules.

**-Combinations and Synergies-**

* Guardian of the Universe may move Order Markers to the cards of Green Lanterns and Oans you control.
* Guardian of the Universe may add to your initiative roll if all your Order Markers are on the cards of Oans.

**-Strategy, Tactics and Tips-**

* Green Lantern faction strategy guide
DO-Leopardon

**Object Bio -** Garia, an alien from Planet Spider who ended up imbuing Takuya Yamashiro with his powers, arrived in his ship the Marveller. When summoned by Takuya, it transforms into the mech warrior, Leopardon. Leopadon is equipped with Spider-String to tie up his foes, his Arc Turn head gear that can be launched as a boomerang and his Sword Vigor, often used as finishing blow on his opponents. During the fight against the Inheritors, Leopardon and Takuya show up as reinforcements, but are quickly dispatched by Solus. Spider-Man 2099 and Lady Spider are able to go back to that earth and rescue Leopardon and repair him before their final confrontation with the Inheritors.

## Stats

* Life: 6
* Move: 5
* Range: 1
* Attack: 6
* Defense: 7
* Points: 270

## Abilities

**SPIDER-VERSE: LEOPARDON STRING**

Instead of moving normally, you may choose a non-adjacent large or huge figure within 4 clear sight spaces of Leopardon. Place Leopardon adjacent to the chosen figure or place the chosen figure adjacent to Leopardon. Figures moved by this special power will not take any leaving engagement attacks.

**ARC TURN STRIKE**

Instead of attacking, you may choose a non-adjacent figure within 4 clear sight spaces of Leopardon. Roll the 20-sided die. If you roll 15 or higher, the chosen figure receives 2 wounds. Otherwise you may roll for this special power one additional time.

**SWORD VIGOR**

Once per game, instead of attacking with Leopardon, you may roll 3 unblockable attack dice against a non-adjacent figure within 4 clear sight spaces, or 5 dice if the figure is large or huge.

**FLYING**

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* **Vehicle Destructible Object**: See rules for Destructible Objects. See HERE for optional C3G Destructible Object rules.
* **Base Clarification**: Leopardon is a double-based figure.
* Spider-Man (Takuya) can cause Leopardon to start the game off the battlefield.

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* See Spider-Verse Faction Strategy Guide
Imperium Symbiotes

## Imperium Symbiotes

### **Points**

120

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
Glyph of Heavy Rain

**Glyph Bio -** Heavy rain can lead to flooding and loss of visibility for those unfortunate enough to be caught in the middle of it.

## Abilities

**NAME = HEAVY RAIN**

**SUBTITLE = DISENGAGE + STANDING WATER**

**WEATHER PERMANENT GLYPH**

Figures on or within 1 space of this glyph cannot make any leaving engagement attacks, and are considered to be occupying a water space for any special power on an Army Card or 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
Onslaught

## Onslaught

### **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
Bomb Queen

## BOMB QUEEN

### **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
Dash Parr

## Dash Parr

### **Points**

105

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
Judge Fish

## JUDGE FISH

### **Points**

25

Character Bio goes here

## Stats

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

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Deathstroke (Titans for Hire)

**Character Bio -** Deathstroke has long been an Antagonist to the Titans. His ability to manipulate the heroes has made him one of their most dangerous enemies. Not only does he cause doubt in the minds of his greatest enemies, he's even gone as far as starting his own Titan's teams. Sometimes to disparage them and sometimes to force their hand to act.

Deathstroke recruits a team consisting of Tattooed Man, Cheshire, Osiris, and the new character Cinder and eventually Arsenal for his schemes. Manipulating all of them through their grief of losing a loved one.

Later, Deathstroke is active behind the scenes in Teen Titans, organizing a counter-team of teen superhumans that he calls Titans East.

## Stats

* Life: 6
* Move: 6
* Range: 5
* Attack: 5
* Defense: 6
* Points: 275

## Abilities

**TITAN MANIPULATION**

All figures you control that have the class of Titan or Sidekick listed on their Army Cards have the class of Mercenary instead, and when they attack normally, you may count one blank rolled as an additional hit. Once per game after rolling for initiative, you may choose one enemy figure within 6 clear sight spaces of Deathstroke. If the chosen figure has an "X" Order Marker on its card, the player controlling the chosen figure must remove it.

**MACHIAVELLIAN MENTOR**

After revealing an Order Marker on this card, before taking a turn with Deathstroke, you may reveal an "X" Order Marker on this card to choose a Mercenary Hero you control, or 2 Mercenary Heroes you control if at least one has the Manipulated, Naïve, or Unstable personality. Take a turn with each chosen figure. You may not take any additional turns with figures other than Deathstroke.

**HEAD GAMES**

Once per game, at the start of your player turn, you may choose a figure within 6 spaces of Deathstroke and take temporary control of that figure until the end of your player turn.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Deathstroke turns Titans and Sidekicks you control into Mercenaries with his Titan Manipulation power, giving them these Mercenary Synergies.
* Deathstroke may activate one Mercenary with his Machiavellian Mentor special power, or two if at least one of them have the Manipulated, Naïve, or Unstable personality.

**-Strategy, Tactics and Tips-**

### Important Links

Mercenaries, Sidekicks, and Titans that are Manipulated, Naïve, or Unstable

* Secret
* Terra
* Ravager (Rose Wilson)
* Osiris
* Kid Flash (Wallace West)
* Tattooed Man
* Cinder
* Ravager (Grant Wilson)