MrNobody's DC Designs
DC DESIGNS
Animal-Vegetable-Mineral Man
Spoiler Alert!
NAME = ANIMAL-VEGETABLE-MINERAL MAN
SECRET IDENTITY = SVEN LARSEN
SPECIES = METAHUMAN?
UNIQUENESS = UNIQUE HERO
CLASS = ??? (Scientist?)
PERSONALITY = ??? (Vengeful?)
SIZE/HEIGHT = HUGE ???
LIFE = 6
MOVE = 6
RANGE = 2/3
ATTACK = 5
DEFENSE = 6
POINTS = ???
DINO-BITE
Before attacking, you may choose one figure adjacent to Animal-Vegetable-Mineral Man. If the chosen figure is a Squad figure, destroy it. Otherwise, roll the 20-sided die. Subtract 2 from the roll if the chosen figure has Super Strength. If you roll 16 or higher, the chosen figure receives 2 wounds.
VINE GRAB
If Animal-Vegetable-Mineral Man inflicts one or more wounds on a small, medium, or large figure with his normal attack, you may place that figure on an empty space adjacent to Animal-Vegetable-Mineral Man.
ROCK WALL DEFENSE 4
If an adjacent figure attacks Animal-Vegetable-Mineral Man with a normal attack, and Animal-Vegetable-Mineral Man rolls at least 4 shields, Animal-Vegetable-Mineral Man takes no damage, and the attacking figure receives one wound.
SUPER STRENGTH
Bane Goons
Celsius (Doom Patrol)
Spoiler Alert!
NAME = CELSIUS
SECRET IDENTITY = ARANI CAULDER/DESAI
SPECIES = METAHUMAN
UNIQUENESS = UNIQUE HERO
CLASS = LEADER
PERSONALITY = TROUBLED
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 1
ATTACK = 3
DEFENSE = 4
POINTS = ???
FIRE ___ SPECIAL ATTACK
Range 5. Attack 4.
Figures targeted for Fire ___ Special Attack roll 1 fewer defense die for the rest of your turn. Figures with the Lava Resistant special power are not affected by this Special Attack.
ICE ___ SPECIAL ATTACK
Range 5. Attack 4.
Figures targeted for Ice ___ Special Attack can not move for the rest of your turn. Figures with the Ice Resistance special power are not affected by this Special Attack.
PATROL LEADER
After revealing an Order Marker on the card of a Troubled figure you control and taking a turn with that Troubled figure, you may take a turn with another Troubled figure you control. During this turn, the chosen figure may only move or only attack, unless you first reveal the 'X' Order Marker on this card. You may not take any additional turns with other figures you control. Figures activated by Patrol Leader must be within 8 clear sight spaces of Celsius before being activated.
The Chief (Doom Patrol)
Spoiler Alert!
NAME = THE CHIEF
SECRET IDENTITY = NILES CAULDER
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = SCIENTIST
PERSONALITY = TROUBLED
SIZE/HEIGHT = MEDIUM 4
LIFE = 4
MOVE = 4
RANGE = 1
ATTACK = 2
DEFENSE = 4
POINTS = ???
PATROL LEADER
After revealing a numbered Order Marker on this card, instead of taking a turn with The Chief, you may take a turn with up to two different Troubled Unique Heroes you control or one Unique Hero you control. The Chief cannot be one of the Unique Heroes.
PATROL MANIPULATION
Immediantly after revealing a numbered Order Marker on this card, you may reveal an "X" Order Marker on the card of a Troubled Unique Hero you control. While there is a revealed “X” Order Marker that figure, it adds 1 to its attack and subtracts 1 from its defense. For the rest of the round, the Chief's personality is Manipulative, regardless of what is listed on this card.
GENIUS ESCAPE
When the Chief rolls defense dice against an opponent's normal attack, if at least 2 shields are rolled, the Chief takes no damage and may immediately move up to 2 spaces. If at least 2 skulls are rolled and the attacking figure is within 5 clear sight spaces of the Chief, it receives 1 wound. When moving with Genius Escape, the Chief will not take any leaving engagement attacks.
Clayface (Basil Karlo) II
Spoiler Alert!
NAME = CLAYFACE
SECRET IDENTITY = BASIL KARLO
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = ACTOR
PERSONALITY = VENGEFUL
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 1
ATTACK = 2
DEFENSE = 3
POINTS = ???
THE MUD PACK
If all Order Markers for a round are placed on Clayface Army Cards, and at least one Order Marker is placed on this card, then for the rest of the round, after revealing an Order Marker on a Clayface figure you control and taking a turn with that Clayface figure, you may take a turn with one other Clayface figure you control.
DEADLY KNIFE SPECIAL ATTACK
Range 1. Attack 2.
When attacking with Deadly Knife Special Attack, each skull rolled counts as an additional hit. If a figure receives one or more wounds from this special attack, the defending figure receives one additional wound.
ULTIMATE CLAYFACE
When a Clayface figure you control is destroyed, you may place it on this card. If this Clayface is the only Clayface you control on the battlefield, add 1 to the Range, Attack, and Defense numbers of this Clayface for every Clayface figure on this card, and you may use any special powers on those figures' Army Cards. If the special power refers to the chosen figure or the chosen figure's card, it refers to this Clayface or this Clayface's card instead.
Crazy Jane (Doom Patrol)
Spoiler Alert!
NAME = CRAZY JANE
SECRET IDENTITY = KAY CHALLIS
SPECIES = METAHUMAN
UNIQUENESS = UNIQUE HERO
CLASS = MISFIT
PERSONALITY = TROUBLED
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 1
ATTACK = 3
DEFENSE = 5
POINTS = ???
DRIVER 8
Start the game with a blue, a black, and a red Personality Marker. After rolling for initiative, you must remove any Personality Markers from this card and roll the 20-sided die. If you roll:
• 1-4, chose an opponent to place one of your Personality Markers on this card.
• 5-8, nothing happens.
• 9 or higher, you may place one of your Personality Markers on this card.
RAIN BRAIN
While the blue Personality Marker is on this card, Crazy Jane can move through all figures and obstacles such as ruins and is never attacked when leaving an engagement. Crazy Jane cannot be targeted by opponents' non-adjacent figures for any attacks or for any opponents' special powers that require clear sight.
BLACK ANNIS
While the black Personality Marker is on this card, figures subtract 2 from their defense dice when attacked by Crazy Jane with an adjacent normal attack.
FLAMING KATY
While the red Personality Marker is on this card, Crazy Jane adds 4 to her Range number. When attacking a non-adjacent figure with Crazy Jane, you may choose a figure adjacent to the defending figure to also be affected by this attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
Dream Girl
Spoiler Alert!
NAME = DREAM GIRL
SECRET IDENTITY = NURA NAL
SPECIES = NALTORIAN
UNIQUENESS = UNIQUE HERO
CLASS = LEGIONNAIRE
PERSONALITY = CHARMING
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 4
POINTS = ???
PREMONITION PLANNING
After rolling for initiative, if there is at least 1 unrevealed Order Marker on this card, you may choose an opponent’s army card and view all unrevealed Order Markers on that card. You may then choose 1 unrevealed Order Marker on an Army Card you control and place it on any other Army Card you control.
PRECOGNITIVE DEFENSE (Stolen from A3N)
Instead of rolling defense dice normally you may roll X defense dice. X is equal to the number of order markers on this card plus number of skulls rolled by the attacking figure. When using Precognitive Defense, all shields count as 2 shields.
FLYING
Earth-Man
Spoiler Alert!
NAME = EARTH-MAN
SECRET IDENTITY = KIRT NIEDRIGH
SPECIES = METAHUMAN
UNIQUENESS = UNIQUE HERO
CLASS = CHAMPION
PERSONALITY = XENOPHOBIC
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 5
POINTS = ???
JUSTICE LEAGUE OF EARTH
At the start of the game, if all figures you control have the species of Human or Metahuman, you may place 1 blue Earth Marker on this card for each Unique Human or Metahuman Hero you control, to a maximum of 3. Whenever a Unique Human Hero, Unique Metahuman Hero, or Science Police figure you control destroys a figure, you may remove an Earth Marker from this card to place the destroyed figure on this card.
POWER ABSORPTION
whenever Earth-Man destroys a Unique Hero, you may place it on this card. You may use any special powers on the army card of any figure on this card. If the special power refers to the chosen figure or the chosen figure's card, it refers to Earth-Man or Earth-Man's card instead.
Flex Mentallo
Spoiler Alert!
NAME = FLEX MENTALLO
SECRET IDENTITY = N/A
SPECIES = ENTITY/HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = MUSCLE MAN
PERSONALITY = STOIC
SIZE/HEIGHT = MEDIUM 5
LIFE = 6
MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 5
POINTS = ???
MAN OF MUSCLE MYSTERY
Instead of moving and attacking, you may choose either Flex Mentallo or any figure within 5 clear sight spaces. You may either: - Move any 1 unrevealed Order Marker at random on the chosen figure's card to any other card in that figure's army that is in play;
- Remove one Wound Marker from the chosen figure's card
- Place the chosen figure on any empty space on the battlefield within 3 spaces of its original placement. The figure moved by this power will not take any leaving engagement attacks.
HERO OF THE BEACH
Add 1 die to Flex Mentallo's's attack and defense while he is on a sand space. Whenever Flex Mentallo would be destroyed or receives enough wounds to be destroyed in any way except by this special power, he instead receives one wound.
Green Construct (Bulldozer)
Spoiler Alert!
NAME = GREEN CONSTRUCT
SECRET IDENTITY = BULLDOZER
SPECIES = ENERGY
UNIQUENESS = COMMON HERO
CLASS = CONSTRUCT
PERSONALITY = RESOLUTE
MEDIUM ?
LIFE = 1
MOVE = 4
RANGE = 1
ATTACK = 4
DEFENSE = 5
POINTS = ???
GREEN CONSTRUCT CREATION
Green Constructs do not start the game on the battlefield. After revealing an Order Marker on Green Lantern's Army Card, you may immediately place one Green Construct you control that is not on the battlefield on any empty space within 3 clear sight spaces of that Green Lantern. You may not create any additional Green Constructs this turn. If you no longer control any Green Lanterns, destroy all Green Constructs you control.
GREEN CONSTRUCT CONTROL
After revealing an Order Marker on Green Lantern's Army Card, instead of attacking with that Green Lantern, you may take a turn with any Green Construct you control. Green Constructs may only attack, move, or take a turn in this manner. You may not take any additional turns with other Green Constructs this turn.
EXCAVATE
Before moving with this Green Construct, you may choose an empty single hex land terrain piece with one or more terrain pieces underneath it adjacent to this Green Construct. After moving with this Green Construct, you must place the chosen terrain piece on any empty space adjacent to this Green Construct, if possible. After placing and instead of attacking, you may choose a figure adjacent to the placed terrain piece and roll an unblockable attack die against that figure.
FLYING
Green Constructs (Knights)
Spoiler Alert!
NAME = GREEN CONSTRUCTS
SECRET IDENTITY = KNIGHTS
SPECIES = ENERGY
UNIQUENESS = UNIQUE SQUAD (3)
CLASS = CONSTRUCTS
PERSONALITY = VALIANT
MEDIUM 5
LIFE = 1
MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 5
POINTS = ???
GREEN CONSTRUCT REINFORCEMENTS
Green Constructs do not start the game on the battlefield. After revealing an Order Marker on Green Lantern's Army Card, you may immediately place all Knight Green Constructs in your army that are not on the battlefield on any empty spaces within 3 clear sight spaces of that Green Lantern. You may not create any additional Green Constructs this turn. If you no longer control any Green Lanterns, destroy all Green Constructs you control.
EMERALD KNIGHTS
After revealing an Order Marker on a Green Lantern or Champion figure you control, you may take a turn with these Green Constructs and you may not take any additional turns with other figures you control.
A COWARD’S REWARD
Knight Green Constructs roll one additional die against figures leaving an engagement with them.
FLYING
Green Construct (Spotlight)
Spoiler Alert!
NAME = GREEN CONSTRUCT
SECRET IDENTITY = SPOTLIGHT
SPECIES = ENERGY
UNIQUENESS = COMMON HERO
CLASS = CONSTRUCT
PERSONALITY = ILLUMINATING
SMALL 3
LIFE = 1
MOVE = 0
RANGE = 0
ATTACK = 0
DEFENSE = 3
POINTS = ???
GREEN CONSTRUCT CREATION
Green Constructs do not start the game on the battlefield. After revealing an Order Marker on Green Lantern's Army Card, you may immediately place one Green Construct in your army that is not on the battlefield on any empty space within 3 clear sight spaces of that Green Lantern. You may not create any additional Green Constructs this turn. If you no longer control any Green Lanterns, destroy all Green Constructs you control.
SHINE A LIGHT
Before a figure you control attacks a figure within 4 clear sight spaces of Green Construct you control with the Shine a Light Special Power, you may roll a Combat die. If you roll a Skull, the defending figure rolls one less defense die this turn and does not receive any additional defense dice from Shadow Tiles or Jungle Pieces.
Hawk and Dove
Spoiler Alert!
NAME = HAWK
SECRET IDENTITY = HANK HALL
SPECIES = METAHUMAN
UNIQUENESS = UNIQUE HERO
CLASS = TITAN
PERSONALITY = AGGRESSIVE
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 5
POINTS = ???
HAWK AND DOVE
After revealing an Order Marker on this card and taking a turn with Hawk, you may immediately take a turn with a figure you control with the Dove and Hawk special power, and you may not take any additional turns with other figures you control. During this turn, figures engaged with Hawk cannot roll for Leaving Engagement Attacks and subtract 1 from their defense.
RECKLESS ANGER
After attacking with Hawk, if you rolled at least 1 blank and Hawk did not inflict a wound, you must place a wound on this card and attack one additional time with Hawk, if possible.
=====================================
NAME = DOVE
SECRET IDENTITY = DAWN GRANGER
SPECIES = METAHUMAN
UNIQUENESS = UNIQUE HERO
CLASS = TITAN
PERSONALITY = PEACEFUL
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 5
POINTS = ???
DOVE AND HAWK
After revealing an Order Marker on this card and taking a turn with Dove, you may immediately take a turn with a figure you control with the Hawk and Dove special power, and you may not take any additional turns with other figures you control. During this turn, while Hawk is within 3 clear sight spaces of Dove, you may re-roll up to one die that shows a Blank when attacking with Hawk.
PEACEFUL PLANNING
Once per round, immediately after an opponent reveals an Order Marker on an Army card they control, you may move an Order Marker on an Army Card you control to another Army Card you control. Order Markers may not be moved off the card of a destroyed figure.
FLYING
Invisible Kid (Jacques Foccart)
Spoiler Alert!
NAME = INVISIBLE KID
SECRET IDENTITY = JACQUES FOCCART
SPECIES = METAHUMAN
UNIQUENESS = UNIQUE HERO
CLASS = LEGIONNAIRE
PERSONALITY = ???
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 1
ATTACK = 3
DEFENSE = 4
POINTS = ???
LEGION ESPIONAGE SQUAD
If there is an unrevealed order marker on this army card, all Legionnaires you control with the Invisibility, Intangibility, Impersonate, or Tiny Stealth Special Powers may add 2 to their move numbers.
INVISIBILITY
Invisible Kid 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
Lois Lane
Spoiler Alert!
NAME = LOIS LANE
SECRET IDENTITY = N/A
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = REPORTER
PERSONALITY = DETERMINED
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 1
ATTACK = 2
DEFENSE = 3
POINTS = ???
GET THE SCOOP
At the start of the round, after Order Markers are placed, you may move Lois Lane up to 4 spaces. If Lois ends this movement within 3 clear sight spaces of an opponent's figure, place a white Scoop Marker on this card. There may never be more than 3 Scoop Markers on this card. You may then remove any number of Scoop Markers from this card. Add 2 to your initiative roll for each Scoop Marker you remove.
SUPERMAN'S GIRLFRIEND
After attacking with Superman, if Lois Lane is within 3 clear sight spaces of Superman, he may attack one additional time for each Wound Marker on this Army Card. If Lois Lane is destroyed, any Superman figure you control receives 3/2 automatic wounds.
Mento (Doom Patrol)
Spoiler Alert!
NAME = MENTO
SECRET IDENTITY = STEVE DAYTON
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = (Rich Guy)
PERSONALITY = TROUBLED
SIZE/HEIGHT = MEDIUM ?
LIFE = 4
MOVE = 5
RANGE = 1
ATTACK = 2
DEFENSE = 5
POINTS = ???
MENTO HELMET
Start the game with the Glyph of Mento Hemlet on this card. If the Glyph of Mento Helmet is on this card, Mento adds 4 to his range and 2 to his attack, and Mento has the class of Telepath in addition to what is listed on this card. If the Glyph of Mento Helmet is not on this card, Mento cannot use any other special power on this card. Mento cannot lose the Glyph of Mento Helmet by receiving wounds unless he is destroyed.
PROGRESSIVE PARANOIA
After taking a turn with Mento, if he used any special power on his army card this turn, roll the 20-sided die. If you roll 1-7, place a purple Insanity Marker on this card or, if there are already three Insanity Markers on this card, choose an opponent to take control of Mento. Remove all Order Markers from this card, then give this card to the chosen opponent.
PARTIAL INTANGIBILITY
Mento can move through all figures and obstacles such as ruins, and is never attacked when leaving an engagement. If Mento is not engaged with an opponent's figure, he cannot be targeted by opponents' non-adjacent figures for any attacks or any special powers that require clear sight.
FLYING
Mr Nobody
Spoiler Alert!
NAME = MR. NOBODY
SECRET IDENTITY = ERIC MORDEN
SPECIES = METAHUMAN?
UNIQUENESS = UNIQUE HERO
CLASS = ???
PERSONALITY = ABSURD
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 5
RANGE = 1
ATTACK = 3
DEFENSE = 3
POINTS = ???
IRRATIONAL PLANNER
After revealing an Order Marker on the army card of an Insane, Absurd, or Unstable figure you control, you cannot take a turn with that figure. Instead, you may take a turn with any other figure you control.
NUMBER NONE
If Mr. Nobody is attacked by any opponent's figure and at least 1 skull is rolled, roll the 20-sided die. If you roll 1-14, roll defense normally. If you roll 15 or higher, Mr. Nobody takes no damage and the attacking figure receives 1 wound.
Superman (Lex Luthor)
Spoiler Alert!
NAME = SUPERMAN
SECRET IDENTITY = LEX LUTHOR
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = CHAMPION
PERSONALITY = EGOTISTICAL
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 7
RANGE = 1
ATTACK = 6
DEFENSE = 7
POINTS = ???
HUMANITY'S SAVIOR
When rolling for initiative, add 2 to your roll for each Order Marker on this card. If there are no Order Markers on this card, instead subtract 6 from your roll.
LEXCORP WEAPONRY SPECIAL ATTACK
Range 5. Attack 1, 2, 3, or 4.
Start the attack with 8 attack dice. You may attack with 1, 2, 3, or 4 attack dice until all 8 attack dice have been rolled.
MOTHER BOX REPAIR
After taking a turn with Superman, if he is unengaged, you may roll any number of combat dice. If you roll a skull on every die, remove a Wound Marker from this Army Card for each skull rolled.
KRYPTONIAN ARMOR
When rolling defense against a normal attack, you may count one blank rolled as an extra shield.
FLYING
SUPERSTRENGTH
----------Glyphs and DOs----------
Mento Helmet Equipment Glyph
Original Post
Last edited by MrNobody; November 18th, 2019 at 09:26 PM.
Reason: Transformation
|