NAME = SILVER SURFER
SECRET IDENTITY = NORRIN RADD
SPECIES = ZENN-LAVIAN
UNIQUENESS = UNIQUE HERO
CLASS = SAVIOR
PERSONALITY = TORMENTED
SIZE/HEIGHT = MEDIUM 5
LIFE = 6
MOVE = 8
RANGE = 5
ATTACK = 6
DEFENSE = 6
POINTS = 350
BRING BALANCE
After moving and before attacking, you may choose a figure within 8 clear sight spaces and roll the 20-sided die.
If you roll 1-11 nothing happens.
If you roll 12-19, roll an unblockable attack die against Silver Surfer and the chosen figure.
If you roll 20 destroy Silver Surfer and the chosen figure.
TO ME MY BOARD
When Silver Surfer defends against a normal or special attack and at least 1 blank is rolled, the most damage Silver Surfer can take is 1 and he may immediately move up to 4 spaces.
STEALTH FLYING
When Silver Surfer starts to fly, if he is engaged, he will not take any leaving engagement attacks.
SUPER STRENGTH
FLYING
Cyber
Spoiler Alert!
NAME = CYBER
SECRET IDENTITY = SYLAS BURR
SPECIES = MUTANT
UNIQUENESS = UNIQUE HERO
CLASS = BRAWLER
PERSONALITY = SADISTIC
SIZE/HEIGHT = MEDIUM 5
LIFE = 6
MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 5
POINTS = ???
HALLUCINOGENIC CLAWS
Start the game with 3 black Toxin Markers on this card. If Cyber inflicts a wound on an adjacent Unique Hero that is not an Android or Construct, and does not have the Fearless or Insane personality with his normal attack, place a Toxin Marker on the defending figure’s card. A figure other than Cyber with a Toxin Marker on its card cannot roll leaving engagement attacks, use any special powers on its Army Card, and subtracts 1 die from its defense. At the end of each round, all of your Toxin Markers are returned to this card.
STEEL SKIN
When rolling defense dice against a normal attack, Cyber always adds one automatic shield to whatever is rolled. Cyber never rolls for molten lava damage or lava field damage.
SUPER STRENGTH
Swordsman
Spoiler Alert!
NAME = SWORDSMAN
SECRET IDENTITY = JACQUES DUQUESNE
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = CRIMINAL
PERSONALITY = LETHAL
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 5
POINTS = ???
LETHAL SWORDSMAN
Before attacking, choose one of the following:
add one automatic skull to his attack;
add 2 to Swordsmans Range and you may Knockback the defending figure by placing it on an empty space X spaces from its current position, where X is the number of skulls rolled in the attack. A figure moved by this special power never takes any leaving engagement attacks but can receive any falling damage that may apply; or
instead of attacking choose an adjacent figure and roll the 20-sided die. If you roll a 14 or higher, you may remove one unrevealed Order Marker at random from that figure's Army Card.
RUTHLESS COUNTER STRIKE
When rolling defense dice against a normal attack from an adjacent attacking figure, if Swordsman is not destroyed by this attack, all skulls rolled count as unblockable hits on the attacking figure.
Empress HYDRA
Spoiler Alert!
NAME = EMPRESS HYDRA
SECRET IDENTITY = SUSAN STORM
SPECIES = MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = MASTER MIND
PERSONALITY = RUTHLESS
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 5
RANGE = 4
ATTACK = 3
DEFENSE = 4
POINTS = ???
UNSEEN SERVANT
Start the game with one white Invisibility Marker on this card. Before taking a turn with Empress HYDRA you may place an Invisibility Marker on any Unique Hero within 4 clear sight spaces of Empress HYDRA. Figures with an Invisibility Marker on its card have the Invisibility special power. If a figure with an Invisibility Marker on its card attacks or receives a wound, place the Invisibility Marker back on Empress HYDRA.
DECEPTIVE MOVEMENT
After taking a turn with Empress HYDRA, if you did not reveal an Order Marker on this card this turn, you may take an immediate turn with any other Unique Terrorist Hero you control that has an Invisibility Marker on its card, and you may not take any additional turns.
INVISIBILITY
Empress HYDRA 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
Wolverine(HYDRA)
Spoiler Alert!
NAME = WOLVERINE
SECRET IDENTITY = JAMES HOWLETT
SPECIES = MUTANT
UNIQUENESS = UNIQUE HERO
CLASS = TERRORIST
PERSONALITY = SADISTIC
SIZE/HEIGHT = MEDIUM 5
LIFE = 6
MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 4
POINTS = ???
ADAMANTIUM RAGE
When Wolverine attacks with a normal attack, roll one additional attack die for each Wound Marker on this card to a maximum of 3 additional attack dice.
SAVAGE ASSAULT SPECIAL ATTACK
Range 1. Attack 4.
If Wolverine inflicts a wound with this special attack, he may attack again with this special attack. Wolverine may continue attacking with this special attack until he does not inflict a wound. This special attack may only be used once per round.
HEALING FACTOR X
After taking a turn with Wolverine, remove one Wound Marker from this card. At the end of the round, you may reveal an "X" Order Marker on this card to remove one Wound Marker from each Army Card you control with the Healing Factor X special power.
DC
Spoiler Alert!
Gotcha!! Nothing yet
AMALGAM
Spoiler Alert!
Iron Lantern
Spoiler Alert!
NAME = IRON LANTERN
SECRET IDENTITY = HAROLD STARK
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = OFFICER
PERSONALITY = ARROGANT
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 6
POINTS = ???
GREEN REPULSOR SPECIAL ATTACK
Range 6. Attack 4 + Special.
Start the game with 4 green Battery Markers on this card. Before attacking with this special attack, remove a green Battery Marker from this card. Roll 1 additional attack die for each green Battery Marker on this card. If Iron Lantern inflicts one or more wounds on a small or medium figure with this special attack, you may choose up to X empty spaces in a straight line from the defending figure and place that figure on any of the chosen spaces where X equals the number of green Battery Markers on this card. A figure moved by this special attack never takes any leaving engagement attacks and cannot be placed closer to Iron Lantern than its original placement. A figure moved by this special attack can receive any falling damage that may apply.
LANTERN BEAM CONSTRUCT
When a Green Construct you control that has a Special Ability that refers to Green Lantern, it also refers to Iron Lantern.
FLYING
SUPER STRENGTH
Dark Claw
Spoiler Alert!
NAME = DARK CLAW
SECRET IDENTITY = LOGAN WAYNE
SPECIES = METAMUTANT
UNIQUENESS = UNIQUE HERO
CLASS = VIGILANTE
PERSONALITY = RELENTLESS
SIZE/HEIGHT = MEDIUM 5
LIFE = 6
MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 5
POINTS = 280
ADAMANTIUM BLITZ
Figures subtract 2 from their defense dice when attacked by Dark Claw with an adjacent normal attack. When Dark Claw attacks with his normal attack, he may attack one additional time.
EVASIVE STRIKE 17
If Darkclaw is attacked by an opponent's figure within 5 clear sight spaces and at least 1 skull is rolled, roll the 20-sided die. If you roll 17 or higher, Darkclaw takes no damage and the attacking figure receives one wound.
HEALING FACTOR
After taking a turn with Darkclaw, remove 1 Wound Marker from this Army Card.
None of these designs are fully fleshed out. Feel free to tear them apart.
Last edited by Dr. Jekyll; June 11th, 2021 at 12:10 PM.