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Ronin's Public Workshopping Thread
Indy
Buffyverse
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Darla
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![]() The figure used for this unit is a ??? figure from the ??? set. Its model number and name are #??? / ???. NAME = DARLA SECRET IDENTITY = SPECIES = UNDEAD UNIQUENESS = UNIQUE HERO CLASS = ANTAGONIST PERSONALITY = MANIPULATIVE SIZE/HEIGHT = MEDIUM 4-5 LIFE = 6 MOVE = 5 RANGE = 1 ATTACK = 5 DEFENSE = 3 POINTS = ??? ANTAGONIZING HEAD GAMES At the start of the game, choose one Unique Hero. While the chosen Hero is within clear sight of Darla: -That Hero adds 1 to its Attack number and subtracts 1 from its Defense number. -Once per round, when that Hero destroys a figure with a normal or special attack, you may immediately remove an Order Marker at random from any card in the chosen Hero's army. HEALING At the end of the round, remove 1 Wound Marker from this card. _________________________________ Bio - Darla is the vampire that sired Angelus in 1753, and traveled around the world with him for over a hundred years, spreading terror. Together with Spike and Drusilla, the four comprised 'The Whirlwind', a group of monsters that only disbanded when Angelus had his soul restored, setting him on the path to becoming Angel. Darla returned in the modern day to torment Angel and everyone he associates with._________________________________ Notes - Another one that needs a mini worked out. Character I haven't thought about in a while, but she kinda resurfaced with the horrory/halloween stuff floating around.Faith
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![]() The figure used for this unit is a Repainted Heroclix figure from the Amazing Spider-Man set. Its model number and name are #030 / Mary Jane Watson. NAME = FAITH LEHANE SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = SLAYER PERSONALITY = RECKLESS SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 6 RANGE = 1 ATTACK = 5 DEFENSE = 5 POINTS = 200? SADISTIC SLAYER Undead and Demon figures roll 2 fewer defense dice against Faith's normal attack. If Faith inflicts one or more wounds with her normal attack, she may attack the same figure one additional time. SLAYER RIVALRY When Faith attacks with a normal attack, you may count up to X blanks rolled as skulls, where X is the number of Order Markers on the cards of other Slayers. COMPOUND BOW SPECIAL ATTACK Range 8. Attack 3. When Faith attacks a figure that is at least 6 spaces away with this special attack, add one automatic skull to whatever is rolled. ___________________________________ Bio - Faith grew up hard. She was raised by abusive parents, she got drafted into a war on undead forces of evil, and then her Watcher (the first somewhat stable parental relationship she had) was murdered. Faith wound up in Sunnydale and initially served as an ally to Buffy. However, her recklessness and taste for violence took her down a dark path, and she ended up fighting on the wrong side in the final battle for Sunnydale's soul. She was later able to form a friendship with Angel and atone for her crimes.___________________________________ Notes - Last design for a while, but I wanted to get this one out there. Obviously kind of a riff on Buffy mechanically, though I didn't want to reuse any of Buffy's powers. None of them felt quite Faith-y enough.Spike
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![]() The figure used for this unit is a Modified Heroclix figure from the Superman set. Its model number and name are #028 / Manchester Black. NAME = SPIKE SECRET IDENTITY = WILLIAM PRATT SPECIES = UNDEAD UNIQUENESS = UNIQUE HERO CLASS = PUNK PERSONALITY = PASSIONATE SIZE/HEIGHT = MEDIUM 5 LIFE = 6 MOVE = 6 RANGE = 1 ATTACK = 6 DEFENSE = 4 POINTS = 190-200 UNDYING DEDICATION At the start of the game, you may choose a Unique Undead Hero or Unique Slayer Hero that you control to be Spike's Partner. After moving and before attacking with Spike's Partner, you may move Spike. Spike must end this move within 3 clear sight spaces of his Partner, if possible. SUCKER PUNCH Once per turn, when an opponent's figure adjacent to Spike is targeted for an attack by another figure you control, you may roll an unblockable attack die against the opponent's figure. HEALING At the end of the round, remove 1 Wound Marker from this card. Danger Girl
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Abbey Chase
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![]() The figure used for this unit is a Heroclix figure from the Indy set. Its model number and name are #073-075 / Abbey Chase. NAME = ABBEY CHASE SECRET IDENTITY = SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = AGENT PERSONALITY = BOLD SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 5 RANGE = 6 ATTACK = 3 DEFENSE = 3 POINTS = ??? DANGER GIRL While there is a revealed Order Marker on this card, Abbey Chase and all other Agents you control add 1 to their Attack numbers when attacking a figure within 3 clear sight spaces of Abbey. LUCKY DEFENSE When defending against an attack, if Abbey rolls at least one blank, you may add 1 automatic shield to whatever is rolled. Grendel
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Grendel (Hunter Rose)
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![]() The figure used for this unit is a ??? figure from the ??? set. Its model number and name are ??? / ???. SECRET IDENTITY = HUNTER ROSE SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = CRIME LORD PERSONALITY = BRILLIANT SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 6 RANGE = 1 ATTACK = 5 DEFENSE = 5 POINTS = 200? MATCHING WITS At the end of any opponent's player turn, if that opponent used a special power to: -move any figure during another figure's turn, you may immediately move up to two figures you control up to 4 spaces each. -rearrange any of your Order Markers, you may immediately move an Order Marker from one card that opponent controls to another card that opponent controls. -rearrange any of their Order Markers, you may rearrange any of your Order Markers on cards you control. MASTER ASSASSIN Grendel can move through all figures and is never attacked when leaving an engagement. When attacking an opponent's adjacent figure with his normal attack, Grendel never receives wounds from any special powers on the defending figure's Army Card. COUNTER STRIKE When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. _______________________________________________________ Bio - Eddie was a young boy born into an ordinary American family, who quickly found that he excelled at everything he did. Already weary of life's "challenges" at the age of 14, Eddie was supremely bored when he met an English woman, 20 years his senior, named Jocasta Rose. The two had a whirlwind affair, ending when she died of a terminal disease a few short years later.Eddie, reinvigorated, began leading a double life. By day, he was Hunter Rose, socialite and best-selling novelist. By night, he was known as Grendel. At first, Grendel was merely an assassin for hire, albeit a very good one. But as Hunter grew bolder and more powerful, Grendel became the undisputed lord of all crime in New York, and then all along the East Coast. Hunter took delight in the danger of his lifestyle, in out-foxing the police, and particularly in thwarting his nemesis, the man-wolf known as Argent. Eventually, an act of sentimentality proved to be his undoing, and Grendel was driven into a final confrontation with Argent. Hunter Rose was slain, but his legacy of evil as Grendel lived on. Grendel-Prime
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![]() ![]() The figure used for this unit is a ??? figure from the ??? set. Its model number and name are #??? / ???. NAME = GRENDEL-PRIME SECRET IDENTITY = SPECIES = CYBORG UNIQUENESS = UNIQUE HERO CLASS = WARRIOR PERSONALITY = MENACING SIZE/HEIGHT = MEDIUM 5 LIFE = 6 MOVE = 6 RANGE = 1 ATTACK = 6 DEFENSE = 5 POINTS = ??? SINGLE-MINDED Grendel-Prime may not take a turn unless you revealed an Order Marker on this card at the start of your turn. Order Markers can never be removed from this card by any special power. PROJECTILE ARSENAL 3 SPECIAL ATTACK Range 4 + Special. Attack 3 + Special. When attacking with this special attack, you may • add 2 to the range; or • roll 1 additional attack die; or • choose all figures adjacent to the targeted figure to be affected. Roll attack dice once for all affected figures. Each figure rolls defense dice separately, and Grendel-Prime cannot be affected by this special attack. After attacking with this special attack, Grendel-Prime may attack with it one additional time. BULLETPROOF BODY When Grendel-Prime is targeted for a non-adjacent attack and 2 or fewer skulls are rolled, you may ignore that attack. When Grendel-Prime is targeted for an adjacent attack and 1 or fewer skulls are rolled, you may ignore that attack. SUPER STRENGTH ________________________________________ Bio - Grendel-Prime is a cyborg created in the far future, as a guardian for Jupiter-Asante, the heir to the throne of the Grendel-Khan, ruler of the world. Grendel-Prime ensured, often by incredibly violent means, that Jupiter survived after the death of his father, and eventually claimed the throne.Later, Grendel-Prime discovered a means of traveling back in time, in order to try and make contact with the original Grendel and learn more about the meaning of the Grendel legacy. However, his journey through time landed him several years too late and in Gotham City, where he clashed with Batman over Grendel's skull. Hack/Slash
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Laura Lochs
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![]() The figure used for this unit is a ??? figure from the ??? set. Its model number and name are #??? / ???. NAME = LAURA LOCHS SECRET IDENTITY = SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = PSYCHOPATH PERSONALITY = DEVOUT SIZE/HEIGHT = MEDIUM 4-5 LIFE = 3 MOVE = 5 RANGE = 5 ATTACK = 2 DEFENSE = 1 POINTS = ??? ??? After revealing an Order Marker on this card and before taking a turn with Laura, you may take a turn with up to two Common Undead Devourers you control, or any one Unique Slasher Hero you control. If you do, you may not move or attack with Laura this turn. MIND EXCHANGE 15 MAGICAL DEFENSE ___________________________________ Bio - After her boyfriend broke up with her and got together with a girl who won a wet T-shirt contest, formerly-good Christian girl Laura completely snapped. She found a book of spells that she used to start controlling slashers and zombies to enact her vengeance on all teens and young adults that failed to live up to her puritan standards. In her first outing, her efforts were thwarted by Vlad and Cassie Hack, and her body was badly burned. She uses magic to treat her grievous injuries.___________________________________ Notes - Her pre-scarring look might be easier to work out a mini for, but I'd prefer the look in the picture up top if we could hack it. That's really where her magical powers were more impressive and she was controlling zombies and such.Vlad
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![]() The figure used for this unit is a ??? figure from the ??? set. Its model number and name are #??? / ???. NAME = VLAD SECRET IDENTITY = SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = PROTECTOR PERSONALITY = LOYAL SIZE/HEIGHT = MEDIUM 6 LIFE = 6 MOVE = 5 RANGE = 1 ATTACK = 5 DEFENSE = 2 POINTS = ??? SLAYER SIDEKICK After revealing an Order Marker on the Army Card of a Unique Slayer Hero you control and taking a turn with that Slayer, if Vlad is within 6 clear sight spaces of that Slayer, you may take an immediate turn with Vlad, and you may not take any additional turns with other figures you control. SLAYER PROTECTOR When a friendly Slayer adjacent to Vlad would take one or more wounds, you may have Vlad receive those wounds instead. TOUGH When rolling defense dice against a normal attack, Vlad always adds one automatic shield to whatever is rolled. DC Batman Villains
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Kite Man
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![]() ![]() ![]() The figure used for this unit is a Heroclix figure from the Harley Quinn and the Gotham Girls set. Its model number and name are #44 / Kite Man. SECRET IDENTITY = CHARLES BROWN SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = THIEF PERSONALITY = AMBITIOUS SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 5 RANGE = 1 ATTACK = 3 DEFENSE = 3 POINTS = ??? GLIDING START At the start of the game, instead of placing Kite Man in your Start Zone, you may place him on the highest empty space on the battlefield. You may not place him in a Start Zone or adjacent to any enemy figures. KITE GLIDE Instead of his normal move, Kite Man may use Kite Glide. Kite Glide has a move of 8. When counting spaces for Kite Glide, ignore elevations. Kite Man may glide over water without stopping, glide over figures without becoming engaged, and glide over obstacles such as ruins. Kite Man may only glide over a space if that space is lower than his original placement and may only glide over a figure or obstacle if the height of that figure or obstacle is lower than the original placement of Kite Man's base. When using Kite Glide, Kite Man will not take any leaving engagement attacks. After moving Kite Man 2 or more spaces with this special power, add 2 to Kite Man's Attack number for the rest of the turn. ______________________________________ Kite Man!The Architect
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![]() The figure used for this unit is a Heroclix figure from the Streets of Gotham set. Its model number and name are #031 / The Architect. NAME = THE ARCHITECT SECRET IDENTITY = ZACHARY GATE SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = SABOTEUR PERSONALITY = INSANE SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 5 RANGE = 1 ATTACK = 5 DEFENSE = 6 POINTS = ??? EXPLOSIVE ARSENAL Start the game with 3 Glyphs of Time Bomb on this card. After taking a turn with the Architect, you may either place a Glyph of Time Bomb from this card power-side up onto an empty space within 2 spaces of the Architect, or choose to activate all Glyphs of Time Bomb on the battlefield. If the Architect places a Glyph of Time Bomb adjacent to destructible object, he may place one additional Glyph of Time Bomb. DEAD MAN'S SWITCH When the Architect is destroyed, all Glyphs of Time Bomb on the battlefield are activated and for the rest of the game, when any player rolls the 20-sided die for a Glyph of Time Bomb, subtract 2 from the roll. __________________________________________________ Bio - Zachary Gate is the modern-day descendant of Nicholas Anders, one of the visionary architects who designed much of Gotham City in the 1800s. Gate, feeling that his ancestor was denied his rightful place in history, started wearing his ancestor's hydraulic suit (adapted for underwater construction) and plotted to destroy many of Gotham's landmarks. After successfully demolishing a series of venerable structures, Gate was stopped by Batman and Robin before he could take down the retaining wall preventing Gotham from being flooded. DC Cosmic
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Thanagarian Strike Leader
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The figure used for this unit is a Heroclix figure from the Joker's Wild set. Its model number and name are #025 / Hawkman. NAME = THANAGARIAN STRIKE LEADER SECRET IDENTITY = SPECIES = THANAGARIAN UNIQUENESS = UNCOMMON HERO CLASS = INVADER PERSONALITY = AGGRESSIVE SIZE/HEIGHT = MEDIUM 5 LIFE = 3 MOVE = 5 RANGE = 1 ATTACK = 2 DEFENSE = 5 POINTS = 75? THANAGARIAN STRIKE FORCE For the entire game, all Common Thanagarians you control have the class of Invader instead of what is listed on their cards. After this Thanagarian Strike Leader inflicts one or more wounds on an opponent's figure with a normal attack, you may choose one other Thanagarian figure you control for each wound inflicted. Move each chosen figure up to 4 spaces each. DEADLY STRIKE When attacking with this Thanagarian Strike Leader, each skull rolled counts as one additional hit. NTH METAL MACE Undead figures and figures with the Magical Defense special power roll 1 fewer defense die against Thanagarian Strike Leader's normal attack. SUPER STRENGTH FLYING Firestorm Villains
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Black Lantern (Ronnie Raymond)
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![]() The figure used for this unit is a Heroclix figure from the War of Light set. Its model number and name are #048 / Firestorm. NAME = BLACK LANTERN SECRET IDENTITY = RONNIE RAYMOND SPECIES = UNDEAD UNIQUENESS = UNIQUE HERO CLASS = REVENANT PERSONALITY = VINDICTIVE SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 7 RANGE = 5 ATTACK = 5 DEFENSE = 5 POINTS = ??? BLACK POWER RING 3 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. DEATHSTORM MATRIX 3 Instead of taking a turn with this Black Lantern, you may roll 3 combat dice. For each skull rolled, choose a figure or Destructible Object within 4 clear sight spaces of this Black Lantern and place 1 Wound Marker on that figure's card. RING CHARGE OF DEATH! 16 If an enemy figure that is not an Android, Construct, or Undead would be destroyed by this Black Lantern's attack or special power, roll the 20-sided die. If you roll 16 or higher, place a black Power Marker on each Black Lantern card you control, if possible. SUPER STRENGTH FLYING Deathstorm (Crime Syndicate)
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![]() The figure used for this unit is a Heroclix figure from the Justice League: Trinity War set. Its model number and name are #041 / Deathstorm. The figure used for this unit is a Heroclix figure from the Justice League: Trinity War Fast Forces set. Its model number and name are #006 / Deathstorm. NAME = DEATHSTORM SECRET IDENTITY = MARTIN STEIN SPECIES = METAHUMAN UNIQUENESS = UNIQUE HERO CLASS = BIOPHYSICIST PERSONALITY = SADISTIC SIZE/HEIGHT = MEDIUM 5 LIFE = 6 MOVE = 6 RANGE = 5 ATTACK = 5 DEFENSE = 5 POINTS = ??? SCIENTIFIC CURIOSITY Before taking a turn with Deathstorm, you may choose up to 3 enemy non-human Unique Heroes within 4 clear sight spaces of Deathstorm. Roll the 20-sided die for each chosen Hero. For each roll of 15 or higher, you may roll an additional combat die when using his Deathstorm Matrix special power this turn. When you choose figures for Deathstorm Matrix, you must choose figures that you chose for Scientific Curiosity this turn, if possible. DEATHSTORM MATRIX 3 Instead of taking a turn with Deathstorm, you may roll 3 combat dice. For each skull rolled, choose a figure or Destructible Object within 4 clear sight spaces of Deathstorm and place 1 Wound Marker on that figure's card. LAVA RESISTANT Deathstorm never rolls for molten lava damage or lava field damage and does not have to stop in molten lava spaces. FLYING Killer Frost (Caitlin Snow)
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![]() ![]() The figure used for this unit is a Heroclix figure from the Justice League: Trinity War set. Its model number and name are #045 / Killer Frost. SECRET IDENTITY = CAITLIN SNOW SPECIES =METAHUMAN UNIQUENESS = UNIQUE HERO CLASS = CRIMINAL PERSONALITY = CONFLICTED SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 5 RANGE = 5 ATTACK = 5 DEFENSE = 5 POINTS = ??? CRYOKINETIC PHYSIOLOGY At the start of the game, you may place a white Frost Marker on this card. While the Frost Marker is on this card, Killer Frost has the class of Scientist instead of what is listed on this card. At the end of each round, if the Frost Marker is on this card, you may remove it and a Wound Marker from this card. CRAVING HEAT After taking a turn with Killer Frost, if the Frost Marker is not on this card, you must, if possible, choose a figure adjacent to Killer Frost that is not an Android, Construct, or Undead. Roll the 20-sided die, adding 4 to the roll if the chosen figure has the Lava Resistant special power. If you roll 14 or higher, the chosen figure receives a wound and you must place the Frost Marker on this card. HEAT ABSORPTION Whenever Killer Frost would receive one or more wounds in an attack from a figure with the Lava Resistant special power, ignore one of those wounds. After using this special power, place the Frost Marker on this card. Flash
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Black Flash
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![]() The figure used for this unit is a Heroclix figure from the Brave and the Bold set. Its model number and name are #044 / Black Flash. NAME = BLACK FLASH SECRET IDENTITY = SPECIES = ENTITY UNIQUENESS = EVENT HERO CLASS = ANTAGONIST PERSONALITY = RELENTLESS SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 12 RANGE = 1 ATTACK = 4 DEFENSE = 0 POINTS = ??? DEATH OF SPEEDSTERS At the start of the game, choose an opponent's Unique Hero to be Black Flash's Quarry. At the end of each round, if Black Flash has not inflicted at least one wound against his Quarry this round, place a Wound Marker on this card. When his Quarry is destroyed, you must choose another enemy Unique Hero to be Black Flash's Quarry. Whenever you choose a figure to be Black Flash's Quarry, you must choose a figure that has either the Superspeed or Speed Force special power, if possible. SPEED FORCE APPARITION Black Flash may move through all figures, never takes leaving engagement attacks, and does not have to stop his movement when entering water spaces. Black Flash cannot receive wounds or be destroyed by any means except for special powers on this army card. RACE AGAINST TIME Immediately after his Quarry moves normally or with the Superspeed special power, you may move Black Flash up to X spaces, where X is the number of spaces his Quarry moved. If Black Flash ends this movement adjacent to his Quarry, roll an unblockable attack die against his Quarry. ------------------ Bio - The Black Flash is an ill portent for speedsters, as he (or it) is the one to bring them into the Speed Force when they die. Only Wally West is known to have thwarted him, by winning a race to the edge of time. Flash (JL)
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![]() The figure used for this unit is a Heroclix figure from the DC 10th Anniversary set. Its model number and name are #010 / The Flash. NAME = FLASH SECRET IDENTITY = BARRY ALLEN SPECIES = METAHUMAN UNIQUENESS = UNIQUE HERO CLASS = SCIENTIST PERSONALITY = BOLD SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 12 RANGE = 1 ATTACK = 5 DEFENSE = 8 POINTS = ??? SOMETHING SOMETHING 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, Officer, or Scientist, to a maximum of 5. When Flash is destroyed, for the rest of the game, Heroes you control add 2 to their Move numbers if they have the Speed Force or Superspeed special power, or at least one Justice League Marker on their Army Cards. 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 Gone In A Flash special power this turn, he may move up to an additional 4 spaces. GONE IN A FLASH After Flash or a friendly figure within 3 clear sight spaces rolls defense dice against an attack, you may immediately move Flash up to 4 spaces. After moving Flash normally or with this special power, you may remove a Justice League Marker from this card to choose one figure Flash moved through. Place the chosen figure adjacent to Flash. The chosen figure will not take any leaving engagement attacks. If that figure is controlled by an opponent, that opponent may roll an unblockable attack die against Flash. Max Mercury
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![]() The figure used for this unit is a Heroclix figure from the Flash set. Its model number and name are #002 / Max Mercury. The figure used for this unit is a Heroclix figure from the Flash Gravity Feed set. Its model number and name are #203 / Max Mercury. NAME = MAX MERCURY SECRET IDENTITY = SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = MYSTERY MAN PERSONALITY = WISE SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 10 RANGE = 1 ATTACK = 4 DEFENSE = 7 POINTS = ??? SUPERSPEED Max Mercury 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 Max Mercury, if he did not use his Zen Master of Speed special power this round, he may move up to an additional 4 spaces. ZEN MASTER OF SPEED Figures you control that have the Superspeed or Speed Force special power: -cannot have their Defense numbers reduced by any special power if they are within 6 clear sight spaces of Max Mercury. -cannot have their movement stopped by any special power if they began their movement within 6 clear sight spaces of Max Mercury. ______________________________________ Bio - The Zen Master of Speed, Max Mercury was born in the early 19th century, and granted a mystical connection to the Speed Force by a Blackfoot shaman. Since then, he has made his way to the present day by making small hops forward in time. Along the way, he's become a living legend, a hero under various names. He helped inspire Jay Garrick to become the first Flash, and in the modern day serves as a mentor to the younger speedsters, particularly Wally and Bart.Reverse-Flash (Daniel West)
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![]() The figure used for this unit is a Heroclix figure from the Flash set. Its model number and name are #027 / Reverse-Flash. NAME = REVERSE-FLASH SECRET IDENTITY = DANIEL WEST SPECIES = METAHUMAN UNIQUENESS = UNIQUE HERO CLASS = OUTLAW PERSONALITY = UNSTABLE SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 9 RANGE = 1 ATTACK = 4 DEFENSE = 6 POINTS = ??? SUPERSPEED Reverse-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 Reverse-Flash, if he did not use his Armor Shards Special Attack this turn, he may move up to an additional 4 spaces. ARMOR SHARDS SPECIAL ATTACK Range Special. Attack 3. Choose a figure that Reverse-Flash moved through this turn. This special attack affects the chosen figure and all figures adjacent to Reverse-Flash. Roll attack dice once. Each figure rolls defense dice separately. NEED FOR SPEED FORCE If there is at least one other figure on the battlefield with the Superspeed or Speed Force special power, Reverse-Flash has the class of Psychopath instead of what is listed on this card. When Reverse-Flash destroys a figure with the Superspeed or Speed Force special power, you may place that figure on this card. Reverse-Flash adds 1 to his Move and Attack numbers for each figure placed on this card with this special power. Samuroids
Spoiler Alert!
![]() The figure used for this unit is a Heroclix figure from the Flash set. Its model number and name are #010 / Samuroid. NAME = SAMUROIDS SECRET IDENTITY = SPECIES = ANDROID UNIQUENESS = COMMON SQUAD (3) CLASS = MINIONS PERSONALITY = EFFICIENT SIZE/HEIGHT = MEDIUM 5 LIFE = 1 MOVE = 5 RANGE = 1 ATTACK = 3 DEFENSE = 5 POINTS = ??? SAMUROID SWARM After revealing an Order Marker on the card of a Mastermind you control and instead of taking a turn with that Mastermind, you may either take a turn with the Samuroids or move up to 6 Samuroids you control. COUNTER STRIKE When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. FLYING ____________________________________ Bio - The Samuroids were created years ago by robotics genius T.O. Morrow. Due to their age, the Samuroids aren't the most sophisticated of his creations, but they've still been exploited by a variety of nefarious characters over the years. They've faced off against more than one Flash in that time, and been bested by both Barry and Jay.____________________________________ Notes - Wanted to keep these guys pretty streamlined and let them work as good minions for whomever.Zoom
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![]() The figure used for this unit is a Heroclix figure from the Flash set. Its model number and name are #047 / Zoom. NAME = ZOOM SECRET IDENTITY = HUNTER ZOLOMON SPECIES = METAHUMAN UNIQUENESS = UNIQUE HERO CLASS = ANTAGONIST PERSONALITY = OBSESSIVE SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 5 RANGE = 1 ATTACK = 3 DEFENSE = 7 POINTS = 250? LOCALIZED CHRONOKINESIS Zoom never takes leaving engagement attacks. After revealing an Order Marker on this card and taking a turn with Zoom, you may take up to two additional turns with Zoom. During these turns, Zoom may not use any special power on any glyph. You may not take any additional turns with other figures. SONIC BOOM SPECIAL ATTACK Range Special. Attack 4. All figures within 2 spaces of Zoom that do not have the Superspeed or Speed Force special power are affected by this special attack. Roll attack dice once for all affected figures. Each affected figure rolls defense dice separately. This special attack may only be used once per round. SPEED ASSAULT When Zoom defends against an attack, if you roll at least one blank and Zoom is not destroyed by the attack, Zoom may immediately move up to 4 spaces. If he ends this move adjacent to the attacking figure, that figure receives one wound. Titans
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Flash (Wally)
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![]() The figure used for this unit is a Heroclix figure from the Wonder Woman set. Its model number and name are #005, #008 / The Flash. NAME = FLASH SECRET IDENTITY = WALLY WEST SPECIES = METAHUMAN UNIQUENESS = UNIQUE HERO CLASS = TITAN PERSONALITY = TRICKY SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 12 RANGE = 1 ATTACK = 4 DEFENSE = 5 POINTS = ??? 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 Speed Phase this turn, he may move up to an additional 4 spaces. SPEED PHASE Once per turn, at any point before or during Flash's normal movement, as long as Flash is on a space where he could end his movement, you may subtract any number of spaces from his movement. Choose a space that is not more than 2 levels up or down, and is exactly X straight line spaces away from Flash's current placement, where X is the number of spaces subtracted from his movement. Place Flash on the chosen space. TITAN FORTITUDE If Flash is adjacent to at least 1 Hero you control that is a Titan or has the Superspeed special power, Flash and all Titans and figures with the Superspeed special power you control adjacent to him roll 1 additional attack and defense die. _______________________________________________________ Bio - After being temporarily erased from the timeline by Abra Kadabra, Wally West spent years trapped in the Speed Force. Wally was able to temporarily escape several times, but when he tried to make contact with heroes to rescue him, they didn't remember him. He was eventually saved when his longtime friend and mentor, Barry Allen, remembered him and pulled him out of the Speed Force. Wally took on a new costume and rejoined his old teammates, the Titans. The Titans didn't remember him at first, but he was able to jog their memories and reignite the friendships that he had lost when Abra Kadabra erased him from history. He rejoined the Titans and enlisted their help in defeating Abra Kadabra, who made a second attempt on Wally's life (and existence) after his first proved fruitless.Jericho
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NAME = JERICHO
SECRET IDENTITY = JOSEPH WILSON SPECIES = METAHUMAN UNIQUENESS = UNIQUE HERO CLASS = TITAN PERSONALITY = UNSTABLE SIZE/HEIGHT = MEDIUM 4 LIFE = 4 MOVE = 5 RANGE = 1 ATTACK = 3 DEFENSE = 4 POINTS = ??? EYE CONTACT POSSESSION After taking a turn with Jericho, you may choose an opponent's Unique Hero within 3 clear sight spaces that is not a Construct or Android and does not have the Mental Shield or Radar Sense special power and roll the 20-sided die. Add 3 to your roll if the chosen figure is adjacent. If you roll 19 or higher, take control of the chosen Hero and place Jericho on this card. That Hero is now considered Possessed. Return control of any previously Possessed Hero to the player that controlled it before it became Possessed. While a Hero is Possessed, it has the class of Titan instead of what is listed on its card and after taking a turn, that Hero may use this special power. UNSTABLE BODY-HOPPER After taking a turn with any figure you control, if Jericho has been placed on this card with his Eye Contact Possession special power, roll the 20-sided die. Subtract 3 from your roll if Jericho was not in your army at the start of the game and subtract 3 from your roll if Jericho's Possessed Hero has an Insane or Unstable personality. If you roll: -1 or lower, choose an opponent to take control of Jericho and Jericho's Possessed Hero. -2-7, place Jericho adjacent to his Possessed Hero, if possible. If you do, return control of Jericho and the Possessed Hero to the players that controlled them at the start of the game. -8 or higher, nothing happens. Wonder Woman Villains
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Circe
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![]() The figure used for this unit is a Heroclix figure from the Cosmic Justice set. Its model number and name are #079-081 / Circe. NAME = CIRCE SECRET IDENTITY = SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = SORCERESS PERSONALITY = ENVIOUS SIZE/HEIGHT = MEDIUM 5 LIFE = 7 MOVE = 6 RANGE = 4 ATTACK = 6 DEFENSE = 4 POINTS = ??? MEN TO PIGS Start the game with 3 green Beastiamorph Markers. Before moving, you may choose an opponent's Common or Unique figure within 3 spaces of Circe that is not an Olympian and does not have the Magical Defense special power. Roll the 20-sided die. If you roll 12 or higher and the chosen figure is a Common or Squad figure, destroy it. If you roll 12 or higher and the chosen figure is a Unique Hero, move one of your Beastiamorph Markers from any card to the chosen Hero's card. While a Unique Hero has one of your Beastiamorph Markers on its card, it cannot roll for leaving engagement attacks and has the species of Pig, a size of small, and a height of 3 instead of what is listed on its card MAGICAL DEFENSE When Circe is attacked by an opponent's figure that does not have the Magical Defense special power, the most wounds Circe can take for this attack is one. FLYING Marvel Agents & Spies
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Agents
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Henry Gyrich
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![]() The figure used for this unit is a Heroclix figure from the Superman and Wonder Woman set. Its model number and name are #006 / Investigative Reporter. NAME = HENRY GYRICH SECRET IDENTITY = SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = AGENT PERSONALITY = OBSTRUCTIVE SIZE/HEIGHT = MEDIUM 5 LIFE = 3 MOVE = 5 RANGE = 5 ATTACK = 2 DEFENSE = 2 POINTS = ??? RED TAPE Before rolling for initiative, if there are no Order Markers on this card and you control at least one other Unique Hero on the battlefield, you must choose an opponent. That opponent may add or subtract 5 from your initiative roll. NEGOTIATION Before moving, you may choose one Unique Hero adjacent to Henry Gyrich and remove one unrevealed Order Marker at random from the chosen figure's Army Card. Negotiation cannot be used against figures with the Insane personality and can only be used once per round. Henry Gyrich cannot attack the chosen figure on the same turn that he uses Negotiation. ________________________________________ Bio - Henry Peter Gyrich first ran afoul of the superhero community when the National Security Council assigned him with the task of investigating the Avengers to determine if Earth's Mightiest Heroes deserved their security clearance. Unimpressed with the Avengers, Gyrich began imposing severe restrictions on the team. Eventually, finding Gyrich's methods interfered too heavily with the Avengers' operations, the National Security Council removed him and replaced him with a friendlier liaison. However, Gyrich has continued to serve in various government roles. He has held positions in S.W.O.R.D., the CSA, and the Initiative, and even worked directly for the Avengers for a time.Monica Chang
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![]() The figure used for this unit is a Heroclix figure from the Age of Ultron set. Its model number and name are #011 / Monica Chang. NAME = MONICA CHANG SECRET IDENTITY = SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = AGENT PERSONALITY = PROFESSIONAL SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 5 RANGE = 5 ATTACK = 4 DEFENSE = 3 POINTS = ??? A.I. DIVISION CHIEF After revealing an Order Marker on the card of a Unique Android Hero you control and taking a turn with that Hero, you may take an immediate turn with any Agent Squad you control. You may not take any additional turns with any other figures. ______________________________________ Bio - The head of S.H.I.E.L.D.'s Artificial Intelligence division, Monica Chang's job is to take down rogue AIs and deal with developing AI threats. To that end, she worked with the Avengers Hank Pym and Vision to recruit a team of android Avengers that would be able to address threats from, and to, the AI community.Spies
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Black Widow (Yelena Belova)
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![]() The figure used for this unit is a Heroclix figure from the Captain America set. Its model number and name are #019 / Yelena Belova. NAME = BLACK WIDOW SECRET IDENTITY = YELENA BELOVA SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = SPY PERSONALITY = BITTER SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 6 RANGE = 7 ATTACK = 3 DEFENSE = 4 POINTS = 160? AGENT OPPOSITION At the start of the game, choose an opponent's Unique Agent Hero. When attacking with Black Widow, if she could attack the chosen Hero, she may not attack any other figure. Black Widow rolls an additional attack die when attacking any Agent Hero with her normal attack. COUNTER-ESPIONAGE Opponents' figures without the Super Strength special power cannot move through Black Widow and cannot use any special powers on their Army Cards to ignore leaving engagement attacks from her. CLOSE COMBAT EXPERT When attacking an opponent's adjacent figure with a normal attack, add one automatic skull to whatever is rolled. When defending against a normal attack from an adjacent figure, add one automatic shield to whatever is rolled. ________________________________________ Bio - Created by a successor to the Red Room program that trained the original Black Widow, Yelena proved to be less successful than her inspiration, who got the better of Yelena in a series of encounters. Yelena has since wavered morally, but most often serves as an opponent to the Avengers and other super-teams.Atlanteans
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Elite Atlantean Warriors
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NAME = ELITE ATLANTEAN WARRIORS
SECRET IDENTITY = SPECIES = ATLANTEAN UNIQUENESS = COMMON SQUAD (3) CLASS = WARRIORS PERSONALITY = LOYAL SIZE/HEIGHT = MEDIUM 5 LIFE = 1 MOVE = 5 RANGE = 1 ATTACK = 3 DEFENSE = 5 POINTS = ??? (NOT QUITE SURE WHAT TO NAME THIS - ANGLING FOR SORT OF A LIGHT-TOUCH FIERCE WARRIOR THING?) Add 1 to your initiative roll for each Elite Atlantean Warrior you control that is engaged, to a maximum of +6. ATLANTEAN BONDING After revealing an Order Marker on the card of a Unique Atlantean Hero you control and before taking a turn with that Hero, you may take a turn with the Elite Atlantean Warriors. WATER STRENGTH 1 An Elite Atlantean Warrior does not stop his movement when entering water spaces. Add 1 to an Elite Atlantean Warrior's attack and defense while he is on a water space. SUPER STRENGTH Avengers
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Avengers Academy
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Giant-Man (II)
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![]() The figure used for this unit is a Heroclix figure from the Chaos War LE 2012 Convention Exclusive set. Its model number and name are #200 / Giant-Man. SECRET IDENTITY = HANK PYM SPECIES = MUTATE UNIQUENESS = UNIQUE HERO CLASS = TEACHER PERSONALITY = BRILLIANT SIZE/HEIGHT = HUGE 20? LIFE = 5 MOVE = 6 RANGE = 1 ATTACK = 5 DEFENSE = 7 POINTS = 250? AVENGERS ACADEMY INSTRUCTOR At the start of the game, you may choose one other Unique Hero you control and place a white Avenger Marker on its card. After revealing an Order Marker on this card or any other Army Card you control that has an Avenger Marker on it and taking a turn with that card, you may choose up to two Unique Student Heroes that have not yet taken a turn this round and take an immediate turn with each chosen figure. You may not take any additional turns with any other figures. If you choose more than one Student to take a turn, those Students may not attack during their turns. STUDENT PROTECTOR If a figure you control within 3 spaces of Giant-Man would receive one or more wounds from a normal attack, and Giant-Man is not engaged, you may instead place one Wound Marker on this card. If the defending figure is a Student, after placing one Wound Marker on this card, you may place the defending figure adjacent to Giant-Man. Any figure moved by Student Protector will not take any leaving engagement attacks. GARGANTUAN REACH or GIGANTIC REACH 2? Giant-Man may add 2 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 _________________________________ Bio - Perhaps the greatest victims of Norman Osborn's Dark Reign were the young heroes enrolled in the Initiative - when Norman became America's top cop, he inherited control of the Superhero Registration infrastructure responsible for training the next generation of heroes. Osborn's methods were questionable to say the least, and left many of his 'recruits' psychologically damaged or with out-of-control superpowers.When the Avengers dethroned Osborn, Hank Pym started the Avengers Academy to help atone for the mistakes that had led to Osborn taking power. The Academy started out with a class of six students who had been experimented on and trained by Osborn. These students were ostensibly chosen because they were the most promising young heroes available, but Hank and the Avengers had a secret ulterior motive; all six of the students, thanks to Osborn's influence, were at risk of becoming supervillains without proper tutelage. Despite initial mistrust between the Academy faculty and students, Hank formed a close bond with his Avengers-in-training. Hazmat
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![]() The figure used for this unit is a Heroclix figure from the Avengers Assemble set. Its model number and name are #006 / Hazmat. SECRET IDENTITY = JENNIFER TAKEDA SPECIES = MUTATE UNIQUENESS = UNIQUE HERO CLASS = STUDENT PERSONALITY = BITTER SIZE/HEIGHT = MEDIUM 4 LIFE = 4 MOVE = 5 RANGE = 5 ATTACK = 3 DEFENSE = 4 POINTS = 140? RADIOACTIVE BLASTS Figures without the Environmental Suit special power roll 1 fewer defense die against Hazmat's normal attack. If a figure receives one or more wounds from Hazmat's normal attack, you may roll the 20-sided die. If you roll 11 or higher, that figure receives an additional wound. CONTAINMENT SUIT At the end of each round, if there is at least one Wound Marker on this card, roll the 20-sided die, one at a time, for each figure adjacent to Hazmat that does not have the Environmental Suit special power. If you roll 11 or higher, that figure receives a wound. __________________________________ Bio - When Jennifer Takeda's powers first manifested, she nearly killed her boyfriend. She was quickly quarantined when doctors realized that she was emitting dangerous amounts of radiation. Norman Osborn, then America's top cop, discovered her and had her experimented on, making her already-lethal powers even more dangerous and forcing her to wear a containment suit to keep from poisoning everyone around her. After Osborn was deposed, Hank Pym offered her a place at Avengers Academy. She accepted, though her anger over her condition initially led her to clash with her classmate. She struck up a relationship with Mettle, the only classmate immune to her radioactive output. Mettle
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![]() The figure used for this unit is a Heroclix figure from the Avengers Assemble set. Its model numbers and name are #007 / Mettle. SECRET IDENTITY = KEN MACK SPECIES = MUTATE UNIQUENESS = UNIQUE HERO CLASS = STUDENT PERSONALITY = LAID-BACK SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 5 RANGE = 1 ATTACK = 5 DEFENSE = 7 POINTS = 180? STUDENT GUARDIAN If Mettle is adjacent to another Student you control and is engaged with at least one enemy figure, add 1 to his normal attack and subtract 1 from his defense. Figures engaged with Mettle cannot attack Students without the Student Guardian special power. IRIDIUM BODY Mettle never rolls for molten lava damage or lava field damage. Whenever a special power on another Army Card or glyph refers to the Environmental Suit special power, it refers to this special power as well. SUPER STRENGTH ____________________________________________________ Bio - A surfer from Hawaii, Ken Mack discovered his powers in adolescence when a blow to the head stripped some of his skin away and exposed a red metallic surface below. Mettle was referred to Norman Osborn, then America's top cop, for help. Osborn's "help" turned out to be getting rid of all the rest of Ken's skin and experimenting on him. Ken's new form turned out to be extremely durable, super-strong, and virtually immune to the effects of radioactive materials.Ken was rescued by the Avengers and recruited into the Avengers Academy under the codename "Mettle". Mettle is afraid of hurting people with his powers, but is fiercely protective of his fellow students, particularly his girlfriend, Hazmat. Reptil
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![]() The figure used for this unit is a Heroclix figure from the Avengers Assemble set. Its model numbers and name are #008 / Reptil. SECRET IDENTITY = HUMBERTO LOPEZ SPECIES = MUTATE UNIQUENESS = UNIQUE HERO CLASS = STUDENT PERSONALITY = CONFIDENT SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 5 RANGE = 1 ATTACK = 4 DEFENSE = 5 POINTS = ??? DINOSAUR TRANSFORMATIONS After rolling for initiative, you may remove all green Dinosaur Markers from this card and place another Dinosaur Marker on this card. While there is a Dinosaur Marker on this card, if that marker is a: -Velociraptor Marker, Reptil adds 2 to his Move number and 1 to his Attack number. -T-Rex Marker, Reptil adds 2 to his Attack number and 1 to his Defense number. -Pterodactyl Marker, Reptil gains the Flying special power and adds 1 to his Defense number. -Triceratops Marker, Reptil adds 2 to his Defense number and cannot be moved by any special power on an opponent's Army Card. STUDENT LEADERSHIP After revealing an Order Marker on this card and instead of taking a turn with Reptil, you may choose one Student Hero you control or reveal an "X" Order Marker on this card to choose two Student Heroes you control. Take a turn with each chosen Hero. Reptil may be one of the chosen Heroes. DINOSAUR EMPATHY Friendly Dinosaurs and Pterosaurs adjacent to Reptil add 1 to their Defense numbers. SUPER STRENGTH _______________________________________________ Bio - Humberto Lopez is the son of archaeologists who, while on a dig, came into contact with the ancient Fossilized Amulet. The Amulet is an artifact that gives him the ability to transform (partially or entirely) into dinosaurs. Reptil was recruited into the Avengers Academy, and his classmates elected him as class leader.Avengers Allies
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Jet Black
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![]() The figure used for this unit is a Heroclix figure from the Nick Fury, Agent of SHIELD set. Its model number and name are #032 / Jet Black. SECRET IDENTITY = JET ZOLA SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = PRINCESS PERSONALITY = ARROGANT SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 6 RANGE = 1 ATTACK = 4 DEFENSE = 4 POINTS = ??? OMNI-SENSES Once per turn, instead of moving or instead of attacking with Jet Black, you may either view the power side of any one glyph that is symbol-side up or choose an opponent's figure within clear sight and view all unrevealed Order Markers on that figure's card. ESCRIMA ASSAULT SPECIAL ATTACK Range 1. Attack 3. Choose up to two figures to attack. Roll 3 attack dice once for all affected figures. Each figure rolls defense dice separately. After attacking with this special attack, Jet Black may attack with this special attack one additional time. CLOSE COMBAT EXPERT When attacking an opponent's adjacent figure with a normal attack, add one automatic skull to whatever is rolled. When defending against a normal attack from an adjacent figure, add one automatic shield to whatever is rolled. ______________________________________ Bio - The daughter of Arnim Zola, Jet was raised in Arnim's private universe, Dimension Z, where she was regarded as royalty. She helped Captain America to escape from Dimension Z and arrived in the real universe, where she struck up a romance with Falcon.Sleepwalker
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![]() The figure used for this unit is a Heroclix figure from the Guardians of the Galaxy set. Its model number and name are #056 / Sleepwalker. NAME = SLEEPWALKER SECRET IDENTITY = SPECIES = SLEEPWALKER UNIQUENESS = UNIQUE HERO CLASS = VIGILANTE? CRIME FIGHTER? PERSONALITY = GRIM SIZE/HEIGHT = MEDIUM 5 LIFE = 6 MOVE = 6 RANGE = 1 ATTACK = 6 DEFENSE = 6 POINTS = ??? WARP GAZE Instead of attacking with Sleepwalker, you may choose a figure within 4 clear sight spaces and roll the 20-sided die. If you roll 9 or higher and that figure: • is a destructible object, you may choose any figure adjacent to that destructible object to receive a wound. • is a Demon, it receives a wound. • has one or more figures placed on its card, you may remove one of those figures and, if the removed figure is not destroyed, you must place it on an empty space as close to the chosen figure as possible. SUPER STRENGTH FLYING ___________________________________________ NAME = RICK SHERIDANSECRET IDENTITY = SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = STUDENT PERSONALITY = LAID-BACK SIZE/HEIGHT = MEDIUM 5 LIFE = 2 MOVE = 5 RANGE = 1 ATTACK = 1 DEFENSE = 2 POINTS = ??? GOING TO SLEEP At the start of each round, before placing Order Markers, if Sleepwalker is in your army and destroyed, and Rick is unengaged, you may remove all Wound Markers from Sleepwalker's card and place him on any empty space adjacent to Rick. WAKING UP If you control Sleepwalker, at the end of any player's turn, you must destroy Sleepwalker if Rick attacked, was moved, or was destroyed during that turn. Bio - Rick is just an ordinary college student, and Sleepwalker is just an ordinary dream cop trapped in his head. Sleepwalker is only able to exit the Mindscape and enter the real world when Rick is asleep. Sleepwalker is a powerful force for good, but only as long as Rick remains asleep. When Rick wakes up, Sleepwalker disappears back into the Mindscape. Yellowjacket (Rita DeMara)
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![]() The figure used for this unit is a Heroclix figure from the Age of Ultron set. Its model number and name are #007 / Yellowjacket. NAME = YELLOWJACKET SECRET IDENTITY = RITA DEMARA SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = THIEF PERSONALITY = RELUCTANT SIZE/HEIGHT = MEDIUM 4 LIFE = 4 MOVE = 6 RANGE = 1 ATTACK = 4 DEFENSE = 4 POINTS = 120? PYM PARTICLE SHRINK Start the game with a yellow Pym Marker. At the start of the game, and before taking a turn with Yellowjacket, you may place or remove the Pym Marker. While the Pym Marker is on this card, Yellowjacket's size and height are considered to be tiny 2; she subtracts one from her Move, Attack and Defense numbers; she cannot be targeted by non-adjacent figures for attacks or special powers and only takes leaving engagement attacks from tiny figures. YELLOWJACKET STING SPECIAL ATTACK Range 2. Attack 2. Instead of moving and attacking normally with Yellowjacket, you may move Yellowjacket up to 5 spaces. Yellowjacket can attack up to 2 times with this special attack at any point before, during, or after this move as long as she is on a space where she could end her movement. When defending against this special attack, a figure that is not a destructible object cannot roll more than 2 defense dice. FLYING __________________________________________ Bio - Rita DeMara became Yellowjacket when, following in the footsteps of Scott Lang, she stole the Yellowjacket suit from Hank Pym. She started out using the suit for crime and fell in with the Masters of Evil. However, unbeknownst to her, an emergency beacon design to summon reservist Avengers had been left in her suit. When the beacon was activated, Yellowjacket paid the Avengers a visit to have it turned off and ended up being dragged into the ongoing crisis, teaming up with the Avengers to fight the High Evolutionary.Rita was nearly made an official Avenger, but got cold feet and returned to her criminal ways. However, after a trip to the 31st Century, she earned her redemption in full and became a Guardian of the Galaxy. Unfortunately, she was killed by a brainwashed Iron Man when she tried to return to the present. Avengers Members
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Black Panther (II)
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![]() The figure used for this unit is a Heroclix figure from the ??? set. Its model number and name are #??? / ???. NAME = BLACK PANTHER SECRET IDENTITY = T'CHALLA SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = KING PERSONALITY = CUNNING SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 6 RANGE = 1 ATTACK = 5 DEFENSE = 5 POINTS = ??? SECRET PLAN After revealing an Order Marker on this card and before taking a turn with Black Panther, you may reveal an "X" Order Marker on the card of any other Unique Hero you control and choose one of the following: -after Black Panther's turn, you may take a turn with that Unique Hero. You may not take any additional turns with any other figures. -during Black Panther's turn, figures engaged with that Unique Hero subtract 1 from their Defense numbers, cannot roll for any leaving engagement attacks, and cannot be moved by any special powers. AGILE ASSAULT When Black Panther attacks, he may attack one additional time. After each attack, for each shield rolled, you may move him one space up to 6 levels up or down. Black Panther will not take any leaving engagement attacks when moving with Agile Assault. VIBRANIUM ARMOR When rolling defense dice against a normal attack, add 1 automatic shield to whatever is rolled and if at least one blank is rolled, the most wounds Black Panther can take from this attack is one. Goliath (Clint Barton)
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![]() The figure used for this unit is a Heroclix figure from the Avengers Assemble set. Its model number and name are #066 / Goliath. NAME = GOLIATH SECRET IDENTITY = CLINT BARTON SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = AVENGER PERSONALITY = INSECURE SIZE/HEIGHT = HUGE 10 LIFE = 4 MOVE = 6 RANGE = 1 ATTACK = 5 DEFENSE = 6 POINTS = 160-170? SOMETHING TO PROVE If Goliath attacks with his normal attack and does not inflict any wounds, he must attack the same figure one additional time, if possible. For this attack, add 1 automatic skull to whatever is rolled, and all excess shields from the defending figure count as unblockable hits inflicted on Goliath by that figure. NOT WITHOUT A FIGHT When Goliath defends against a normal or special attack, if there is at least one unrevealed Order Marker on this card, the most wounds he can take is one. SUPER STRENGTH Iron Man (Heavy Duty)
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![]() The figure used for this unit is a Heroclix figure from the Avengers Assemble set. Its model number and name are #062 / Iron Man. NAME = IRON MAN SECRET IDENTITY = TONY STARK SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = GUARDIAN PERSONALITY = ARROGANT SIZE/HEIGHT = LARGE 7 LIFE = 6 MOVE = 5 RANGE = 1 ATTACK = 7 DEFENSE = 6 POINTS = ??? CROWD CONTROL SPECIAL ATTACK Range 5. Attack 4. Before attacking with this special attack for the first time this turn, choose one of the following effects: -After attacking with this special attack, Iron Man may attack with it two additional times. He cannot attack the same figure more than once. -For each skull rolled, the defending figure subtracts 1 from its Defense number. -You may choose one non-adjacent figure to target for this attack, even if Iron Man is engaged. The chosen figure, and all figures adjacent to Iron Man, are affected by this special attack. Roll attack dice once for all affected figures. FORCE FIELD X If Iron Man is attacked and at least one skull is rolled, you may reveal an "X" Order Marker on this card to ignore the attack. SUPER STRENGTH FLYING _________________________________ Bio - Tony Stark developed the Heavy Duty armor in order to fight a group of Extremis-enhanced individuals. He used it several more times to fight particularly large threats, leading up to a clash with the Hulk. The armor hadn't been developed with that particular battle in mind, and the Green Goliath tore it apart in short order.Iron Man (Phoenixbuster)
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![]() The figure used for this unit is a Heroclix figure from the Avengers vs X-Men set. Its model number and name are #104 / Phoenix Buster Iron Man. NAME = IRON MAN SECRET IDENTITY = TONY STARK SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = GUARDIAN PERSONALITY = ARROGANT SIZE/HEIGHT = HUGE 14 (double-space) LIFE = 6 MOVE = 6 RANGE = 4 ATTACK = 6 DEFENSE = 6 POINTS = ??? IMPERVIOUS An opponent may never roll for leaving engagement attacks against Iron Man or roll unblockable attack dice against Iron Man for a special power. ENVIRONMENTAL SUIT When rolling defense against a special attack, Iron Man always adds 1 automatic shield to whatever is rolled. If Iron Man is chosen by an opponent for a special power requiring a 20-sided die roll, the opponent must subtract 2 from that die roll. MENTAL SHIELD An opponent may never take temporary or permanent control of Iron Man. SUPER STRENGTH FLYING Bio - During a conflict between the Avengers and the X-Men over how to handle the reemergence of the Phoenix Force, Iron Man built this colossal 'armor' in order to go into space and fight the cosmic entity. His effort to kill the Phoenix was only a partial success, resulting in the Phoenix Force fracturing into five parts that possessed different X-Men. Stingray
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![]() The figure used for this unit is a Heroclix figure from the Avengers set. Its model numbers and name are #014 / Stingray. NAME = STINGRAY SECRET IDENTITY = WALTER NEWELL SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = ENGINEER PERSONALITY = DEDICATED SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 5 RANGE = 1 ATTACK = 5 DEFENSE = 5 POINTS = ??? SOMETHING SOMETHING RESERVIST OCEAN GUY When any other Unique Hero you control that is an Atlantean or has an Avenger Marker on its card is destroyed, you may move any unrevealed Order Markers from that figure's card to this card and, if there is not an Avenger Marker on this card, you may move an Avenger Marker from that figure's card to this card. WATER GLIDER Stingray does not stop his movement when entering a water space. When counting spaces for Stingray's normal movement, you may ignore elevation changes of up to 2 levels when Stingray moves onto or off of a water space. ELECTRIC SHOCK SPECIAL ATTACK Range 1. Attack 4. Figures with the Electrically Charged special power are not affected by this special attack, and figures occupying a water space roll 2 fewer defense dice against this special attack. SUPER STRENGTH Wasp
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![]() The figure used for this unit is a Heroclix figure from the Avengers Infinity set. Its model number and name are #044 / Wasp. NAME = WASP SECRET IDENTITY = NADIA VAN DYNE SPECIES = MUTATE UNIQUENESS = UNIQUE HERO CLASS = SCIENTIST PERSONALITY = ENTHUSIASTIC SIZE/HEIGHT = MEDIUM 4 LIFE = 3 MOVE = 6 RANGE = 3 ATTACK = 3 DEFENSE = 4 POINTS = ??? PYM PARTICLE SHRINK Start the game with a red Pym Marker. At the start of the game, and before taking a turn with Wasp, you may place or remove the Pym Marker. While the Pym Marker is on this card, Wasp's size and height are considered to be tiny 2; she subtracts one from her Move, Attack and Defense numbers; she cannot be targeted by non-adjacent figures for attacks or special powers and only takes leaving engagement attacks from tiny figures. TACTICAL STING When Wasp attacks a non-adjacent figure, subtract 1 die from that figure's defense roll, or 2 dice if Wasp is tiny. Destructible objects are not affected by Tactical Sting. CLOSE COMBAT EXPERT When attacking an opponent's adjacent figure with a normal attack, add one automatic skull to whatever is rolled. When defending against a normal attack from an adjacent figure, add one automatic shield to whatever is rolled. FLYING ___________________________________________ Bio - Hank Pym's first wife, Maria Trovaya, was kidnapped and killed by foreign agents before he ever met Janet Van Dyne. Unbeknownst to Hank, Maria had a daughter before she died: Nadia. Nadia was raised in the Red Room, the Russian organization that trained Black Widow. The Red Room's organizers attempted to use Nadia's scientific brilliance for their own sinister purposes, but she escaped to America, looking for her father. She didn't meet the seemingly-deceased Hank, but she was taken in by Janet and joined the Avengers. ___________________________________________ Notes - Basically a Wasp/Black Widow mash-up. With a pinch of Hank.Borrows some mechanics from Stature for the transformation, but the power isn't quite the same. Avengers Villains
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Ai Apaec
Spoiler Alert!
![]() The figure used for this unit is a Heroclix figure from the ??? set. Its model number and name are #??? / Ai Apaec. NAME = AI APAEC SECRET IDENTITY = SPECIES = MOCHE GOD UNIQUENESS = UNIQUE HERO CLASS = CHARLATAN PERSONALITY = ARROGANT SIZE/HEIGHT = MEDIUM 5 LIFE = 8 MOVE = 6 RANGE = 1 ATTACK = 5 DEFENSE = 4 POINTS = ??? SWING LINE 4 Instead of his normal move, Ai Apaec may use his Swing Line. Swing Line has a move of 4. When counting spaces for Ai Apaec’s Swing Line movement, ignore elevations. Ai Apaec may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Ai Apaec may not Swing Line more than 40 levels up or down in a single Swing Line. If Ai Apaec is engaged when he starts to Swing Line, he will not take any leaving engagement attacks. WHIRLWIND ASSAULT Ai Apaec may attack any or all figures adjacent to him. Roll each attack separately. THE DECAPITATOR When Ai Apaec inflicts one or more wounds on an adjacent Common or Unique figure with his normal attack, you may do one of the following: -once per turn, choose for that figure to receive one additional wound. -once per round, choose for that figure to receive two additional wounds. -once per game, if that figure does not have the Super Strength special power, destroy that figure. SUPER STRENGTH Death Adder
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![]() The figure used for this unit is a Heroclix figure from the Superior Foes of Spider-Man set. Its model numbers and name are #022 / Death Adder. SECRET IDENTITY = ROLAND BURROUGHS SPECIES = MUTATE UNIQUENESS = UNIQUE HERO CLASS = MERCENARY PERSONALITY = MENACING SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 7 RANGE = 1 ATTACK = 4 DEFENSE = 5 POINTS = 200? SERPENTINE MOVEMENT Death Adder does not have to stop his movement when entering water spaces and is never attacked when leaving engagements. TAIL WHIP When Death Adder attacks with his normal attack, you may choose one figure that is adjacent to both Death Adder and the defending figure. If the defending figure receives one or more wounds from Death Adder's normal attack, the chosen figure receives a wound. POISON TIPPED CLAWS 14 After attacking a Unique Hero with Death Adder's normal attack, if Death Adder rolled at least 1 skull, you may roll the 20-sided die. If you roll 14 or higher, the defending figure immediately receives one wound. Androids, Constructs, and Undead are not affected by Poison Tipped Claws. You may roll for Poison Tipped Claws even if Death Adder is destroyed in the attack. Killmonger
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![]() The figure used for this unit is a Heroclix figure from the ??? set. Its model numbers and name are #??? / ???. NAME = ERIK KILLMONGER SECRET IDENTITY = N'JADAKA SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = REVOLUTIONARY PERSONALITY = CUNNING SIZE/HEIGHT = MEDIUM 5 LIFE = 6 MOVE = 6 RANGE = 1 ATTACK = 5 DEFENSE = 5 POINTS = ??? SINGLE COMBAT CHALLENGE Before placing Order Markers at the start of each round, you may choose a Unique Hero that is engaged with Killmonger and has an Attack number of at least 5 listed on its card. The opponent must place at least as many Order Markers on the chosen Hero's card as you place on this card. BEST LAID PLANS Before rolling for initiative, you may choose an opponent's Army Card with at least one Order Marker on it. That opponent may remove one Order Marker from that Army Card. If he does not, subtract 2 from his initiative roll for each Order Marker on this card. BID FOR THE THRONE When Killmonger attacks a King, Queen or Ruler, add one automatic skull to whatever is rolled. Ms. Marvel (Karla Sofen)
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NAME = MS. MARVEL
SECRET IDENTITY = KARLA SOFEN SPECIES = MUTATE UNIQUENESS = UNIQUE HERO CLASS = CHARLATAN PERSONALITY = MANIPULATIVE SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 7 RANGE = 5 ATTACK = 5 DEFENSE = 5 POINTS = ??? TREACHEROUS LIEUTENANT Before rolling for initiative, if Ms. Marvel is on the battlefield, you must choose another Unique Hero in your army with two or more Order Markers on its card, if possible. -If you win initiative, you may immediately rearrange all Order Markers on Army Cards you control. -If you lose initiative, for the remainder of the round, her chosen Hero subtracts 1 from its Defense number while within clear sight of Ms. Marvel. DISTRACTING LIGHT If there is at least one unrevealed Order Marker on this card, opponents' figures within 5 clear sight spaces of Ms. Marvel cannot roll for leaving engagement attacks. Figures with the Radar Sense or Sensory Assault special powers are not affected by this special power. REACTIONARY PHASING If Ms. Marvel is attacked by an opponent's figure and at least 1 skull is rolled, roll the 20-sided die, adding 6 to your roll if the attacking figure is not adjacent to Ms. Marvel. If you roll 12 or higher, Ms. Marvel takes no damage. SUPER STRENGTH FLYING Red Skull (Telepath)
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![]() The figure used for this unit is a Heroclix figure from the Avengers Assemble set. Its model number and name are #060 / Red Skull. SECRET IDENTITY = JOHANN SCHMIDT SPECIES = CLONE UNIQUENESS = UNIQUE HERO CLASS = TELEPATH PERSONALITY = RUTHLESS SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 5 RANGE = 5 ATTACK = 4 DEFENSE = 5 POINTS = 250? HEADS OF HYDRA After revealing an Order Marker on this card and instead of taking a turn with Red Skull, you may take a turn with any Unique Hero you control. If that Hero is a Terrorist and it inflicts one or more wounds during its turn, you may take an immediate turn with a Terrorist Squad you control. You may not take any additional turns with any other figures. WILL DOMINATION At the beginning of any figure's turn, you may choose a Unique Hero within 8 clear sight spaces of Red Skull other than the figure taking a turn. Roll the 20-sided die. If you roll 14 or higher, take control of the chosen Hero. At the end of the turn, control of the chosen Hero returns to the player who controlled it before Will Domination. All Order Markers that were on the chosen Hero's card stay on the card. You may not use this special power again until the next time you reveal an Order Marker. ______________________________________________ Bio - The war between the Avengers and the X-Men culminated in the death of Charles Xavier at the hands of a Phoenix-possessed Cyclops. Rather than being treated with the respect it deserved, his corpse fell into the possession of the Red Skull. The Skull grafted portions of Xavier's brain onto his own in order to grant himself Xavier's telepathic abilities. The empowered Red Skull decided that mutants must be wiped out, bringing him into conflict with the newly-formed Avengers Unity Division, lead by Havok and Captain America.Thunderbolts
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Ghost (II)
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![]() The figure used for this unit is a Heroclix figure from the Invincible Iron Man set. Its model number and name are #036 / Ghost. NAME = GHOST SECRET IDENTITY = SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = TERRORIST PERSONALITY = PARANOID SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 5 RANGE = 4 ATTACK = 3 DEFENSE = 4 POINTS = ??? ANTI-CORPORATE ESPIONAGE If you win initiative, before revealing your first Order Marker, you may immediately move Ghost up to 5 spaces. After moving Ghost with this special power, you may roll an unblockable attack die, one at a time, against up to two figures he moved through or passed over. If you inflict a wound on an Industrialist or Visionary with this special power, you may remove an Order Marker at random from that figure's card. INTANGIBILITY Ghost can move through all figures and obstacles such as ruins, and is never attacked when leaving an engagement. Ghost cannot be targeted by opponents' non-adjacent figures for any attacks or for any opponents' special powers that require clear sight. GHOST TECH When a figure defends against Ghost's normal attack, subtract 1 from its Defense number if Ghost moved through or passed over that figure this turn. FLYING Joystick
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![]() ![]() The figure used for this unit is a Heroclix figure from the ??? set. Its model number and name are #??? / ???. NAME = JOYSTICK SECRET IDENTITY = JANICE OLIVIA YANIZESKI SPECIES = MUTATE UNIQUENESS = UNIQUE HERO CLASS = CRIMINAL PERSONALITY = DARING SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 6 RANGE = 5 ATTACK = 3 DEFENSE = 5 POINTS = ??? SUPERSPEED Joystick may move through all figures, never takes leaving engagement attacks, and does not have to stop her movement when entering water spaces. After taking a turn with Joystick, if she did not use her Fearless Blitz Special Attack this turn, she may move up to an additional 4 spaces. FEARLESS BLITZ SPECIAL ATTACK Range 1. Attack 3 + Special. Roll one additional attack die for each figure Joystick is engaged with. When attacking with this special attack, Joystick may attack with it one additional time. THRILL-SEEKING Before an opponent's figure rolls attack dice against Joystick, you may subtract any number of dice from her defense roll and place one black Thrill Marker [?] on this card for each die subtracted, to a maximum of 5 Thrill Markers. Joystick adds 1 to her Move and Attack numbers for each Thrill Marker on this card. At the start of each round, remove two Thrill Markers from this card. SUPER STRENGTH ________________________________________ Bio - Joystick is a former competitor in The Great Game - an illegal fighting tournament that pitted superhuman competitors against each other (and sometimes unwilling participants) in combat challenges. Joystick crossed paths with the likes of Ben Reilly and Kaine during her time in The Great Game, and when the Game eventually ended, she joined up with the Masters of Evil.She briefly served with the Thunderbolts, when the team was under the leadership of MACH-I and Songbird, but she never made a sincere attempt at reform. Janice made it very clear that she was just serving with the team as a source of cheap thrills, but that wasn't quite true - she turned out to be a mole, one of the Grandmaster's pawns in his conflict with Baron Zemo. She hasn't been seen since Zemo bested the Grandmaster. Luke Cage (II)
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![]() The figure used for this unit is a Heroclix figure from the Captain America set. Its model number and name are #014 / Luke Cage. SECRET IDENTITY = SPECIES = MUTATE UNIQUENESS = UNIQUE HERO CLASS = CRIME FIGHTER PERSONALITY = CONFIDENT SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 5 RANGE = 1 ATTACK = 5 DEFENSE = 8 POINTS = ??? THUNDERBOLTS PROGRAM At the start of the game, choose up to 6 Unique Heroes you control with the class of Creature, Criminal, Sorceress, or Terrorist and place a gray Nanite Marker on each of their Army Cards. For the rest of the game, Unique Heroes you control with Nanite Markers on their cards have the class of Crime Fighter instead of what is listed on their cards. "THE BOSS" When a Unique Hero you control with a Nanite Marker on its card is destroyed, you may move any unrevealed Order Markers from that card to this card or a different card you control that has a Nanite Marker. NANITE RESTRAINT If an opponent would take temporary or permanent control of Luke Cage or a Hero with one of your Nanite Markers on its card, you may instead remove an unrevealed Order Marker from this card. SUPER STRENGTH ____________________________________ Bio - When Steve Rogers took over as America's top cop, he also took over the Thunderbolts program that Norman Osborn had been misusing as his own personal wetworks team. Steve Rogers picked Luke Cage to be the new head of the Thunderbolts. Luke Cage's reformed Thunderbolts centered around giving criminals a real shot at turning their lives around, like Cage himself had. Luke Cage's team included a mix of career criminals like Juggernaut and Mister Hyde, and some of the original Thunderbolts team who had since redeemed themselves: Songbird, MACH-V, and Fixer.Moonstone
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![]() ![]() The figure used for this unit is a Heroclix figure from the Hammer of Thor set. Its model number and name are #022 / Moonstone. The figure used for this unit is a Heroclix figure from the Avengers Assemble set. Its model number and name are #031a / Moonstone. SECRET IDENTITY = KARLA SOFEN SPECIES = MUTATE UNIQUENESS = UNIQUE HERO CLASS = CRIMINAL PERSONALITY = MANIPULATIVE SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 7 RANGE = 5 ATTACK = 4 DEFENSE = 5 POINTS = ??? CUTTING LOSSES After taking a turn with any figure you control, if a Unique Hero you control within 5 clear sight spaces of Moonstone has only 1 Life remaining, you may destroy that figure. If you do, immediately move all unrevealed Order Markers from that Hero's card to this card and take a turn with Moonstone. You may not take any additional turns with any other figures. INTANGIBILITY Moonstone can move through all figures and obstacles such as ruins, and is never attacked when leaving an engagement. Moonstone cannot be targeted by opponents' non-adjacent figures for any attacks or for any opponents' special powers that require clear sight. SENSORY ASSAULT If Moonstone has clear sight on a non-adjacent figure’s Target Point, Moonstone rolls 1 additional attack die when attacking that figure with a normal attack. SUPER STRENGTH FLYING Photon (Genis-Vell)
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![]() The figure used for this unit is a Heroclix figure from the Supernova set. Its model number and name are #081 / Photon. NAME = PHOTON SECRET IDENTITY = GENIS-VELL SPECIES = KREE UNIQUENESS = UNIQUE HERO CLASS = CRIME FIGHTER PERSONALITY = TORMENTED SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 6 RANGE = 6 ATTACK = 5 DEFENSE = 5 POINTS = ??? TIME-SPACE SHUNT Whenever Photon would inflict one or more wounds on an opponent's figure, you may ignore any number of those wounds. If you do, place that figure on an empty space within X spaces of its current placement, where X is the number of wounds ignored. Figures moved with this special power will not take any leaving engagement attacks. COSMIC AWARENESS If an opponent chooses Captain Marvel for any special power and rolls the 20-sided die, you may subtract 4 from the roll. When rolling defense against an attack, add one automatic shield to whatever is rolled. All excess shields count as unblockable hits on the attacking figure. COSMIC INSTABILITY If there are at least 2 Wound Markers on this card and any figure ends its turn within 2 clear sight spaces of Photon, roll the 20-sided die. If you roll 8 or lower, the player that controls that figure must choose an opponent. The chosen opponent may roll the 20-sided die and place the chosen figure on an empty space exactly X spaces away from its current placement, where X equals the number rolled. Figures moved with this special power will not take any leaving engagement attacks. SUPER STRENGTH FLYING Troll
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![]() The figure used for this unit is a Heroclix figure from the Mighty Thor set. Its model number and name are #039 / Troll. NAME = TROLL SECRET IDENTITY = GUNNA SIJURVALD SPECIES = ASGARDIAN UNIQUENESS = UNIQUE HERO CLASS = BRUTE PERSONALITY = LOYAL SIZE/HEIGHT = MEDIUM 4 LIFE = 6 MOVE = 7 RANGE = 1 ATTACK = 5 DEFENSE = 5 POINTS = ??? RAFT 'BOLTS Start the game with a gray Nanite Marker on this card. SAVAGE TAG-ALONG After revealing an Order Marker on the card of a Savage Unique Hero you control and moving that Hero, if Troll is within 6 clear sight spaces of that Hero, you may move Troll. CLEAVE If Troll inflicts a wound on an adjacent figure with her normal attack, that figure receives 1 additional wound, or 2 additional wounds if it is a destructible object. SUPER STRENGTH Deadpool
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Deadpool Allies
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Gwenpool
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![]() The figure used for this unit is a Heroclix figure from the ??? set. Its model number and name are #??? / ???. SECRET IDENTITY = GWEN POOLE SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = MERCENARY PERSONALITY = ENTHUSIASTIC SIZE/HEIGHT = MEDIUM 4 LIFE = 3 MOVE = 5 RANGE = 5 ATTACK = 3 DEFENSE = 3 POINTS = ??? FANGIRL KNOWLEDGE Before taking a turn with Gwenpool, you may choose any figure within clear sight of Gwenpool that has a secret identity and view all Order Markers on that figure's card. DEUS EX MACHINA SPECIAL ATTACK Range 5. Attack 2. When defending against this special attack, Common figures cannot roll defense dice and Unique figures cannot roll more than one defense die. PLOT ARMOR When Gwenpool defends against an attack, she adds one automatic shield to whatever is rolled for each unrevealed Order Marker on this card, to a maximum of two. __________________________________________________ Bio - Gwen Poole is a superhero superfan from a universe like our own, where heroes are just characters in comic books. After finding herself somehow transported into the Marvel Universe, she quickly put on a costume and started taking mercenary jobs as Gwenpool. Her reasoning is, of course, that anyone without a costume is just an extra that can be killed off as the plot demands. Gwen is aware that she's in the Marvel universe of her beloved comics, and exploits both her knowledge of the other characters' lives and the tropes of superhero comics in order to succeed as a mercenary.Deadpool Enemies
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T-Ray
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![]() The figure used for this unit is a Heroclix figure from the Deadpool set. Its model number and name are #056 / T-Ray. SECRET IDENTITY = WADE WILSON? SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = MERCENARY PERSONALITY = RUTHLESS SIZE/HEIGHT = MEDIUM 6 LIFE = 6 MOVE = 6 RANGE = 1 ATTACK = 5 DEFENSE = 5 POINTS = 230? VENGEFUL OBSESSION At the start of the game, choose an opponent's Unique Hero to be T-Ray's Obsession. T-Ray rolls an additional die when attacking his Obsession, and after T-Ray casts the Spell of Teleportation Pursuit to move adjacent to his Obsession, do not discard that Spell. HEALING NEGATION If T-Ray inflicts at least one wound on an adjacent figure with his normal attack, that figure cannot use any special power to remove Wound Markers from its Army Card until the next time you reveal an Order Marker. MYSTICAL INTIMIDATION Figures without the Super Strength or Magical Defense special powers subtract 1 from their normal Attack numbers when attacking T-Ray. Fearless and Insane figures are not affected by Mystical Intimidation. MAGICAL PROFICIENCY T-Ray may cast Spells as if he had the Magical Defense special power. While T-Ray is casting a Spell, whenever a special power on an Army Card or glyph refers to the Magical Defense special power, it refers to this special power as well. __________________________________________ TELEPORTATION PURSUITUnique Spell ?? Points After an enemy figure is moved or placed, if that figure was adjacent to this figure before moving, this figure may immediately cast this spell. Place this figure adjacent to that enemy figure, if possible. This figure will not take any leaving engagement attacks. __________________________________________ Bio - T-Ray, intimidating even to his fellow mercenaries, gained his hulking physical form and considerable mystical powers through dark magic. It's rumored that he even went so far as selling his soul. T-Ray is an enemy to Deadpool, not only competing with Wade for merc jobs, but also going above and beyond to tamper with Deadpool's personal life and hinder his efforts at earning redemption. T-Ray's fixation on Wade comes from his belief that he, T-Ray, is the real Wade Wilson. He blames Deadpool for ruining his life and stealing his name. His most grandiose attempt to prove what an awful person Deadpool is was bringing Deadpool to Hell, to be confronted by the souls of all the people he'd killed over the years.But who's the real deal? Depends on who you ask... Widdle Wade
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![]() The figure used for this unit is a ??? figure from the ??? set. Its model number and name are #??? / ???. NAME = WIDDLE WADE SECRET IDENTITY = SPECIES = CLONE UNIQUENESS = UNIQUE HERO CLASS = YAKUZA PERSONALITY = DETERMINED SIZE/HEIGHT = SMALL 3 LIFE = 5 MOVE = 5 RANGE = 5 ATTACK = 3 DEFENSE = 5 POINTS = mid 200s? DOUBLE ATTACK When Widdle Wade attacks, he may attack one additional time. BOB AND WEAVE After rolling attack dice for a normal attack or after rolling defense dice, if you rolled at least one shield, you may immediately move Widdle Wade one space. Widdle Wade will not take leaving engagement attacks when moving with Bob and Weave. HEALING FACTOR X After taking a turn with Widdle Wade, 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. _______________________________________ Bio - Widdle Wade was a clone of Deadpool created by the Yakuza, with the specific goal of assassinating the Oyakata, an expert sumo wrestler. The Oyakata ended up reconciling with the Yakuza, however, and Wade's mission was called off. Refusing to accept this, Wade attempted to assassinate the Oyakata anyway, and the Yakuza hired the original Deadpool to defend him. Deadpool got the better of his clone, but with some difficulty; Widdle Wade proved every bit as skilled a killer as the original Deadpool, but provided a smaller and more nimble target._______________________________________ Notes - Got thinking about whether or not I was familiar with any Yakuza to expand that class, and this guy was all I could come up with.So essentially it's Deadpool with Bob and Weave, plus some different leftbox stuff. The different synergies and having a disengage option definitely give him substantial mechanical differentiation, though. We'd have to work out a mod, but you could probably make something of a full-size Deadpool. Marvel 2099
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Black Panther 2099
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![]() The figure used for this unit is a Heroclix figure from the Avengers Infinity set. Its model number and name are #013 / Black Panther 2099. NAME = BLACK PANTHER SECRET IDENTITY = K'SHAMBA SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = REVOLUTIONARY PERSONALITY = DECEPTIVE SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 6 RANGE = 1 ATTACK = 6 DEFENSE = 5 POINTS = 190? POPULAR UPRISING If an opponent controls a Ruler or Conqueror, all Common figures you control within clear sight of Black Panther roll an additional die when attacking a figure in that opponent's army. CONQUEROR'S CATSPAW When an opponent's Ruler or Conqueror chooses Black Panther for a special power and the 20-sided die is rolled, that opponent may add or subtract 3 from the roll. Once per round, after an opponent's Ruler or Conqueror takes a turn, that opponent may move an Order Marker from any other card you control to this card. VIBRANIUM ARMOR When rolling defense dice against a normal attack, add 1 automatic shield to whatever is rolled and if at least one blank is rolled, the most wounds Black Panther can take from this attack is one. ________________________________________ Bio - In one version of the year 2099 AD, Doctor Doom invaded Wakanda. He conquered the country and seemed sure to dominate Wakanda forever... until a hero rose up. Revolutionary K'Shamba became the hero of the people, and they bestowed the long-abandoned title and powers of Black Panther upon him. The newly-crowned Black Panther ousted Doom from Wakanda, seemingly restoring the country to peace and prosperity.But this was all a front - K'Shamba had been a pawn all along, mentally dominated by Doctor Doom. With his minion installed on the throne, Doom secretly maintained control of Wakanda's affairs. Doom 2099
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![]() The figure used for this unit is a Heroclix figure from the 2099 set. Its model number and name are #007 / Doom. NAME = DOOM SECRET IDENTITY = VICTOR VON DOOM SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = REVOLUTIONARY PERSONALITY = EGOMANIACAL SIZE/HEIGHT = MEDIUM 5 LIFE = 6 MOVE = 6 RANGE = 5 ATTACK = 5 DEFENSE = 6 POINTS = ??? PARAMILITARY TAKEOVER After revealing an Order Marker on this card, instead of taking a turn with Doom, you may take a turn with any other Unique Hero you control, or any Common Army Card you control that has the class of Agent or Soldier. After that turn, if Doom is within 5 clear sight spaces of an opponent's figure that has at least one Order Marker on its card, you may take a turn with Doom. You may not take any additional turns with any other figures you control. SECRET ATTACK PLAN Before any figure you control attacks with a normal attack, you may reveal an "X" Order Marker on this card and add one automatic skull to that attack. PHASE SHIFTER An opponent may never take temporary or permanent control of Doom. If there is at least one unrevealed Order Marker on this card, Doom can move through all figures, does not take leaving engagement attacks, and cannot be targeted for non-adjacent attacks. SUPER STRENGTH FLYING ____________________________________________________ Bio - Awakening to the bleak future of 2099, Victor von Doom found himself stripped of everything. His resources, his home, his kingdom... even his memories of what transpired during the near-century he was seemingly absent from the world. Displeased with corporate domination of world affairs, Doom became the world's most fearsome revolutionary. He toppled the new government in Latveria, and then used Latveria as a stepping stone to an economic attack on the United States. With the country laid low, he launched a military takeover of America, and declared himself President of the United States.Marvel Cosmic
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Guardians of the Galaxy
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Martinex
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![]() The figure used for this unit is a Heroclix figure from the Galactic Guardians set. Its model number and name are #025 / Martinex. NAME = MARTINEX SECRET IDENTITY = MARTINEX T'NAGA SPECIES = PLUVIAN UNIQUENESS = UNIQUE HERO CLASS = SCIENTIST PERSONALITY = SELF-DOUBTING SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 5 RANGE = 6 ATTACK = 4 DEFENSE = 5 POINTS = ??? RAGTAG STRATEGIST If no Unique Heroes in your army have the same species or class, after rolling for initiative and before any player reveals an Order Marker, you may move any Order Markers from this card to any other Army Cards you control. RELUCTANT LEADER When a Unique Hero you control is destroyed, you may move any Order Markers from that figure's card to this card. For the rest of the round, after revealing an Order Marker on this card and instead of taking a turn with Martinex, you may take a turn with any Unique Hero you control. LAVA RESISTANT Martinex never rolls for molten lava damage or lava field damage and does not have to stop in molten lava spaces. ICE RESISTANCE Slippery Ice and Heavy Snow only count as 1 space when moving. Add 1 die to Martinex's defense while on an ice or snow space. Misc.
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Cammi
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![]() SECRET IDENTITY = CAMILLE BENALLY SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = RUNAWAY? PERSONALITY = DAUNTLESS SIZE/HEIGHT = MEDIUM 4 LIFE = 4 MOVE = 5 RANGE = 6 ATTACK = 3 DEFENSE = 4 POINTS = ~110 JETPACK BURST 3 Instead of her normal move, Cammi may use Jetpack Burst. Jetpack Burst has a move of 3. When counting spaces for Cammi's Jetpack Burst movement, ignore elevations. Cammi may move over water without stopping, move over figures without becoming engaged, and move over obstacles such as ruins. If Cammi is engaged when she starts to use Jetpack Burst, she will not take any leaving engagement attacks and cannot attack this turn. ANTI-PERSONNEL MINE Once per game, after an opponent's figure ends its movement within 3 clear sight spaces of Cammi, you may immediately roll 2 unblockable attack dice against that figure, and then a single unblockable attack die, one at a time, against any or all figures adjacent to that figure. _____________________________ Bio - When Drax the Destroyer was stranded in the tiny Earth town of Coot's Bluff, Alaska, Cammi decided to tag along with him. After helping Drax through the Annihilation War, Cammi decided to give him the slip and make her own way through space. After spending a couple years building up a criminal record, Cammi earned the attention of Abigail Brand and SWORD, who arrested her and brought her back to Earth.After unwillingly returning to Earth, Cammi was embroiled in the schemes of the supervillains Arcade and Helmut Zemo, along with several other young heroes. Despite being an "ordinary" 13 year-old girl with no superpowers, Cammi lead her fellow teen heroes in taking down the villains. Ikon
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![]() The figure used for this unit is a Heroclix figure from the Guardians of the Galaxy set. Its model number and name are #009b / Ikon. NAME = IKON SECRET IDENTITY = SPECIES = GALADORIAN UNIQUENESS = UNIQUE HERO CLASS = SPACEKNIGHT PERSONALITY = CONFIDENT SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 6 RANGE = 1 ATTACK = 6 DEFENSE = 6 POINTS = ??? ANNIHILATORS If no Unique Heroes in your army share a species and all Unique Heroes in your army have both the Super Strength and Flying special powers, then all Unique Heroes you control are considered to have the class of Annihilator instead of what is listed on their Army Cards. After revealing an Order Marker on this card and instead of taking a turn with Ikon, you may take a turn with an Annihilator you control. ANNIHILATOR COHESION Whenever a special power on the card of another figure you control refers to figures of a certain species or class that you control, that special power instead refers to Annihilators you control. STRATEGIC DISCIPLINE At the start of the round, before initiative is rolled, if one or more Order Markers are placed on this card, for the remainder of the round no unrevealed Order Markers on cards you control may be moved to any other cards. SUPER STRENGTH FLYING ___________________________________________ Bio - Ikon leads the Annihilators, a group of cosmic heavy-hitters formed after Star-Lord sacrificed his life to trap Thanos in the Cancerverse. The Guardians of the Galaxy dissolved in the wake of Quill's death, and Cosmo gathered some of the universe's toughest champions to carry on Quill's role of protecting the galaxy. The team was full of big hitters and bigger egos, with members including Gladiator, Ronan, Quasar, Silver Surfer and Beta Ray Bill. Despite being the least powerful member of the team, Ikon was able to take charge of the bruisers and get them working together as a cohesive team. Korath the Pursuer
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![]() The figure used for this unit is a Heroclix figure from the Guardians of the Galaxy set. Its model number and name are #021 / Korath the Pursuer. NAME = KORATH THE PURSUER SECRET IDENTITY = KORATH-THAK SPECIES = KREE UNIQUENESS = UNIQUE HERO CLASS = SCIENTIST PERSONALITY = ARROGANT SIZE/HEIGHT = MEDIUM 5 LIFE = 6 MOVE = 5 RANGE = 1 ATTACK = 5 DEFENSE = 5 POINTS = ??? CYBERNETIC ENHANCEMENTS Korath the Pursuer has the species of Cyborg in addition to what is listed on this card. PSIONIC LOCATOR At the start of the round, before Order Markers are placed, you may choose an opponent's figure. For the entire round, Korath and all Kree figures you control that start their movement adjacent to Korath may add 2 to their Move numbers if they end their movement engaged with the chosen figure. ELECTRIC STUN BATON If Korath inflicts one or more wounds on a Unique Hero with his normal attack, you may roll the 20-sided die, adding 2 to the roll for each wound inflicted this turn. If you roll 16 or higher, you may remove one unrevealed Order Marker at random from the defending figure’s Army Card. SUPER STRENGTH FLYING _________________________________________ Bio - Korath-Thak was a Kree scientist who used his own research to augment himself. Korath served as a special operative of the Supreme Intelligence, battling against threats to the Kree Empire such as the Shi'ar, the Avengers, and the Annihilation Wave. During Ultron's war on the rest of the galaxy, Korath was assimilated by Ultron's Phalanx and eventually executed by Ultron for his failure to capture Adam Warlock.Starjammers
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Binary
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![]() The figure used for this unit is a Heroclix figure from the Supernova set. Its model number and name are #094 / Binary. NAME = BINARY SECRET IDENTITY = CAROL DANVERS SPECIES = MUTATE UNIQUENESS = UNIQUE HERO CLASS = PIRATE PERSONALITY = DETERMINED SIZE/HEIGHT = MEDIUM 5 LIFE = 6 MOVE = 6 RANGE = 5 ATTACK = 6 DEFENSE = 6 POINTS = ??? SUPERSONIC FLYING When using the Flying special power, Binary may add 4 to her Move number. If she does, she cannot attack this turn. BINARY ENERGY DEFENSE After Binary rolls defense dice against a normal attack from a figure within 5 clear sight spaces and receives any wounds from that attack, if Binary is not destroyed you may do any or all of the following: -if Binary rolled more skulls than the attacking figure, inflict a wound on the attacking figure. -if Binary rolled more shields than the attacking figure, remove a Wound Marker from this card. -if Binary rolled more blanks than the attacking figure, you may immediately choose either Binary or the attacking figure and place that figure on an empty space within 1 space of its previous placement. The moved figure will not take leaving engagement attacks. SUPER STRENGTH FLYING Marvel Mystic
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Demons
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D'Spayre
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![]() The figure used for this unit is a ??? figure from the ??? set. Its model number and name are #??? / ???. NAME = D'SPAYRE SECRET IDENTITY = SPECIES = DEMON UNIQUENESS = EVENT HERO CLASS = LORD PERSONALITY = MANIPULATIVE SIZE/HEIGHT = MEDIUM 5 LIFE = 6 MOVE = 5 RANGE = 5 ATTACK = 5 DEFENSE = 5 POINTS = ??? INCORPOREAL Opponents' figures must be adjacent to D'Spayre to attack him with a normal or special attack. D'Spayre is never attacked when leaving an engagement. FEEDING ON DESPAIR Instead of attacking, you may choose an opponent's figure within 5 clear sight spaces of D'Spayre. If the chosen figure is a Unique Hero, place a Despair Marker on that Hero's card. Otherwise, that figure receives a wound. After using this special power, you may remove a Wound Marker from this card. DRIVEN TO DESPAIR Before a Hero with one or more of your Despair Markers on its card takes a turn, the player controlling that Hero must roll the 20-sided die once for each Despair Marker on that Hero's card. If that player rolled 19 or higher at least once, then they may remove all Despair Markers from that card, and add 2 to that Hero's Move and Attack numbers for this turn. Otherwise, for each roll of 12 or lower, that Hero subtracts 1 from its Move and Attack numbers this turn. SUPER STRENGTH FLYING _________________________________ Bio - A demon created by the Dweller in Darkness while he slept, D'Spayre's only goal is to drive the people of earth to despair. He has brought powerful heroes to their knees.... but Earth's champions have a way of fighting through despair, and rejoining the fight even stronger._________________________________ Notes - One of Marvel's weird demon characters - the essential D'Spayre story is basically that he manages to manipulate some hero (Doctor Strange or Spider-Man or whomever) into giving up hope, but then he works them too hard and he ends up facing an extra-angry hero.Attempted to simulate that with the idea that you can stack as many Despair Markers on a Hero's card as you want, and each one has a pretty good chance of robbing a figure of some move and attack, but if you really load somebody up, then they're more likely to hit that 19+ and come out swinging. Satana
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![]() The figure used for this unit is a Heroclix figure from the Amazing Spider-Man set. Its model number and name are #034 / Satana Hellstrom. SECRET IDENTITY = SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = SORCERESS PERSONALITY = SEDUCTIVE SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 5 RANGE = 5 ATTACK = 4 DEFENSE = 4 POINTS = 230? SUCCUBUS HERITAGE Satana Hellstrom has the species of Demon and the class of Creature in addition to what is listed on this card. When Satana destroys an adjacent figure that is not an Android or Construct, remove 1 Wound Marker from this card. RUTHLESS SEDUCTION 15 If an opponent's figure engaged with Satana targets any figure for an attack and Satana is not engaged with any other figures, you may roll the 20-sided die. Subtract 3 from your roll if that figure has the Valiant personality. If you roll 15 or higher, either inflict one unblockable wound on that figure or, if that figure is a Unique Hero, immediately end that figure's turn. MAGICAL DEFENSE When Satana is attacked by an opponent's figure that does not have the Magical Defense special power, the most wounds Satana can take for this attack is one. FLYING __________________________________________________ Bio - Satana Hellstrom is the half-succubus daughter of the hell lord Marduk Kurios and a mortal woman. Unlike her older brother, Daimon, who didn't find out about their heritage until he was an adult, Satana left Earth with her father when she was young, and spent much of her youth in Hell. Since growing up and returning to Earth, she has been a force for both good and evil, but more often the latter. When not hunting for victims solo, she's often sighted in the company of fellow monsters such as Werewolf by Night and the Living Mummy. Wanting a magic-user on his team, Luke Cage recruited Satana into the Thunderbolts at Daimon's suggestion. Satana was initially reluctant to join and required some magical coercion from Doctor Strange, but she quickly warmed to the prospect when she discovered that Man-Thing was also part of the team. Ghost Rider
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Red Hulk (Spirit of Vengeance)
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![]() The figure used for this unit is a Heroclix figure from the 2017 Convention Exclusive set. Its model number and name are #MP17-002 / Spirit of Vengence Red Hulk. NAME = RED HULK SECRET IDENTITY = THADDEUS ROSS SPECIES = DEMON UNIQUENESS = UNIQUE HERO CLASS = SPIRIT PERSONALITY = VENGEFUL SIZE/HEIGHT = LARGE 6? LIFE = 8 MOVE = 9 RANGE = 1 ATTACK = 7 DEFENSE = 7 POINTS = ??? SYMBIOTIC CHAIN SLINGER Red Hulk has the species of Symbiote in addition to what is listed on this card. Before, during or after his normal move, as long as Red Hulk is on a space where he could end his movement, you may choose a small, medium, or large figure within 3 clear sight spaces of Red Hulk. Place Red Hulk adjacent to the chosen figure, or place the chosen figure adjacent to Red Hulk. You may not use this special power to move a figure more than once per turn, and moved figures will not take any leaving engagement attacks. HELLFIRE MOTORCYCLE Red Hulk does not take leaving engagement attacks. When counting spaces for Red Hulk's movement, count elevation changes of up to 2 levels as one space and ignore terrain effects of water, lava, heavy snow and slippery ice. You may ignore Red Hulk's height when moving up levels of terrain. VENGEANCE SMASH Anytime an opponent's Unique Hero destroys a figure you control with a normal or special attack, you may place the destroyed figure on the attacking Hero's Army Card. When attacking an adjacent Hero with his normal attack, Red Hulk adds 1 to his Attack number for each figure that was placed on the chosen figure's card by this special power, up to a maximum of +3. SUPER STRENGTH __________________________________________________ Bio - When the Circle of Four (Agent Venom, Red Hulk, X-23 and Ghost Rider) briefly teamed up to stop Blackheart from taking over Las Vegas and unleashing Hell on Earth, they decided that they needed a real Hail Mary to seal the deal. In order to go toe-to-toe with Blackheart, Red Hulk temporarily bonded with both the Venom symbiote and the Spirit of Vengeance.Thor
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Lorelei
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![]() The figure used for this unit is a Heroclix figure from the Armor Wars set. Its model numbers and name are #007-009 / Lorelei. SECRET IDENTITY = SPECIES = ASGARDIAN UNIQUENESS = UNIQUE HERO CLASS = SEDUCTRESS PERSONALITY = SELFISH SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 5 RANGE = 4 ATTACK = 4 DEFENSE = 5 POINTS = 250? BEWITCHING SPELL Once per game, instead of attacking with Lorelei, you may choose an opponent's adjacent Unique Hero that is not an Android, Construct, or Undead to be Lorelei's Obsession. Lorelei's Obsession cannot target her for an attack unless there are no other figures in your army on the battlefield. ENCHANTING INFLUENCE 12 After revealing an Order Marker on this card and taking a turn with Lorelei, you may roll the 20-sided die. If you roll 12 or higher, take temporary control of Lorelei's Obsession and take an immediate turn with her Obsession. MAGICAL PROFICIENCY Lorelei may cast Spells as if she had the Magical Defense special power. While Lorelei is casting a Spell, whenever a special power on an Army Card or glyph refers to the Magical Defense special power, it refers to this special power as well. SUPER STRENGTH __________________________________________________ Bio - Lorelei is the younger sister of Amora, the Enchantress. Lorelei shares her sister's affinity for charming gods and men, but never showed any interest in developing her magical abilities to the same extent. Though she's evidenced some more potent abilities on occasion, she more frequently uses magic to seduce and dominate. She ensnared Thor for a time, which lead to a bitter feud with her sister.Savage Land
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Devil Dinosaur (& Moon-Boy)
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![]() The figure used for this unit is a Heroclix figure from the Mutations & Monsters set. Its model number and name are #040 / Devil Dinosaur & Moon Boy. NAME = DEVIL DINOSAUR SECRET IDENTITY = DEVIL SPECIES = DINOSAUR UNIQUENESS = UNIQUE HERO CLASS = CREATURE PERSONALITY = FIERCE SIZE/HEIGHT = HUGE 9? LIFE = 8 MOVE = 6 RANGE = 1 ATTACK = 6 DEFENSE = 6 POINTS = 300-350? MOON-BOY'S AID When rolling attack dice against an adjacent figure for Devil Dinosaur's normal attack or rolling defense dice against a normal attack from an adjacent attacking figure, you may re-roll one die, or reveal an "X" Order Marker on this card to re-roll two dice. This special power can only be used once for each attack. DINO-SHOVE After attacking with Devil Dinosaur, you may choose a figure adjacent to Devil Dinosaur that is not tiny and roll the 20-sided die. Add 2 to your roll if Devil Dinosaur inflicted one or more wounds on the chosen figure with his normal attack this turn.
Figures moved by Dino-Shove never take leaving engagement attacks. After placing a figure with Dino-Shove, you may roll an unblockable attack die against that figure. SUPER STRENGTH Spider-Man
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Daredevil
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Daredevil (Hand)
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![]() The figure used for this unit is a Heroclix figure from the The Incredible Hulk set. Its model number and name are #031 / Daredevil. NAME = DAREDEVIL SECRET IDENTITY = MATT MURDOCK SPECIES = MUTATE UNIQUENESS = UNIQUE HERO CLASS = NINJA PERSONALITY = FEARLESS SIZE/HEIGHT = MEDIUM 5 LIFE = 6 MOVE = 6 RANGE = 1 ATTACK = 5 DEFENSE = 4 POINTS = ??? PHANTOM STRIKE 12 Daredevil can move through all figures and is never attacked when leaving an engagement. After moving and before attacking, you may choose one figure that Daredevil moved through this turn and roll the 20-sided die. If you roll 12 or higher, the chosen figure receives one wound. RADAR SENSE 12 If Daredevil is attacked by an opponent's figure and at least 1 skull is rolled, roll the 20-sided die. If you roll 1-11, roll defense dice normally. If you roll 12 or higher, Daredevil takes no damage and you may immediately choose any empty space within 3 spaces of Daredevil that is no more than 20 levels above or below Daredevil's base. Place Daredevil on the chosen space. When Daredevil uses his Radar Sense, if he is engaged he will not take any leaving engagement attacks. SHADOWLAND JUSTICE Ninja you control roll an additional die against figures leaving an engagement with them. Spider-Man Allies
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Cardiac
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![]() The figure used for this unit is a Heroclix figure from the Web of Spider-Man set. Its model number and name are #041 / Cardiac. SECRET IDENTITY = ELIAS WIRTHAM SPECIES = CYBORG UNIQUENESS = UNIQUE HERO CLASS = VIGILANTE PERSONALITY = VENGEFUL SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 5 RANGE = 1 ATTACK = 4 DEFENSE = 5 POINTS = ??? BETA PARTICLE REACTOR Before taking a turn with Cardiac, you may choose any or all of the following effects for this turn: -add 2 to Cardiac's Move number -add 4 to Cardiac's Range number -add 1 to Cardiac's Attack number At the end of Cardiac's turn, roll 1 combat die for each effect chosen. Place a Wound Marker on this card for each shield rolled. BIONIC MEDICAL EXPERT At the end of a round, you may choose Cardiac or an adjacent Unique Hero that is a Human, Mutate, or Cyborg. Remove a Wound Marker from the chosen Hero's Army Card. SUPER STRENGTH ___________________________ Bio - Elias was inspired to go into medicine when his brother Joshua died of an incurable disease. After getting into the industry, he discovered to his horror that his brother's disease wasn't incurable at all. A pharmaceutical company had developed a cure that could have made it to market in time to save Joshua's life, but was withheld in order to drive up profits.Furious at the circumstances that led to his brother's death, Eli underwent a series of bionic enhancements and became a vigilante in order to bring down corrupt executives in the medical industry. His most prominent upgrade is a beta particle reactor in place of his heart, which greatly enhances his physical abilities and allows him to channel energy through his staff. Cardiac idolizes Spider-Man, but his methods sometimes put the two at cross-purposes. He more often tends to find common ground with vigilantes that take a harsher stance, like Solo, Nightwatch and the Superior Spider-Man. Silk
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![]() The figure used for this unit is a Heroclix figure from the Superior Foes of Spider-Man set. Its model number and name are #020 / Silk. NAME = SILK SECRET IDENTITY = CINDY MOON SPECIES = MUTATE UNIQUENESS = UNIQUE HERO CLASS = CRIME FIGHTER PERSONALITY = EAGER SIZE/HEIGHT = MEDIUM 4-5? LIFE = 5 MOVE = 7 RANGE = 4 ATTACK = 3 DEFENSE = 3 POINTS = ~220(?) SILK WEB CONSTRUCTS Start the game with two Web Shield Destructible Objects on this card. Instead of moving with Silk, you may choose to either: -add 1 to Silk's Attack number this turn; or -place a Web Shield Destructible Object from this card on the space Silk occupies, and place Silk on the Web Shield Destructible Object. SILK SENSE 8 If Silk is attacked and at least 1 skull is rolled, roll the 20-sided die. Subtract 1 from your roll for each figure Silk is engaged with. If you roll 8 or higher, Silk takes no damage and may immediately use her Web Swing 2 special power. WEB SWING 2 Instead of her normal move, Silk may use her Web Swing. Web Swing has a move of 2. When counting spaces for Silk's Web Swing movement, ignore elevations. Silk may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Silk may not Web Swing more than 40 levels up or down in a single Web Swing. If Silk is engaged when she starts to Web Swing, she will not take any leaving engagement attacks. After using Web Swing 2, you may use it two additional times. SUPER STRENGTH _____________________________ WEB SHIELDLIFE = 1 DEFENSE = 4 WEB SHIELD A figure occupying the Web Shield adds 1 to its Defense number, or 2 to its Defense number if it has the Web Swing or Swing Line special power. If a figure occupying the Web Shield receives one or more wounds, destroy the Web Shield. _____________________________ Bio - Bitten by the same spider that gave Peter Parker his powers, Cindy was found by Ezekiel Sims and convinced to hide herself away in a bunker before her existence could cause a mysterious catastrophe. After ten years, Spider-Man discovered her and set her free. Morlun and the Inheritors, sensing her presence and believing Cindy to be host to a powerful entity known as The Bride, began a multiversal hunt of all Spider-Totems. After teaming up with Spider-People from across the Multiverse to defeat Morlun, and having a brief fling with Spider-Man, Cindy set out on her own to adapt to the world she'd been away from for so long. And fight crime, of course.Silver Sable
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![]() The figure used for this unit is a Heroclix figure from the Deadpool set. Its model numbers and name are #011, #208 / Silver Sable. NAME = SILVER SABLE SECRET IDENTITY = SILVER SABLINOVA SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = MERCENARY PERSONALITY = DETERMINED SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 6 RANGE = 5 ATTACK = 4 DEFENSE = 5 POINTS = 200? MERC REFORMER At the start of the game, you may choose up to 2 other Unique Heroes you control that have Misguided or Repentant personalities. For this game, the chosen Heroes are considered to have the class of Mercenary instead of what is listed on their cards. WILD PACK If all Unique Heroes in your army are Crime Fighters, Lawmen, or Mercenaries, after revealing an Order Marker on the card of a Unique Hero that is not a Mercenary and taking a turn with that Hero, you may take a turn with any Unique Mercenary Hero you control. You may not take any additional turns with any other figures. ACROBATIC MOVEMENT Silver Sable never takes falling damage and is never attacked when leaving an engagement. After rolling attack dice for a normal attack or after rolling defense dice, for each shield rolled you may immediately move Silver Sable one space up to 6 levels up or down. _____________________________________ Bio - Silver Sable is the ruler of European nation Symkaria, and also keeps herself busy by running various mercenary organizations. Unlike most mercs, Silver Sable isn't in it strictly for the money. She has a history of taking on ethical jobs, often working with law enforcement and friendly neighborhood Spider-Men. Sable also works to reform many regretful criminals - often the ones in Spider-Man's orbit.Spider-Mobile
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![]() The figure used for this unit is a Heroclix figure from the Avengers Infinity set. Its model numbers and name are #G015 / Spider-Mobile. NAME = SPIDER-MOBILE DESIGNATION = VEHICLE DESTRUCTIBLE OBJECT OCCUPANCY = 2 SIZE/HEIGHT = LARGE 5? LIFE = 4 MOVE = 7 DEFENSE = 6 EXPERT CLIMBING When moving up levels of height to move onto a space with this Spider-Mobile, do not count spaces for the first two levels and only count one space for each two levels after the first two. You may ignore this Spider-Mobile's height of 5 when climbing. This Spider-Mobile never takes falling damage or major falling damage. BUILT-IN WEB-SHOOTERS If a figure you control occupies this Spider-Mobile, any opponents' figures that begin their turns adjacent to this Spider-Mobile subtract 3 from their Move numbers. Spider-Man Enemies
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Beetle (Janice)
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![]() The figure used for this unit is a Heroclix figure from the Superior Foes of Spider-Man set. Its model number and name are #033 / Beetle. NAME = BEETLE SECRET IDENTITY = JANICE LINCOLN SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = CRIMINAL PERSONALITY = PROFESSIONAL SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 6 RANGE = 1 ATTACK = 3 DEFENSE = 5 POINTS = 160? HEIST DISCIPLINE At the start of the round, before initiative is rolled, if all of your Order Markers are placed on Thief or Criminal cards, for the remainder of the round no unrevealed Order Markers on cards you control may be moved to any other cards. MINI REPULSORS SPECIAL ATTACK Range 5. Attack 3. If Beetle inflicts one or more wounds on a small or medium figure with this special attack, you may place that figure on any empty space one space away from its original placement. A figure moved by this special attack never takes any leaving engagement attacks and cannot be placed closer to Beetle than its original placement. A figure moved by this special attack can receive any falling damage that may apply. When Beetle attacks with this special attack, she may attack one additional time. FLYING _____________________________________________ Bio - Janice Lincoln is the daughter of Lonnie Lincoln, better known as Tombstone. Her father wanted her to stay out of the supervillain game and be a rich, sleazy lawyer, but Janice's heart was set on costumed crime. She eventually got her way when Baron Zemo and the Fixer needed someone to become a new Beetle, and she volunteered herself. Ambitious and organized, Beetle has tried to make a name for herself in the criminal community, to limited success thus far.Chameleon (II)
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![]() The figure used for this unit is a Heroclix figure from the Superior Foes of Spider-Man set. Its model number and name are #056 / Chameleon. SECRET IDENTITY = DMITRI KRAVINOFF SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = THIEF PERSONALITY = UNSTABLE SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 6 RANGE = 1 ATTACK = 4 DEFENSE = 4 POINTS = ??? CHAMELEON INFILTRATION At the end of the round, if Chameleon is on the battlefield and unenaged, you may choose up to six medium enemy Unique Heroes that are in play. Place Chameleon on this card and place a white Chameleon Marker face-down on each chosen Hero's card. Each Hero with one of your Chameleon Markers on its card is considered a Suspect. CHAMELEON REVEALED Any time you or a player that controls at least one Suspect reveals a numbered Order Marker, that player must turn one Chameleon Marker on a Suspect's card face up. If that Chameleon Marker: -does not have Chameleon's face on it, remove that marker from the Suspect's card. -has Chameleon's face on it and the Suspect is not in play, place Chameleon on an empty space in your Start Zone. -has Chameleon's face on it and the Suspect is in play, immediately switch Chameleon and that Suspect, choose a figure adjacent to Chameleon and roll 2 unblockable attack dice against that figure, and then place the switched Suspect on an empty space within 6 clear sight spaces of Chameleon. That Suspect will not take any leaving engagement attacks and may not move or attack for the rest of this player turn. After placing Chameleon on the battlefield with this special power, remove all Chameleon Markers from the cards of all Suspects. Doppelganger
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![]() The figure used for this unit is a Heroclix figure from the Web of Spider-Man set. Its model number and name are #062 / Doppelganger. NAME = DOPPELGANGER SECRET IDENTITY = SPECIES = FRACTAL UNIQUENESS = UNIQUE HERO CLASS = ADVERSARY PERSONALITY = WILD SIZE/HEIGHT = MEDIUM 5 LIFE = 6 MOVE = 6 RANGE = 1 ATTACK = 5 DEFENSE = 4 POINTS = ??? WILD SWING LINE 3 Instead of his normal move, Doppelganger may use his Wild Swing Line. Wild Swing Line has a move of 3. When counting spaces for Doppelganger’s Wild Swing Line movement, ignore elevations. Doppelganger may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Doppelganger may not Wild Swing Line more than 40 levels up or down in a single Wild Swing Line. If Doppleganger is engaged when he starts to Wild Swing Line, he will take any leaving engagement attacks. After using Wild Swing Line on his turn, Doppelganger may attack any or all adjacent figures with his normal attack. Roll each attack separately. FERAL AGGRESSION After a figure ends its movement unengaged with Doppelganger, if that figure was engaged with Doppelganger during its movement, Doppelganger must immediately use his Wild Swing Line 3 special power to move adjacent to that figure, if possible. FRANTIC DISENGAGE If a figure rolls for a leaving engagement attack against Doppelganger and does not roll a skull, the figure receives 1 wound. SUPER STRENGTH Green Goblin (Harry Osborn)
Spoiler Alert!
![]() The figure used for this unit is a Heroclix figure from the Superior Foes of Spider-Man set. Its model number and name are #010 / Green Goblin. The figure used for this unit is a Heroclix figure from the Spider-Man and His Greatest Foes Fast Forces set. Its model number and name are #004 / Green Goblin.[/CENTER] NAME = GREEN GOBLIN SECRET IDENTITY = HARRY OSBORN SPECIES = MUTATE UNIQUENESS = UNIQUE HERO CLASS = MASTERMIND PERSONALITY = UNSTABLE SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 6 RANGE = 4 ATTACK = 4 DEFENSE = 6 POINTS = 250? REVENGE FIXATION At the start of the game, choose an opponent's Unique Hero to be Green Goblin's Fixation. If an opponent controls Peter Parker, then Peter Parker must be the chosen Fixation. Green Goblin and his Fixation roll an extra attack die when attacking each other with a normal attack. If Green Goblin's Fixation is a Crime Fighter or Vigilante, when rolling for Forced Hand you may add 3 to the roll. FORCED HAND After placing Order Markers and before rolling for initiative, if Green Goblin and his Fixation are both in play and there are more Order Markers on this card than on the card of Green Goblin's Fixation, roll the 20-sided die. If you roll 15 or higher, you may move Order Markers from any other Army Card in the Fixation's army to the Fixation's card, one at a time, until there are as many Order Markers on the Fixation's card as there are on this card. GOBLIN GLIDER When Green Goblin defends against a normal attack from a non-adjacent figure without the Flying or Stealth Flying special power, 1 shield will block all damage. When Green Goblin starts to fly he will not take any leaving engagement attacks. SUPER STRENGTH FLYING ______________________________________________ Bio - When the Green Goblin died by his own hand during battle with Spider-Man, Spidey left the scene, assuming the cops would find Norman. However, Harry was the first to find Norman's body, and went to great pains to hide the fact that his father had been the Goblin. Harry blamed Spider-Man for his father's death, and grew increasingly unstable due to drug use. When he discovered that Spider-Man was in fact his best friend, Peter, he took up the mantle of the Goblin in order to get revenge. After years of an escalating rivalry, Harry nearly killed Peter, but had a change of heart and sacrificed his own life to save Peter at the last minute.Jack
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![]() The figure used for this unit is a Heroclix figure from the Superior Foes of Spider-Man set. Its model number and name are #026 / Jackal. NAME = JACK SECRET IDENTITY = SPECIES = CLONE UNIQUENESS = UNIQUE HERO CLASS = SIDEKICK PERSONALITY = FEARFUL SIZE/HEIGHT = MEDIUM 4 LIFE = 3 MOVE = 6 RANGE = 1 ATTACK = 4 DEFENSE = 4 POINTS = ??? MAD SCIENTIST'S SIDEKICK After revealing an Order Marker on the Army Card of a Unique Scientist Hero you control that has an Insane or Obsessive personality and taking a turn with that Scientist, if Jack is within 6 clear sight spaces of that Scientist, you may take an immediate turn with Jack, and you may not take any additional turns with other figures you control. DRUG-TIPPED CLAWS After attacking an adjacent figure with Jack's normal attack, if the defending figure received one or more wounds but was not destroyed, you may roll the 20-sided die. If you roll 12 or higher, remove one unrevealed Order Marker at random from the defending figure's card. Androids, Constructs, and destructible objects are not affected by Drug-Tipped Claws. EXPENDABLE If an opponent rolls the 20-sided die to take temporary or permanent control of Jack, that opponent may add 3 to the roll. If an opponent would take temporary or permanent control of Jack, you may destroy Jack instead. __________________________________________ Bio - One of the Jackal's not-quite-successful clones of Peter Parker, "Jack" seems to have some of the wall-crawler's agility, but not all of his abilities, and has a diminutive stature. Jackal equipped "Jack" with a costume based on his own, and treated him as a lackey. Jack served the Jackal not out of any sense of loyalty, but out of self-preservation, hoping that the Jackal could cure the degeneration that would eventually doom him. After Jack helped Spider-Man and the Scarlet Spider one too many times, in the hopes that they might work out the degeneration issue, Jackal destroyed Jack with a remote trigger that caused his body to dissolve.__________________________________________ Notes - Been reading through the Clone Saga for reasons that are unclear, even to me. Thought this guy could be cool as a mad scientist sidekick. For the record, the figures he's sidekicking are:Insane Scientists: Jackal and Floronic Man Obsessive Scientists: Mister Freeze Technically, Insane Scientists captures the only really necessary theme, but I thought it would be nice to throw Freeze a bone. Plus it opens things up a little more if we want to maintain Insane/Obsessive Scientists for any other mad science stuff going forward. Gives us a thematic way to loop figures into that without giving them Insane synergies. Drug-Tipped Claws is a reuse off Jackal. Joystick
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![]() ![]() The figure used for this unit is a Heroclix figure from the ??? set. Its model number and name are #??? / ???. NAME = JOYSTICK SECRET IDENTITY = JANICE OLIVIA YANIZESKI SPECIES = MUTATE UNIQUENESS = UNIQUE HERO CLASS = CRIMINAL PERSONALITY = DARING SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 6 RANGE = 5 ATTACK = 3 DEFENSE = 5 POINTS = ??? SUPERSPEED Joystick may move through all figures, never takes leaving engagement attacks, and does not have to stop her movement when entering water spaces. After taking a turn with Joystick, if she did not use her Fearless Blitz Special Attack this turn, she may move up to an additional 4 spaces. THRILL-SEEKING Before an opponent's figure rolls attack dice against Joystick, you may subtract any number of dice from her defense roll and place one black Thrill Marker on this card for each die subtracted, to a maximum of 4 Thrill Markers. Joystick adds 1 to her Move number for each Thrill Marker on this card. At the start of each round, remove two Thrill Markers from this card. FEARLESS BLITZ SPECIAL ATTACK Range 1. Attack 3 + Special. Roll one additional attack die for each figure Joystick is engaged with. When attacking with this special attack, Joystick may attack with it one additional time for each Thrill Marker on this card. SUPER STRENGTH ________________________________________ Bio - Joystick is a former competitor in The Great Game - an illegal fighting tournament that pitted superhuman competitors against each other (and sometimes unwilling participants) in combat challenges. Joystick crossed paths with the likes of Ben Reilly and Kaine during her time in The Great Game, and when the Game eventually ended, she joined up with the Masters of Evil.She briefly served with the Thunderbolts, when the team was under the leadership of MACH-I and Songbird, but she never made a sincere attempt at reform. Janice made it very clear that she was just serving with the team as a source of cheap thrills, but that wasn't quite true - she turned out to be a mole, one of the Grandmaster's pawns in his conflict with Baron Zemo. She hasn't been seen since Zemo bested the Grandmaster. ________________________________________ Notes - character that hasn't shown up in comics in over a decade and doesn't have a mini, but I've always kinda wanted to come up with an angle for her. 90s Spider-Man stuff has been creeping back into comics over the last few years (now that the Clone Saga was long enough ago that writers can start salvaging the good ideas from it without catching flak), so there's at least some reason to be optimistic.Maniac
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![]() The figure used for this unit is a Heroclix figure from the ??? set. Its model number and name are #??? / ???. NAME = MANIAC SECRET IDENTITY = LEE PRICE SPECIES = SYMBIOTE UNIQUENESS = UNIQUE HERO CLASS = CRIME LORD PERSONALITY = CALCULATING SIZE/HEIGHT = MEDIUM 5 LIFE = 6 MOVE = 7 RANGE = 1 ATTACK = 6 DEFENSE = 5 POINTS = ??? MADE MEN All Unique Heroes in your army that are Crime Lords, Criminals, or Thieves and are not Androids, Energy or Undead are considered Maniac's Made Men. Maniac's Made Men have the species of Symbiote instead of what is listed on their Army Cards. CONTROLLING TACTICIAN If all of your Order Markers are on this card, Made Men within 5 clear sight spaces of Maniac add 1 to their Attack and Defense numbers. CALCULATED MOVE After revealing an Order Marker on this card and taking a turn with Maniac, you may choose up to two Made Men you control. Take a turn with each chosen Made Man. If you choose two Made Men, those Made Men will not take any leaving engagement attacks and cannot attack during their turns. SUPER STRENGTH Overdrive
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![]() The figure used for this unit is a Heroclix figure from the Superior Foes of Spider-Man set. Its model number and name are #029 / Overdrive. NAME = OVERDRIVE SECRET IDENTITY = SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = THIEF PERSONALITY = EAGER SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 5 RANGE = 1 ATTACK = 2 DEFENSE = 2 POINTS = ??? VEHICLE ALTERATION While Overdrive occupies a vehicle, add 1 to that vehicle's Life and Defense numbers. ADEPT OPERATOR After revealing an Order Marker on this card and moving a vehicle, you may move that vehicle one additional space. When rolling the 20-sided die for a vehicle that Overdrive occupies, you may add 2 to your roll. GETAWAY DRIVER 5 When a Criminal or Thief enters a vehicle that Overdrive occupies, you may immediately move that vehicle up to 5 spaces. _______________________________ Bio - As a boy, Overdrive always wanted to be a superhero, but never managed to pick up any superpowers, and had to settle for the relatively un-glamorous life of a racecar driver. But when Mister Negative approached him with an offer to receive superpowers and join his criminal organization, the vehicle-altering Overdrive was born! Not that his heart's really in the super-villainy. Overdrive's banking on using his super-criminal status primarily for the networking, in order to land that superhero gig. In the meantime, he's stuck as a petty thief.Princess Python
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![]() The figure used for this unit is a Heroclix figure from the Ultimates set. Its model number and name are #016-018 / Princess Python. NAME = PRINCESS PYTHON SECRET IDENTITY = ZELDA DUBOIS SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = CRIMINAL PERSONALITY = DRAMATIC SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 5 RANGE = 1 ATTACK = 3 DEFENSE = 3 POINTS = ??? SERPENT CRUSH 14 Instead of attacking, you may choose an adjacent figure and roll the 20-sided die. If you roll 14 or higher, the figure receives a wound. You may continue to roll for Serpent Crush until the figure is destroyed or you do not roll 14 or higher. ENGAGEMENT STRIKE 14 If an opponent’s small or medium figure moves adjacent to Princess Python, roll the 20-sided die. If you roll a 14 or higher, the opponent’s figure receives a wound. Figures may only be targeted as they move into engagement with Princess Python. Scarlet Spider (Joe Wade)
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![]() The figure used for this unit is a Heroclix figure from the Superior Foes of Spider-Man set. Its model number and name are #017 / Scarlet Spider. NAME = SCARLET SPIDER SECRET IDENTITY = JOE WADE SPECIES = CYBORG UNIQUENESS = UNIQUE HERO CLASS = CHARLATAN PERSONALITY = RELUCTANT SIZE/HEIGHT = MEDIUM 5 LIFE = 6 MOVE = 6 RANGE = 1 ATTACK = 6 DEFENSE = 4 POINTS = ??? SWING LINE 4 Instead of his normal move, Scarlet Spider may use his Swing Line. Swing Line has a move of 4. When counting spaces for Scarlet Spider’s Swing Line movement, ignore elevations. Scarlet Spider may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Scarlet Spider may not Swing Line more than 40 levels up or down in a single Swing Line. If Scarlet Spider is engaged when he starts to Swing Line, he will not take any leaving engagement attacks. PROJECTILE ARSENAL 3 SPECIAL ATTACK Range 4 + Special. Attack 3 + Special. When attacking with this special attack, you may • add 2 to the range; or • roll 1 additional attack die; or • choose all figures adjacent to the targeted figure to be affected. Roll attack dice once for all affected figures. Each figure rolls defense dice separately, and Scarlet Spider cannot be affected by this special attack. After attacking with this special attack, Scarlet Spider may attack with it one additional time. GLEEFUL RAMPAGE 18 After taking a turn with Scarlet Spider, if you revealed an Order Marker on this card at the start of your turn, roll the 20-sided die. Add 1 to your roll for each wound received during that turn by an opponent's figure or any destructible object. If you roll 18 or higher, you may take an additional turn with Scarlet Spider. SUPER STRENGTH Bio - Joe Wade was an FBI agent that infiltrated the second Doctor Octopus' criminal organization, and was caught out. Doc Ock punished him by forcing him into projecting a virtual reality version of the Scarlet Spider that would cause mayhem in New York City, ruining Ben's reputation. When Ock's base was destroyed, Wade's body was somehow integrated with the projection technology. The resultant cyborg rampaged around the city, overriding Joe's wishes, until it was stopped by the combined efforts of the New Warriors, Spider-Man, and the FBI. Speed Demon
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![]() The figure used for this unit is a Heroclix figure from the Sinister set. Its model number and name are #070 / Whizzer or #071-072 / Speed Demon. NAME = SPEED DEMON SECRET IDENTITY = JAMES SANDERS SPECIES = MUTATE UNIQUENESS = UNIQUE HERO CLASS = CRIMINAL PERSONALITY = UNCOMPROMISING SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 8 RANGE = 1 ATTACK = 4 DEFENSE = 6 POINTS = 200? SUPERSPEED Speed Demon 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 Speed Demon, if Speed Demon did not use his Repetitive Strike Special Attack this turn, Speed Demon may move up to an additional 4 spaces. REPETITIVE STRIKE SPECIAL ATTACK Range 1. Attack 2. Speed Demon may attack up to 5 times with this special attack. He must attack the same figure with each subsequent attack. The defending figure may not be moved by any special power on any Army Card. SPEEDSTER AMBUSH When Speed Demon attacks an adjacent figure with a normal or special attack, if he was not within 6 clear sight spaces of that figure at the beginning of his turn, that figure subtracts 1 from its Defense number. ________________________________________________ Bio - After making his villainous debut with the Squadron Sinister under the less-than-intimidating name of "Whizzer", James Sanders took up a new costume and a new codename when he began his solo career. As Speed Demon, Sanders has been a persistent thorn in Spider-Man's side, and a member of criminal groups like the Sinister Syndicate, the Hood's army, and Boomerang's notorious five-member iteration of the Sinister Six. He toyed with the idea of going straight during a brief stint with the Thunderbolts, but proved uninterested in redemption.Spider-Queen
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![]() The figure used for this unit is a Heroclix figure from the ??? set. Its model numbers and name are #??? / ???. NAME = SPIDER-QUEEN SECRET IDENTITY = ADRIANA SORIA SPECIES = MUTANT UNIQUENESS = UNIQUE HERO CLASS = TELEPATH PERSONALITY = DOMINEERING SIZE/HEIGHT = MEDIUM 5 LIFE = 6 MOVE = 6 RANGE = 4 ATTACK = 5 DEFENSE = 5 POINTS = ??? SPIDER-VIRUS Start the game with 8 black Gene Markers on this card. Instead of moving and attacking with Spider-Queen, you may place a Gene Marker from this card on the card of an adjacent Unique Hero that is not an Android, Construct, or Undead. If you place 3 Gene Markers on an enemy Hero's card, you may take permanent control of that Hero and its card. THE INSECT GENE While Spider-Queen is in play, all Common Humans and all Heroes with Gene Markers on their cards are considered to have the species of Insect in addition to what is listed on their cards. Insects subtract 1 skull from whatever is rolled when attacking Spider-Queen with a normal attack. TELEPATHIC INSECT CONTROL After revealing an Order Marker on this card and before taking a turn with Spider-Queen, you may first take a turn with up to two different Insect Heroes you control. You may not take any additional turns with any figures other than Spider-Queen. SUPER STRENGTH Spider-Slayer
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![]() The figure used for this unit is a Heroclix figure from the Secret Invasion set. Its model number and name are #024 / Spider-Slayer. NAME = SPIDER-SLAYER SECRET IDENTITY = SPIDER-SLAYER MK II SPECIES = ANDROID UNIQUENESS = UNIQUE HERO CLASS = HUNTER PERSONALITY = RELENTLESS SIZE/HEIGHT = MEDIUM 6 LIFE = 6 MOVE = 4 RANGE = 1 ATTACK = 5 DEFENSE = 6 POINTS = ??? REMOTE-CONTROLLED ANDROID After revealing an Order Marker on the Army Card of a Unique Hero in your Start Zone and instead of taking a turn with that Hero, you may take a turn with this Spider-Slayer. You may not take any additional turns with any other figures you control. SPIDER-SEEKER After an opponent reveals an Order Marker on the Army Card of a figure that has the Web Swing or Swing Line special power, you may immediately move this Spider-Slayer up to two spaces. This Spider-Slayer must end this movement engaged with a figure that has the Web Swing or Swing Line special power, if possible. ANTI-SPIDER LASER SPECIAL ATTACK Range 4. Attack 5. Choose a non-adjacent figure that has the Web Swing or Swing Line special power to attack. If the 20-sided die is rolled for the defending figure, subtract 2 from the roll. SUPER STRENGTH ----------------------------------- Bio - After Spencer Smythe's first robot failed to capture Spider-Man, Smythe left off antagonizing the wall-crawler for a while. However, some years later, he convinced Jameson to use a new and improved version of his old design. Jameson, not realizing that Smythe had become fixated on Spider-Man and intended to kill the wall-crawler this time, agreed to send the robot after Spider-Man. Spider-Man managed to defeat the deadly robot by luring it into an exhibit on spiders, where its spider-tracking hardware was overloaded. Stegron
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![]() The figure used for this unit is a Heroclix figure from the Secret Wars - Battleworld set. Its model number and name are #??? / ???. NAME = STEGRON SECRET IDENTITY = VINCENT STEGRON SPECIES = MUTATE UNIQUENESS = UNIQUE HERO CLASS = CONQUEROR PERSONALITY = SAVAGE SIZE/HEIGHT = MEDIUM 5/6? LIFE = 6 MOVE = 4 RANGE = 1 ATTACK = 6 DEFENSE = 6 POINTS = ??? THE DINOSAUR MAN After revealing an Order Marker on this card and before taking a turn with Stegron, you may take a turn with any Dinosaur or Pterosaur Army Card you control. DINO RIDER Before moving a friendly adjacent figure that is a huge Dinosaur or Pterosaur, if Stegron is unengaged, you may choose that figure for Stegron's Dino Rider special power. After moving the chosen figure, you may place Stegron on any unoccupied space adjacent to the chosen figure. THAGOMIZER When Stegron attacks with his normal attack, you may choose up to two figures that are adjacent to both Stegron and the defending figure. If the defending figure receives one or more wounds from Stegron's normal attack, the chosen figures each receive a wound. SUPER STRENGTH _________________________________ Since I mentioned Stegron... the gist is that he's a former lab assistant to the Lizard, who used Curt Connors' research to turn himself into a dinosaur man. He's always trying to lead some kind of dinosaur takeover of Earth. Usually thwarted by Spider-Man, though, so clearly those efforts aren't getting that far off the ground.Thagomizer is a slightly better version of Tail Whip - I was gonna just reuse Tail Whip, but having a 'thagomizer' shout-out was irresistible. As-is, it's gonna be functionally the same most of the time, unless the enemy sets themselves up just so. I'm okay with that, though, and wouldn't want to tweak it to make the differences from Tail Whip more relevant - it's meant to be basically just Tail Whip with a little extra flavor in the name. I'm open to shaking up his bonding a little bit, but I feel like the dino-riding helps give it some extra flavor already, so I started pretty basic. Tarantula
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![]() The figure used for this unit is a Heroclix figure from the Superior Foes of Spider-Man set. Its model number and name are #015 / Tarantula. NAME = TARANTULA SECRET IDENTITY = ANTON RODRIGUEZ SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = CRIMINAL PERSONALITY = SADISTIC SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 6 RANGE = 1 ATTACK = 4 DEFENSE = 4 POINTS = 150? SADISTIC STREAK If Tarantula inflicts one or more wounds with his normal attack, he may attack the same figure one additional time. STEALTH LEAP 8 Instead of his normal move, Tarantula may use Stealth Leap. Stealth Leap has a move of 3. When counting spaces for Stealth Leap, ignore elevations. Tarantula may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. Tarantula may not leap more than 8 levels up or down in a single leap. When using Stealth Leap, Tarantula will not take any leaving engagement attacks. CLOSE COMBAT EXPERT When attacking an opponent's adjacent figure with a normal attack, add one automatic skull to whatever is rolled. When defending against a normal attack from an adjacent figure, add one automatic shield to whatever is rolled. ---------------------------------------- Bio - Anton Rodriguez was a bloodthirsty revolutionary terrorist who pulled an about-face and became a bloodthirsty servant of his country's oppressive government when it proved a better opportunity to inflict violence. He was given the Tarantula identity by the government in an attempt to create a national hero, but he proved too unstable and was eventually forced to flee the country. He arrived in New York City and became a common criminal, often clashing with Spider-Man. He eventually got mixed up with the Jackal and was mutated into an actual giant tarantula for his trouble, leading to his death. Tri-Sentinel
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![]() The figure used for this unit is a Heroclix figure from the ??? set. Its model numbers and name are #??? / ???. NAME = TRI-SENTINEL SECRET IDENTITY = SPECIES = ANDROID UNIQUENESS = EVENT HERO CLASS = HUNTER PERSONALITY = RELENTLESS SIZE/HEIGHT = HUGE 20(?) LIFE = 9 MOVE = 4 RANGE = 4 ATTACK = 5 DEFENSE = 6 POINTS = ??? TACTICAL TRIPLE ATTACK When Tri-Sentinel attacks with a normal or special attack, it may attack up to two additional times with normal or special attacks. MYSTICALLY-ENHANCED ARSENAL SPECIAL ATTACK Range 4. Attack 4. When attacking with this special attack, you may do one of the following for this attack. You may not choose the same effect twice in one turn. -Choose one special power on the defending figure's card and negate that special power; or -subtract 2 from the defending figure's Defense number; or -choose any two figures within 4 spaces to be affected by this special attack. Tri-Sentinel does not need clear sight to the chosen figures and may target non-adjacent figures even if he is engaged. SELF-REPAIR PROTOCOLS At the end of each round, you may reveal an "X" Order Marker on this card to remove two Wound Markers from this card. SUPER STRENGTH FLYING Spider-Verse
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Spider-Hulk
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![]() The figure used for this unit is a Heroclix figure from the Web of Spider-Man set. Its model number and name are #061 / Spider-Hulk. NAME = SPIDER-HULK SECRET IDENTITY = PETER PARKER SPECIES = MUTATE UNIQUENESS = UNIQUE HERO CLASS = CREATURE PERSONALITY = CONFUSED SIZE/HEIGHT = MEDIUM 6 LIFE = 6 MOVE = 8 RANGE = 1 ATTACK = 6 DEFENSE = 6 POINTS = 330? RAGING SPIDEY-SENSE 12 After Spider-Hulk rolls defense dice against a normal attack, you may roll the 20-sided die. Subtract 1 from your roll for each Wound Marker on this card. If you roll 12 or higher, Spider-Hulk may immediately move with his Swing Line 5 special power. If Spider-Hulk ends his movement adjacent to the attacking figure, you may roll an unblockable attack die against that figure. SWING LINE 5 Instead of his normal move, Spider-Hulk may use his Swing Line. Swing Line has a move of 5. When counting spaces for Spider-Hulk’s Swing Line movement, ignore elevations. Spider-Hulk may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Spider-Hulk may not Swing Line more than 40 levels up or down in a single Swing Line. If Spider-Hulk is engaged when he starts to Swing Line, he will not take any leaving engagement attacks. SPIDER SMASH 17 After revealing an Order Marker on this card and attacking normally with Spider-Hulk, roll the 20-sided die. Add 1 to your roll for each Wound Marker on this card. If you roll 17 or higher, you may use Spider-Hulk's Swing Line 5 and then attack again with Spider-Hulk. Spider-Hulk cannot roll for Spider Smash more than four times in a single turn. SUPER STRENGTH --------------------------------- Bio - After crossing paths with the Hulk and your garden variety mad scientist, Spider-Man was briefly exposed to a device that generated unusual energies. At first, Peter merely thought that the device had made him ill, but he soon discovered that his problems were a bit more severe; he had been endowed with the Hulk's powers, and started turning green and smash-y when angry. After scaring the hell out of some local punks, Peter managed to recover the device that had transformed him, and returned himself to normal. Spider-Man (Team-Up)
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![]() The figure used for this unit is a Heroclix figure from the ??? set. Its model number and name are ??? / Spider-Man. NAME = SPIDER-MAN SECRET IDENTITY = PETER PARKER SPECIES = MUTATE UNIQUENESS = UNIQUE HERO CLASS = CRIME FIGHTER PERSONALITY = DRIVEN SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 7 RANGE = 4 ATTACK = 4 DEFENSE = 4 POINTS = mid-upper 200s? SPIDEY'S UTILITY BELT Start the game with a Glyph of Web-Shooter and a Glyph of Spider-Tracers on this card. Spider-Man cannot lose these glyphs by receiving wounds unless he is destroyed. AVENGING TEAM-UP At the start of the game, you may choose one other Unique Hero you control and place a white Avenger Marker on its Army Card. After revealing an Order Marker on the Army Card of a Unique Hero you control that has an Avengers Marker on its card and before taking a turn with that Hero, you may take an immediate turn with Spider-Man. During this turn, Spider-Man can only attack figures engaged with that Hero. After taking a turn with this special power, you can not take any additional turns with other figures other than that Hero. SPIDEY-SENSES 11 If Spider-Man 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 11 or higher, Spider-Man takes no damage and may immediately use his Glyph of Web-Shooter. SUPER STRENGTH -------------------------- GLYPH OF WEB SHOOTER Instead of moving this figure normally, you may choose a large or huge figure or destructible object that is within 4 clear sight spaces of this figure. Place this figure on any unoccupied space that is on or within 2 spaces of the chosen figure or destructible object. When moved with this glyph, this figure will not take any leaving engagement attacks. GLYPH OF SPIDER-TRACERS When this glyph comes into play, place 3 red Tracer Markers on this card. After taking a turn with this figure, you may choose an opponent's figure within 4 clear sight spaces and place a Tracer Marker from this card onto that figure's card. After a figure you control uses the Swing Line special power, Web Swing special power, or the Glyph of Web Shooter, it may use that special power or glyph one additional time, if it ends its move engaged with a figure that has one of your Tracer Markers on its card. Original Version:
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NAME = SPIDER-MAN
SECRET IDENTITY = PETER PARKER SPECIES = MUTATE UNIQUENESS = UNIQUE HERO CLASS = CRIME FIGHTER PERSONALITY = DRIVEN SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 7 RANGE = 4 ATTACK = 4 DEFENSE = 4 POINTS = 280-300? FRIENDLY NEIGHBORHOOD TEAM-UP After revealing an Order Marker on the Army Card of any other Unique Hero you control that is a Crime Fighter, Adventurer, or has an Avengers Marker on its Army Card and before taking a turn with that Hero, you may take an immediate turn with Spider-Man. You may not take any turns with any other figures you control other than that Hero. WEB SWING 2 Instead of his normal move, Spider-Man may use his Web Swing. Web Swing has a move of 2. When counting spaces for Spider-Man's Web Swing movement, ignore elevations. Spider-Man may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Spider-Man may not Web Swing more than 40 levels up or down in a single Web Swing. If Spider-Man is engaged when he starts to Web Swing, he will not take any leaving engagement attacks. After using Web Swing 2, you may use it two additional times. GREAT RESPONSIBILITY If Spider-Man is attacked and at least 1 skull is rolled, roll the 20-sided die. Add 1 to your roll for each Wound Marker on this card. If you roll 13 or higher, Spider-Man takes no damage and may immediately use his Web Swing 2 special power. Whenever Spider-Man receives enough wounds to be destroyed, you may ignore those wounds. If you do, you must destroy Spider-Man at the end of the round. SUPER STRENGTH ---------------------------- Bio - Despite maintaining a reputation as a loner, Spider-Man isn't opposed to the odd team-up. He's worked with nearly every other hero operating out of New York City, and even some from stranger parts, like Devil Dinosaur. He has long-standing ties with the Fantastic Four and has become an Avengers mainstay in the last few years. Spider-Man ("Mjolnir")
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![]() The figure used for this unit is a Heroclix figure from the Hammer of Thor set. Its model number and name are #048 / Spider-Man. NAME = SPIDER-MAN SECRET IDENTITY = PETER PARKER SPECIES = MUTATE UNIQUENESS = UNIQUE HERO CLASS = CHAMPION PERSONALITY = SUBSERVIENT SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 6 RANGE = 1 ATTACK = 4 DEFENSE = 6 POINTS = ??? SWING LINE 3 Instead of his normal move, Spider-Man may use his Swing Line. Swing Line has a move of 3. When counting spaces for Spider-Man’s Swing Line movement, ignore elevations. Spider-Man may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Spider-Man may not Swing Line more than 40 levels up or down in a single Swing Line. If Spider-Man is engaged when he starts to Swing Line, he will not take any leaving engagement attacks. NORN-ENHANCED ABILITIES When Spider-Man attacks, he may attack up to two additional times. Spider-Man may not attack the same figure twice in one turn. After attacking, you may either immediately use Spider-Man's Swing Line 3 special power, or roll the 20-sided die. If you roll 18 or higher, the defending figure receives one wound. IN THE THRALL OF THE ENCHANTRESS When any player uses a special power on an Asgardian Army Card and rolls the 20-sided die to take control of Spider-Man, add 4 to the roll. After Spider-Man or an Asgardian you control with the Magical Defense special power rolls defense dice, you may immediately use Spider-Man's Swing Line 3 special power. SUPER STRENGTH _______________________________________________________ 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.Spider-Man (Spider-Armor Mk II)
Spoiler Alert!
![]() The figure used for this unit is a Heroclix figure from the Amazing Spider-Man set. Its model number and name are #055 / Spider-Man. NAME = SPIDER-MAN SECRET IDENTITY = PETER PARKER SPECIES = MUTATE UNIQUENESS = UNIQUE HERO CLASS = PROTECTOR PERSONALITY = DRIVEN SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 7 RANGE = 1 ATTACK = 5 DEFENSE = 5 POINTS = ??? SWING LINE 4 Instead of his normal move, Spider-Man may use his Swing Line. Swing Line has a move of 4. When counting spaces for Spider-Man’s Swing Line movement, ignore elevations. Spider-Man may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Spider-Man may not Swing Line more than 40 levels up or down in a single Swing Line. If Spider-Man is engaged when he starts to Swing Line, he will not take any leaving engagement attacks. BULLETPROOF SUIT If a non-adjacent figure targets Spider-Man for an attack and rolls 2 or fewer skulls, you may ignore that attack. NO ONE DIES If a friendly figure within 3 spaces of Spider-Man is targeted for an attack, Spider-Man must immediately use his Swing Line 4 special power to move adjacent to the targeted figure, if possible. After Spider-Man uses his Swing Line 4 special power, the attacking figure must target and attack Spider-Man instead of the original target, if possible. SUPER STRENGTH --------------------------------------- Bio - After losing his spider-sense, Spider-Man found that he had a much harder time dodging gunfire. In order to take down the gun-toting madman known as Massacre, Spider-Man developed this second iteration of his Spider-Armor. Along with the new armor came a new motto; "No One Dies". Bullet-proof and more determined than ever, Spidey was able to bring down Massacre. Spider-Man (Zombie)
Spoiler Alert!
![]() The figure used for this unit is a Heroclix figure from the Mutations & Monsters set. Its model number and name are #041 / Spider-Man. NAME = SPIDER-MAN SECRET IDENTITY = PETER PARKER SPECIES = UNDEAD UNIQUENESS = UNIQUE HERO CLASS = DEVOURER PERSONALITY = GUILT-RIDDEN SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 6 RANGE = 1 ATTACK = 5 DEFENSE = 4 POINTS = 200-220? SWING LINE 4 Instead of his normal move, Spider-Man may use his Swing Line. Swing Line has a move of 4. When counting spaces for Spider-Man’s Swing Line movement, ignore elevations. Spider-Man may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Spider-Man may not Swing Line more than 40 levels up or down in a single Swing Line. If Spider-Man is engaged when he starts to Swing Line, he will not take any leaving engagement attacks. JUST LIKE FLIES After Spider-Man rolls defense dice against an attack, he may immediately use his Swing Line 4 special power. If he is adjacent to the attacking figure after using Swing Line 4, roll an unblockable attack die against the attacking figure. If the figure receives a wound from this special power, remove a Wound Marker from this Army Card. ZOMBIE INFECTION If an opponent's Unique Hero would be destroyed by Spider-Man's normal attack, instead of destroying it normally, place all wounds from the attack on that figure's card and remove up to 2 Wound Markers and all Order Markers from that card. If that figure has enough wounds to be destroyed, destroy it. Otherwise, take control of that figure and its Army Card. That figure's species is now Undead instead of what is listed on the card, and it must use the Zombie Infection special power. When Zombie Infection refers to Spider-Man, it refers to that figure as well. Zombie Infection never affects Undead, Androids, Constructs, or destructible objects. SUPER STRENGTH ---------------------------------------- Bio - Hailing from a world where Earth's greatest heroes became flesh-hungry zombies, this version of Spider-Man's neighborhood ain't so friendly. Unlike most of his fellow super-zombies, Spider-Man was plagued by guilt for what he had done. Eventually he managed to overcome his hunger and lead the fight against his fellow zombies. He was killed along with the rest of the undead menace. Spinneret
Spoiler Alert!
![]() The figure used for this unit is a Heroclix figure from the Secret Wars set. Its model number and name are #??? / ???. NAME = SPINNERET SECRET IDENTITY = MARY JANE WATSON SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = CRIME FIGHTER PERSONALITY = BOLD SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 6 RANGE = 4 ATTACK = 3 DEFENSE = 3 POINTS = ??? SPIDER POWER SHARING At the start of the game, you may choose a Peter Parker you control that is a Crime Fighter. For the entire game, Spinneret may use any special powers on the chosen Peter Parker's card. When you roll the 20-sided die for Spinneret or the chosen Peter Parker, subtract 1 from your roll if both figures are on the battlefield, or 2 from your roll if they are adjacent to each other. SPIDER-FAMILY After revealing an Order Marker on the card of any other Unique Hero you control that has the Swing Line or Web Swing special power and before taking a turn with that Hero, you may take a turn with Spinneret. If you do, you may not take any additional turns with any figures other than that Hero. PROTECTIVE FURY Before attacking with Spinneret, you may choose one other Unique Hero you control within 4 clear sight spaces of Spinneret that has the Swing Line or Web Swing special power. After Spinneret attacks, she may attack one additional time for each Wound Marker on the chosen figure's Army Card, up to a maximum of three additional attacks in a single turn. __________________________________________ Bio - In a world where Peter Parker and Mary Jane remained married and raised a daughter, Mary Jane eventually ended up becoming a superhero herself. Using technology appropriated from the supervillain Regent, MJ is able to replicate her husband's powers, albeit at the cost of slightly diminishing them. She fights crime alongside Peter and Annie, their spider-powered daughter.Venom
Spoiler Alert!
Allies and Rivals
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Anti-Venom
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![]() The figure used for this unit is a Heroclix figure from the Web of Spider-Man set. Its model number and name are #025 / Anti-Venom. NAME = ANTI-VENOM SECRET IDENTITY = EDDIE BROCK SPECIES = MUTATE UNIQUENESS = UNIQUE HERO CLASS = VIGILANTE PERSONALITY = REPENTANT SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 6 RANGE = 2 ATTACK = 5 DEFENSE = 4 POINTS = 240? HEALER X Before moving, you may reveal an “X” Order Marker on this card to remove one Wound Marker from the Army Card of an adjacent figure that is not a destructible object or Android. After taking a turn with Anti-Venom, remove 1 Wound Marker from this Army Card. TENDRIL SWING 3 Instead of his normal move, Anti-Venom may use his Tendril Swing. Tendril Swing has a move of 3. When counting spaces for Anti-Venom’s Tendril Swing movement, ignore elevations. Anti-Venom may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Anti-Venom may not Tendril Swing more than 40 levels up or down in a single Tendril Swing. When Anti-Venom uses Tendril Swing, he will not take any leaving engagement attacks. After using Tendril Swing 3, you may use it one additional time. DISARMING GRASP When Anti-Venom attacks an adjacent figure with a normal attack, that figure rolls 1 fewer defense die, or 2 fewer defense dice if it is a Symbiote. SUPER STRENGTH Mace
Spoiler Alert!
![]() The figure used for this unit is a ??? figure from the ??? set. Its model number and name are #??? / ???. NAME = MACE SECRET IDENTITY = SHIGERU EZAKI SPECIES = CLONE UNIQUENESS = UNIQUE HERO CLASS = MERCENARY PERSONALITY = CALCULATING SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 5 RANGE = 1 ATTACK = 5 DEFENSE = 4 POINTS = ??? CAMOUFLAGE If Mace is not engaged, he cannot be targeted by opponents' non-adjacent figures for any attacks or any special powers that require clear sight. TACTICAL DOUBLE ATTACK When Mace attacks with a normal or special attack, he may attack one additional time with a normal or special attack. QUICK SHOT SPECIAL ATTACK Range 5. Attack 3. Figures roll 2 fewer defense dice when defending this special attack. After Mace attacks with this special attack, he may move up to 3 spaces. If Mace is engaged when he begins this move, he will not take any leaving engagement attacks. SHOTGUN BLAST SPECIAL ATTACK Range 5. Attack 3. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Shotgun Blast Special Attack. Mace only needs a clear sight shot at the chosen figure. Roll attack once for all affected figures. Each figure rolls defense dice separately. Mace cannot be affected by his own Shotgun Blast Special Attack. Heroic Symbiotes
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Sleeper
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![]() The figure used for this unit is a ??? figure from the ??? set. Its model number and name are #??? / ???. NAME = SLEEPER SECRET IDENTITY = TEL-KAR SPECIES = SYMBIOTE UNIQUENESS = UNIQUE HERO CLASS = LONER PERSONALITY = VENGEFUL SIZE/HEIGHT = MEDIUM 5 LIFE = 6 MOVE = 7 RANGE = 1 ATTACK = 6 DEFENSE = 4 POINTS = ??? PHEROMONE MANIPULATIONS Start the game with a red Pheromone Marker and a blue Pheromone Marker. Before taking a turn with Sleeper, you may place or remove any of your Pheromone Markers on this card. There may never be more than one Pheromone Marker on this card. While the red Pheromone Marker is on this card, figures engaged with Sleeper add 1 to their Attack numbers and subtract 1 from their Defense numbers. While the blue Pheromone Marker is on this card, figures engaged with Sleeper subtract 1 from their Attack numbers and add 1 to their Defense numbers. CAMOUFLAGE If Sleeper is not engaged, they cannot be targeted by opponents' non-adjacent figures for any attacks or any special powers that require clear sight. AGILE CLIMBING Sleeper can move through all figures and is never attacked when leaving an engagement. When moving normally up levels of height to move onto a space with Sleeper, do not count a space for the first level. You may ignore Sleeper's height of 5 when climbing. Sleeper never takes falling damage or major falling damage. SUPER STRENGTH Bio - A spawn of the Venom symbiote, Sleeper temporarily bonded with Eddie Brock to rescue its parent from the clutches of Tel-Kar, a Kree warrior that had enslaved the Venom symbiote. Sleeper exacted its revenge by bonding with Tel-Kar and lobotomizing him. Afterward, it left Earth to explore the cosmos, still bonded to Tel-Kar but fully in control. Toxin
Spoiler Alert!
![]() The figure used for this unit is a Heroclix figure from the Web of Spider-Man set. Its model number and name are #103 / Toxin. The figure used for this unit is a Heroclix figure from the Superior Foes of Spider-Man set. Its model number and name are #018 / Toxin. NAME = TOXIN SECRET IDENTITY = PATRICK MULLIGAN SPECIES = SYMBIOTE UNIQUENESS = UNIQUE HERO CLASS = VIGILANTE PERSONALITY = CONFLICTED SIZE/HEIGHT = MEDIUM 5 LIFE = 6 MOVE = 6 RANGE = 1 ATTACK = 7 DEFENSE = 3 POINTS = 260-280 TOXIC SYMBIOSIS If there is at least one unrevealed Order Marker on this card, add 2 to Toxin's Defense number and and subtract 2 from his Attack number. SYMBIOTIC TRACKING While moving, Toxin may add 3 to his Move value or add 1 space to his Tendril Swing movement for this turn. If he does, he cannot attack this turn. TENDRIL SWING 3 Instead of his normal move, Toxin may use his Tendril Swing. Tendril Swing has a move of 3. When counting spaces for Toxin’s Tendril Swing movement, ignore elevations. Toxin may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Toxin may not Tendril Swing more than 40 levels up or down in a single Tendril Swing. When Toxin uses Tendril Swing, he will not take any leaving engagement attacks. After using Tendril Swing 3, you may use it one additional time. SUPER STRENGTH ------------------------------ Bio - Just as Venom "gave birth" to Carnage, eventually Carnage himself produced a spawn. Carnage tried to kill the newly-born symbiote, but Venom protected it and gave it a chance to bond with a host. The symbiote was named Toxin by Venom (after himself) and bonded with Patrick Mulligan, a cop and new father. The Toxin symbiote and Pat eventually formed a shaky bond, with Pat reining in Toxin's more bloodthirsty impulses. Venom (II)
Spoiler Alert!
![]() The figure used for this unit is a Nano Metalfigs figure from the Marvel Spider-Man Set 2 set. Its model number and name are #MV34 / Venom. NAME = VENOM SECRET IDENTITY = EDDIE BROCK SPECIES = SYMBIOTE UNIQUENESS = UNIQUE HERO CLASS = LONER? MISFIT? VAGABOND? PERSONALITY = SELF-RIGHTEOUS SIZE/HEIGHT = MEDIUM 5-6 LIFE = 7 MOVE = 6 RANGE = 4 ATTACK = 4 DEFENSE = 2 POINTS = ??? SWING LINE 3 Instead of his normal move, Venom may use his Swing Line. Swing Line has a move of 3. When counting spaces for Venom’s Swing Line movement, ignore elevations. Venom may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Venom may not Swing Line more than 40 levels up or down in a single Swing Line. If Venom is engaged when he starts to Swing Line, he will not take any leaving engagement attacks. SYMBIOTE INTIMIDATION Venom rolls 2 additional attack dice against an adjacent figure, and figures with with a height of 5 or less roll 1 fewer defense die against Venom's normal attack. LETHAL PROTECTOR After an enemy figure adjacent to Venom attacks any figure you control other than Venom, you may roll an unblockable attack die against that enemy figure. UNSTOPPABLE RESILIENCE If Venom would receive one or more wounds, ignore one of those wounds. SUPER STRENGTH Venom (Space Knight)
Spoiler Alert!
![]() The figure used for this unit is a Heroclix figure from the Avengers Infinity set. Its model numbers and name are #023 / Venom, Space Knight. NAME = VENOM SECRET IDENTITY = EUGENE "FLASH" THOMPSON SPECIES = SYMBIOTE UNIQUENESS = UNIQUE HERO CLASS = KNIGHT PERSONALITY = CONFIDENT SIZE/HEIGHT = MEDIUM 5? LIFE = 5 MOVE = 6 RANGE = 4 ATTACK = 4 DEFENSE = 5 POINTS = ??? AGENT OF THE COSMOS Start the game with an additional Order Marker 3. You must place that Order Marker on this card at the start of each round. You may reveal it normally on your turn instead of your other Order Marker 3. SYMBIOTE SHAPESHIFTING 3 Before taking a turn with Venom, you may place or remove any number of black Shapeshift Markers on this card. Subtract 1 from Venom's Range number and Swing Line movement, and add 1 to Venom's Attack number for each Shapeshift Marker on this card. A maximum of 3 Shapeshift Markers can be on this card. SWING LINE 4 Instead of his normal move, Venom may use his Swing Line. Swing Line has a move of 4. When counting spaces for Venom’s Swing Line movement, ignore elevations. Venom may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Venom may not Swing Line more than 40 levels up or down in a single Swing Line. If Venom is engaged when he starts to Swing Line, he will not take any leaving engagement attacks. SUPER STRENGTH Villains (Cosmic)
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Imperium Symbiotes
Spoiler Alert!
![]() The figure used for this unit is a Heroclix figure from the Web of Spider-Man set. Its model number and name are #002 / Symbiote. NAME = IMPERIUM SYMBIOTES SECRET IDENTITY = SPECIES = SYMBIOTE UNIQUENESS = COMMON SQUAD (2-3?) CLASS = INVADERS PERSONALITY = WILD SIZE/HEIGHT = MEDIUM 5 LIFE = 1 MOVE = 7 RANGE = 1 ATTACK = 5 DEFENSE = 3 POINTS = ??? AGILE CLIMBING Imperium Symbiotes can move through all figures and are never attacked when leaving an engagement. When moving normally up levels of height to move onto a space with an Imperium Symbiote, do not count a space for the first level. You may ignore Imperium Symbiotes' height of 5 when climbing. Imperium Symbiotes never take falling damage or major falling damage. HOST-JUMPING 14 When an Imperium Symbiote is destroyed, before removing that Imperium Symbiote from the battlefield, choose an opponent's Common or Unique figure within 3 clear sight spaces that is not a Symbiote, Android, Construct, or Undead and roll the 20-sided die. If you roll 14 or higher and the chosen figure is a Common or Squad figure, destroy the chosen figure instead and replace it with that Imperium Symbiote. If you roll 14 or higher and the chosen figure is a Unique Hero, place that Imperium Symbiote on that Hero's Army Card. A Unique Hero with an Imperium Symbiote on its card has the species of Symbiote in addition to what is listed on its card, and gains the Agile Climbing and Super Strength special powers. SYMBIOTE HIVEMIND After revealing an Order Marker on this card and taking a turn with the Imperium Symbiotes, you may either move any two Symbiotes you control, or take temporary control of any Unique Symbiote Hero on the battlefield and take an immediate turn with that Hero. SUPER STRENGTH __________________________________________________________ Bio - The symbiotes were originally created by the elder god Knull to drag the universe back into the void, and they conquered entire civilizations under him. But when Knull was defeated by Thor and his connection to the symbiotes was severed, they rebelled. They imprisoned Knull and formed a benevolent organization known as the Agents of the Cosmos.Unfortunately for the cosmos, bonding with a malevolent host could easily cause a symbiote to return to its conquering, nihilistic ways. Many symbiotes reverted to their old ways, and reproduced quickly, out-numbering the benevolent symbiotes. These malevolent symbiotes re-created Knull's Symbiote Imperium and became feared throughout the galaxy. The Imperium is known to attack entire civilizations, use their populace as host bodies, and steal their technology to attack other worlds. Knull
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![]() The figure used for this unit is a ??? figure from the ??? set. Its model number and name are #??? / ???. NAME = KNULL SECRET IDENTITY = SPECIES = ELDER GOD UNIQUENESS = EVENT HERO CLASS = DESTROYER PERSONALITY = NIHILIST SIZE/HEIGHT = MEDIUM 5 LIFE = 13 MOVE = 6 RANGE = 1 ATTACK = 6 DEFENSE = 5 POINTS = ??? SYMBIOTE INFECTION Start the game with 8 black Symbiote Markers on this card. A Unique Hero with one of your Symbiote Markers on its card has the species of Symbiote in addition to what is listed on its card, adds 1 to its Attack number, and subtracts 1 from its Defense number. GOD OF THE SYMBIOTES After taking a turn with Knull, you may either: -choose an adjacent Unique Hero that is not an Android, Construct, Symbiote, or Undead and roll the 20-sided die. If you roll 12 or higher, place a Symbiote Marker from this card on that Hero's card. -take temporary control of any Symbiote Hero within clear sight of Knull and take an immediate turn with that Hero. UMBRAKINETIC ASSAULT SPECIAL ATTACK Range 2. Attack 6. After attacking with this special attack, you may attack with it up to three additional times. Knull cannot attack a Symbiote with this special attack, and cannot attack the same figure twice in one turn. SUPER STRENGTH FLYING ______________________________________ Bio - The elder god known as Knull existed before most life in the universe - he saw the creations of the Celestials as a gross intrusion on his void. He created the first symbiote, All-Black the Necrosword, as a weapon in his war on the Celestials and all the other gods trying to fill his sacred void with light and life. All other symbiotes are descended from All-Black, created by Knull to infect the living.Knull was trapped on Earth and separated from the symbiote hive mind after being struck down by Thor centuries ago, but he is still able to influence nearby symbiotes, and remains a threat to humanity. And the rest of existence, if ever he re-establishes the link to his hive mind. Venom (Sinister Six)
Spoiler Alert!
![]() The figure used for this unit is a Heroscape figure from the The Conflict Begins set. Its model number and name are #8/10 / Venom. NAME = VENOM SECRET IDENTITY = EDDIE BROCK SPECIES = SYMBIOTE UNIQUENESS = UNIQUE HERO CLASS = ANTAGONIST? CHARLATAN? PERSONALITY = SINISTER SIZE/HEIGHT = MEDIUM 5 LIFE = 7 MOVE = 6 RANGE = 2 ATTACK = 6 DEFENSE = 4 POINTS = ??? CAMOUFLAGE If Venom is not engaged, he cannot be targeted by opponents' non-adjacent figures for any attacks or any special powers that require clear sight. TENDRIL SWING 3 Instead of his normal move, Venom may use his Tendril Swing. Tendril Swing has a move of 3. When counting spaces for Venom’s Tendril Swing movement, ignore elevations. Venom may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Venom may not Tendril Swing more than 40 levels up or down in a single Tendril Swing. When Venom uses Tendril Swing, he will not take any leaving engagement attacks. After using Tendril Swing 3, you may use it one additional time. LASHING OUT After taking a turn with Venom, you must roll the 20-sided die once for each friendly figure that Venom could target for a normal attack. Subtract 4 from your roll if you did not reveal an Order Marker on this card at the start of your turn. If you roll 2 or lower, that figure receives a wound. SUPER STRENGTH _________________________________ Bio - In an attempt to crush his hated nemesis, Spider-Man, Venom once briefly made the mistake of aligning himself with the criminals and scoundrels that he usually hunts, joining the Sinister Six. His tenure was incredibly brief - he got along poorly with the other members and ended up trying to murder most of them._________________________________ Notes - Okay, Venom's tenure with the Sinister Six was pretty brief... but I'm a big Venom guy, so I did think of this storyline when people mentioned Sinister Six versions of some characters. I kind of like the idea of doing a synergy-friendly Venom that's pretty juiced, but is kind of a giant liability that ends up trying to kill all your guys if you're not careful about him.Probably a pretty low priority for me, though. Villains (Earthly)
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Crime-Master
Spoiler Alert!
![]() The figure used for this unit is a Heroclix figure from the Earth X set. Its model number and name are #020 / Crime Master. NAME = CRIME-MASTER SECRET IDENTITY = BENNETT BRANT SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = CRIME LORD PERSONALITY = FLIPPANT SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 5 RANGE = 4 ATTACK = 3 DEFENSE = 3 POINTS = ??? SAVAGE SIX Unique Heroes you control that have the Savage personality add 1 to their Attack numbers. When a Unique Hero you control with the Savage personality is destroyed, you may move any unrevealed Order Markers from its Army Card to this card or any Criminal Army Card you control. SECRET WEAPON SPECIAL ATTACK Range 4. Attack 3. Figures roll 3 fewer defense dice against this special attack. This special attack may only be used once per game. ______________________________________ Bio - Crime-Master is none other than Bennett Brant, the long-thought-dead brother of Betty Brant. Bennett was seemingly killed after getting in over his head with a crook known as "Blackie", but a mysterious organization revived him to take on the mantle of the Crime-Master. He set up a criminal empire and established a reputation as an arms-dealer. He managed to escape the notice of most superheroes, but eventually wound up on Agent Venom's radar. Crime-Master assembled a cadre of villains known as the "Savage Six" to try to take down Venom.Jack O'Lantern (Crime-Master's)
Spoiler Alert!
![]() The figure used for this unit is a ??? figure from the ??? set. Its model number and name are #??? / ???. NAME = JACK O'LANTERN SECRET IDENTITY = SPECIES = MUTATE UNIQUENESS = UNIQUE HERO CLASS = ASSASSIN PERSONALITY = SAVAGE SIZE/HEIGHT = MEDIUM 5 LIFE = 6 MOVE = 6 RANGE = 4 ATTACK = 2 DEFENSE = 4 POINTS = ??? DEADLY SHOT When attacking with Jack O'Lantern, each skull rolled counts as one additional hit. EVASIVE FLYING When Jack starts to fly, he will not take any leaving engagement attacks. When Jack rolls defense dice against an attack from a non-adjacent figure without the Flying or Stealth Flying special power, 1 shield will block all damage, and you may immediately move Jack one space for each shield rolled. BRAINWASHED FLUNKIES Before placing Order Markers at the start of each round, if Jack is destroyed, you may choose a Common Human on the battlefield and roll the 20-sided die. If you roll 13 or higher, destroy that figure, place or remove Wound Markers on this card until Jack has 2 Life remaining, and then place Jack on the space that figure previously occupied. SUPER STRENGTH FLYING ______________________________________ Bio - Jack O'Lantern was a young boy (real name unknown, alias "Jack") kidnapped by Crime-Master. Crime-Master managed to twist the boy to his own ends, raising him to be a monstrous assassin. Jack O'Lantern thinks of Crime-Master as his real father, and harbors an intense grudge against Flash Thompson. Though he was defeated and imprisoned by Flash, Jack O'Lantern continues to haunt him - Jack O'Lantern has hidden caches of equipment staffed by robotic underlings. When someone stumbles into one, they are brainwashed into becoming a new Jack, with his personality, powers, and skills.Pyre
Spoiler Alert!
![]() The figure used for this unit is a ??? figure from the ??? set. Its model number and name are #??? / ???. NAME = PYRE SECRET IDENTITY = GRAY RUSSELL SPECIES = MUTATE UNIQUENESS = UNIQUE HERO CLASS = ANTAGONIST PERSONALITY = VINDICTIVE SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 5 RANGE = 1 ATTACK = 3 DEFENSE = 4 POINTS = ??? RADIOACTIVE RAGE SPECIAL ATTACK Range 4. Attack Special. Choose a figure to attack and roll X attack dice, where X is equal to 2+ the number of Wound Markers on this card. For each skull rolled, roll one additional attack die. Continue rolling an additional attack die for each additional skull rolled until no skulls are rolled. The defending figure rolls defense normally. SYMBIOTE HATRED Symbiotes roll 1 fewer defense die against normal or special attacks from Pyre. The Stalker
Spoiler Alert!
![]() The figure used for this unit is a ??? figure from the ??? set. Its model number and name are #??? / ???. NAME = THE STALKER SECRET IDENTITY = TRENT SPECIES = CYBORG UNIQUENESS = UNIQUE HERO CLASS = STALKER PERSONALITY = OBSESSIVE SIZE/HEIGHT = MEDIUM 5 LIFE = 8 MOVE = 5 RANGE = 4 ATTACK = 5 DEFENSE = 4 POINTS = ??? TECHNO-ORGANIC ASSIMILATION At the start of the game, choose up to 3 other Unique Heroes you control that are Hunters or Stalkers and place a white Techno-Organic Marker on each of their cards. Those Heroes are considered Assimilated for the rest of the game. Assimilated Heroes have the species of Cyborg instead of what is listed on their cards. STALKER'S HUNT After revealing an Order Marker on this card and before taking a turn with The Stalker, you may take a turn with each Assimilated Hero you control. You may not take any additional turns with any other figures. ABSORBED SKILLSETS While taking a turn, The Stalker and any of your Assimilated Heroes may use any special powers on the Army Cards of your destroyed Assimilated Heroes. If the special power refers to the destroyed Hero or the destroyed Hero's card, it refers to the Hero taking a turn or that Hero's card instead. FLYING What If?/Alternate Universe
Spoiler Alert!
Iron Goblin
Spoiler Alert!
![]() The figure used for this unit is a Heroclix figure from the Secret Wars - Battleworld set. Its model number and name are #??? / ???. NAME = IRON GOBLIN SECRET IDENTITY = TONY STARK SPECIES = MUTATE UNIQUENESS = UNIQUE HERO CLASS = ENGINEER PERSONALITY = INSANE SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 6 RANGE = 6 ATTACK = 3 DEFENSE = 5 POINTS = ??? GOBLIN FORMULA MADNESS Before taking a turn with Iron Goblin, roll the 20-sided die. If you roll 1-7, place a green Insanity Marker on this card. After placing a fourth Insanity Marker on this card, choose an opponent to take control of Iron Goblin. Iron Goblin's turn immediately ends. Remove all Insanity Markers and Order Markers from this card, then give this card to the chosen opponent. LAST STAND - PROBABLY NEEDS A LESS REUSABLE NAME IN ITS CURRENT FORM After Iron Goblin attacks, he may attack one additional time for each Insanity Marker on this card. If there are three Insanity Markers on this card, Iron Goblin subtracts 2 from his Defense number and after taking a turn with Iron Goblin, if he is engaged, you may move up to 3 figures you control up to 4 spaces each. Figures moved with this special power will not take any leaving engagement attacks. GOBLIN GLIDER When Iron Goblin defends against a normal attack from a non-adjacent figure without the Flying or Stealth Flying special power, 1 shield will block all damage. When Iron Goblin starts to fly he will not take any leaving engagement attacks. SUPER STRENGTH FLYING X-Men
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Exiles
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Mimic
Spoiler Alert!
![]() The figure used for this unit is a Heroclix figure from the Mutations & Monsters set. Its model number and name are #021 / Mimic. NAME = MIMIC SECRET IDENTITY = CALVIN RANKIN SPECIES = MUTANT UNIQUENESS = UNIQUE HERO CLASS = DEFENDER PERSONALITY = ADAPTABLE SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 5 RANGE = 4 ATTACK = 4 DEFENSE = 4 POINTS = ??? ADVANCED POWER MIMICRY 13 Start the game with 3 silver Mimic Markers on this card. At the beginning of Mimic's turn, you may choose an adjacent Unique Hero. Roll the 20-sided die. If you roll 13 or higher, remove one of your Mimic Markers from any card and place it on the chosen Hero's card. Whenever Mimic takes a turn, he may use any special powers on an Army Card that has one of your Mimic Markers on it, except powers that can only be used once per round or game. If the special power refers to the chosen figure or the chosen figure's card, it refers to Mimic or Mimic's card instead. ??? Figures subtract 1 from their defense dice when attacked by Mimic with an adjacent normal attack. After taking a turn with Mimic, roll the 20-sided die. If you roll 11 or higher, remove a Wound Marker from this card. STEEL SKIN When rolling defense dice against a normal attack, Mimic always adds one automatic shield to whatever is rolled. Mimic never rolls for molten lava damage or lava field damage. SUPER STRENGTH __________________________________________________ Bio - This version of Mimic hails from an alternate reality where he joined the X-Men proper after his stint with the Brotherhood, and excelled with the team, to the point where he displaced Cyclops as the leader of the X-Men. He was plucked from the timestream and forced to join the Exiles. He initially served as the team's leader, but eventually ceded the role to Blink.Morph
Spoiler Alert!
![]() The figure used for this unit is a Heroclix figure from the Mutations & Monsters set. Its model number and name are #020 / Morph. Its model number and name are #103 / Proteus. NAME = MORPH SECRET IDENTITY = KEVIN SIDNEY SPECIES = MUTANT UNIQUENESS = UNIQUE HERO CLASS = REBEL PERSONALITY = JOCULAR SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 6 RANGE = 1 ATTACK = 5 DEFENSE = 5 POINTS = ??? AMORPHOUS BIOLOGY Start the game with a white Morph Marker. After revealing a numbered Order Marker on an Army Card you control, you may place or remove the Morph Marker from this card. While the Morph Marker is on this card, Morph is considered to have a size of large and a height of 7 instead of what is listed on this card, and adds 1 to his Attack number. AMORPHOUS HEALING After taking a turn with Morph, if the Morph Marker is not on this card, remove 1 Wound Marker from this Army Card. MALLEABLE BODY Morph never takes leaving engagement attacks and adds 2 to his Defense number when defending against a normal attack from an adjacent figure. SUPER STRENGTH FLYING __________________________________________________________ Bio - Though Kevin Sidney was known as Changeling in the Prime Marvel Universe, and had something of a checkered past, he's known as the heroic Morph in many of his other incarnations across the multiverse. The first of Morph's two most notable iterations is the Morph of the Age of Apocalypse: there, Morph was one of Magneto's X-Men, fighting the good fight against Apocalypse's reign of terror. The second is the one who was conscripted into the Exiles. This version of Morph came from a notably happier world, but still rose up to become one of Earth's greatest heroes. With the Exiles, Morph expanded the scope of his heroism, defending the multiverse against threats on an unimaginable scale.Morph is able to shape-shift to an even greater extent than the likes of Mystique, able to increase and decrease in size and mass in a way that defies explanation. Unlike Mystique, he's turned his talents to comedy rather than espionage. His unique physiology also renders him incredibly durable, and he can shape his body into more muscular forms in order to increase his own strength. New X-Men
Spoiler Alert!
Broo
Spoiler Alert!
![]() The figure used for this unit is a Heroclix figure from the X-Men Xavier's School set. Its model number and name are #045 / Broo. SECRET IDENTITY = SPECIES = MUTANT UNIQUENESS = UNIQUE HERO CLASS = STUDENT PERSONALITY = BRILLIANT SIZE/HEIGHT = SMALL 3 LIFE = 4 MOVE = 6 RANGE = 1 ATTACK = 3 DEFENSE = 3 POINTS = ??? ASPIRING GENIUS After revealing an Order Marker on the Army Card of a Unique Hero you control that is an Engineer or a Scientist and taking a turn with that Hero, if Broo is within 6 clear sight spaces of that Hero, you may take an immediate turn with Broo, and you may not take any additional turns with other figures you control. SUPPRESSED BROOD INSTINCTS Before taking a turn with Broo, roll the 20-sided die. Subtract 4 from your roll for each Wound Marker on this card. If you roll 1 or lower, for this turn: -If any figure rolls for a leaving engagement attack against Broo and does not roll a skull, that figure receives a wound. -After moving, Broo must attack all figures adjacent to him. Roll each attack separately. _________________________________________ Bio - Broo is a mutant Brood - unlike others of his species, he can feel compassion, and is separate from the hive mind that all other Brood share. He was rescued from a Brood colony by Beast and Abigail Brand, and has been a student at Xavier's ever since. He's a brilliant student and idolizes super-geniuses like Tony Stark.Mercury
Spoiler Alert!
![]() The figure used for this unit is a Heroclix figure from the X-Men Xavier's School set. Its model number and name are #025 / Mercury. NAME = MERCURY SECRET IDENTITY = CESSILY KINCAID SPECIES = MUTANT UNIQUENESS = UNIQUE HERO CLASS = STUDENT PERSONALITY = RELUCTANT SIZE/HEIGHT = MEDIUM 4 LIFE = 5 MOVE = 5 RANGE = 2 ATTACK = 4 DEFENSE = 4 POINTS = ??? LIQUID METAL MOVEMENT Mercury never takes falling damage or leaving engagement attacks, never rolls for molten lava damage or lava field damage, and may move through all figures. After moving and instead of attacking, you may choose a figure that Mercury moved through and roll an unblockable attack die against that figure. LIQUID METAL DEFENSE When Mercury defends against a non-adjacent attack from a figure without the Electrically Charged special power, add 4 to her Defense number. INORGANIC BODY Special powers that do not affect Androids do not affect Mercury. Pixie
Spoiler Alert!
![]() The figure used for this unit is a Heroclix figure from the Uncanny X-Men set. Its model number and name are #056 / Pixie. SECRET IDENTITY = MEGAN GWYNN SPECIES = MUTANT UNIQUENESS = UNIQUE HERO CLASS = STUDENT PERSONALITY = ENTHUSIASTIC SIZE/HEIGHT = MEDIUM 4 LIFE = 3 MOVE = 5 RANGE = 1 ATTACK = 4 DEFENSE = 3 POINTS = ??? HALLUCINOGENIC DUST After Pixie moves with her Flying special power, instead of attacking, you may choose a Unique Hero she passed over that is not an Android or a Construct and roll the 20-sided die. If you roll 14 or higher, remove an Order Marker at random from the chosen Hero's card. MAGICAL MUTANT TELEPORTATION Instead of moving and attacking with Pixie, you may choose two adjacent Mutant Students, or any one other adjacent figure. Place Pixie on an empty space within 6 spaces of her current placement. After placing Pixie, you may place the chosen figures on any empty spaces adjacent to Pixie. Figures moved with this special power will not take any leaving engagement attacks. MAGICAL DEFENSE When Pixie is attacked by an opponent's figure that does not have the Magical Defense special power, the most wounds Pixie can take for this attack is one. FLYING Surge
Spoiler Alert!
![]() The figure used for this unit is a Heroclix figure from the X-Men Xavier's School set. Its model number and name are #030 / Surge. NAME = SURGE SECRET IDENTITY = NORIKO ASHIDA SPECIES = MUTANT UNIQUENESS = UNIQUE HERO CLASS = STUDENT PERSONALITY = REBELLIOUS SIZE/HEIGHT = MEDIUM 4 LIFE = 4 MOVE = 6 RANGE = 1 ATTACK = 3 DEFENSE = 4 POINTS = ??? SUPERSPEED Surge may move through all figures, never takes leaving engagement attacks, and does not have to stop her movement when entering water spaces. After taking a turn with Surge, if she did not use her Static Bolt Special Attack this turn, she may move up to an additional 4 spaces. ELECTRIC SURGE SPECIAL ATTACK Range 3. Attack 4. Figures with the Electrically Charged special power cannot be targeted for this special attack. After revealing an Order Marker on this card and attacking with this special attack, if Surge did not inflict any wounds, you may take an immediate turn with any other Mutant Student card you control. ELECTRICALLY CHARGED Surge rolls 1 fewer defense die when she is on a water space. __________________________________________ Bio - Noriko Ashida ran away from home in Tokyo at the age of thirteen, when her mutant powers manifested. She eventually made her way to the X-Men, where she was taken in. Beast designed special gauntlets for her to help her control her powers - Noriko absorbs static electricity, but has difficulty controlling how it is released. With help from her gauntlets, Noriko is able to channel the absorbed electricity into electric blasts or superhuman speed. After M-Day, she was chosen by Emma Frost to lead the remaining powered student at Xavier's School, forming them into the New X-Men.X-Factor
Spoiler Alert!
Multiple Man (Unique)
Spoiler Alert!
![]() The figure used for this unit is a Heroclix figure from the Wolverine and the X-Men set. Its model number and name are #013 / Multiple Man or #205 / Multiple Man. NAME = MULTIPLE MAN SECRET IDENTITY = JAMIE MADROX SPECIES = MUTANT UNIQUENESS = UNIQUE HERO CLASS = INVESTIGATOR PERSONALITY = CONFLICTED SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 5 RANGE = 1 ATTACK = 4 DEFENSE = 4 POINTS = 90? MULTIPLE CHOICE You may draft this Jamie Madrox figure into an army with one or more Common Jamie Madrox figures. After being destroyed, this Jamie Madrox cannot be placed back on the battlefield with the Dupes special power. X-FACTOR ACCOMPANIMENT After revealing an Order Marker on the Army Card of a Unique Investigator Hero or Unique Bruiser Hero that you control and before taking a turn with that Hero, you may move and attack with up to two Common Multiple Man figures that you control. DUPES 10 When this Multiple Man receives one or more wounds from a normal or special attack, you may roll the 20-sided die before placing those wounds. If you roll 10 or higher, ignore any wounds this Multiple Man just received and, if possible, place one of your previously destroyed Multiple Man figures adjacent to this Multiple Man. X-Force
Spoiler Alert!
Spiral
Spoiler Alert!
![]() The figure used for this unit is a Heroclix figure from the Wolverine and the X-Men set. Its model number and name are #041 / Spiral. SECRET IDENTITY = RITA WAYWORD SPECIES = CYBORG UNIQUENESS = UNIQUE HERO CLASS = SORCERESS PERSONALITY = VINDICTIVE SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 6 RANGE = 4 ATTACK = 4 DEFENSE = 4 POINTS = ??? MINION OF MOJO An opponent may never take temporary or permanent control of Spiral. When Mojo chooses Spiral for his Mojovision Reality Programming special power and rolls the 20-sided die, the player controlling Mojo may add 2 to the roll. TELEPORTING SWORDPLAY Before each attack with Spiral, you may place her on an empty space within 2 spaces of her current placement. Spiral will not take any leaving engagement attacks when moved with Teleporting Swordplay. If Spiral attacks an adjacent figure with her normal attack and at least one skull is rolled, she may attack an adjacent figure again. She may continue attacking adjacent figures, rolling 1 fewer attack die for each subsequent attack, until you fail to roll a skull. MAGICAL DEFENSE Wolverine (X-Force)
Spoiler Alert!
![]() The figure used for this unit is a Heroclix figure from the Web of Spider-Man set. Its model number and name are #043 / Wolverine. SECRET IDENTITY = JAMES HOWLETT SPECIES = MUTANT UNIQUENESS = UNIQUE HERO CLASS = LEADER PERSONALITY = DRIVEN SIZE/HEIGHT = MEDIUM 4 LIFE = 6 MOVE = 6 RANGE = 1 ATTACK = 5 DEFENSE = 4 POINTS = 280? X-FORCE LEADER No unrevealed Order Markers on cards you control may be moved to any other cards and you may only take a turn with an Army Card after revealing an Order Marker on that card. When you roll the 20-sided die for a Mutant you control with at least one Order Marker on its card, you may add or subtract 2 from the roll. MUTANT STRIKE TEAM TACTICS Figures within 4 spaces of Wolverine subtract 1 from their Defense numbers if they are engaged with a Mutant you control. After an opponent's figure is destroyed, if that figure was within 4 spaces of Wolverine, you may immediately move a Mutant you control up to 4 spaces. 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. X-Men
Spoiler Alert!
ForgetMeNot
Spoiler Alert!
![]() The figure used for this unit is a ??? figure from the ??? set. Its model number and name are #??? / ???. NAME = FORGETMENOT SECRET IDENTITY = SPECIES = MUTANT UNIQUENESS = UNIQUE HERO CLASS = LONER PERSONALITY = UNFORTUNATE SIZE/HEIGHT = MEDIUM 5 LIFE = 3 MOVE = 5 RANGE = 1 ATTACK = 1 DEFENSE = 2 POINTS = ??? IMPERCEPTIBILITY ForgetMeNot is never attacked when leaving engagements. ForgetMeNot cannot be targeted for attacks or chosen for special powers by an enemy figure unless that figure is only engaged with figures that have this special power. FROM OUT OF NOWHERE If ForgetMeNot is unengaged at the start of his turn, enemy figures cannot roll defense dice against his normal attack. Bio - The most-overlooked X-Man, it's ForgetMeNot's dubious 'power' to always be forgotten. He is incredibly difficult to even notice, and as soon as you allow your attention to slip, you completely forget that he exists at all. He does get to ride mass transit for free, but has difficulty maintaining relationships, and is never recognized for his contributions to the mutant cause. Professor X was able to 'remember' ForgetMeNot and bring him into the X-Men by setting himself a recurring psychic reminder of his existence. Wolverine (Wolverine and the X-Men)
Spoiler Alert!
![]() The figure used for this unit is a Heroclix figure from the Wolverine and the X-Men set. Its model number and name are #001 / Wolverine. The figure used for this unit is a Heroclix figure from the Wolverine and the X-Men Gravity Feed set. Its model number and name are #201 / Wolverine. NAME = WOLVERINE SECRET IDENTITY = JAMES HOWLETT SPECIES = MUTANT UNIQUENESS = UNIQUE HERO CLASS = LEADER PERSONALITY = GRUFF SIZE/HEIGHT = MEDIUM 4 LIFE = 6 MOVE = 5 RANGE = 1 ATTACK = 4 DEFENSE = 4 POINTS = ??? MUTANT HEADMASTER After revealing an Order Marker on this card and moving Wolverine, you may choose two Mutants you control that have a class of Student or Sidekick, or one other Mutant figure you control. Move each chosen Mutant normally. Moved Mutants must end their movement within 4 spaces of Wolverine, and you may not take a turn with those Mutants for the rest of this player turn. ADAMANTIUM ASSAULT Figures subtract 2 from their defense dice when attacked by Wolverine with an adjacent normal attack. Before attacking with Wolverine, you may choose a Mutant Student or Mutant Sidekick within 4 spaces of Wolverine. Wolverine may attack one additional time this turn for each Wound Marker on the chosen figure's card, to a maximum of 3 total attacks in a single turn. 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. Last edited by Ronin; November 8th, 2019 at 12:08 AM. |
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Re: Ronin's Public Workshopping Thread
Okay, so here's a bunch of my write-ups from in the Sanctum - it isn't quite all of them, because there were some I wanted to keep as surprises, some I couldn't find (?), and some that I just didn't get to before I got tired of moving stuff out here.
That said, I prioritized more recent stuff, so a lot of the older things I've yet to put in here could use a fresh look anyway. I'll port em in here gradually. (I would have ported in an old thread like the other Heroes, but I'll confess to wanting to keep a few more things under my hat than they do, and my workshop threads are a bit long to comb for spoilers) Last edited by Ronin; August 2nd, 2018 at 02:17 AM. |
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Re: Ronin's Public Workshopping Thread
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Xael Raymand |
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Find all posts by Xael Raymand |
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Re: Ronin's Public Workshopping Thread
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Re: Ronin's Public Workshopping Thread
Awesome stuff Ronin! I didn't realize you had so many characters I am excited about. Killer Frost, Zoom, The Architect, just to name a few!
On The Architect, the design is really fun. I just recently read the story. He's definitely a bomb guy, and that is captured well. Like Superheroes and Comics?
C3G Project is Always Looking for New Members! Head here to get started! Playtesting is the most helpful thing! |
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Re: Ronin's Public Workshopping Thread
Not knowing Hack/Slash at all, is Laura Lochs meant to bond with Slayers or Slashers like Jason? Beause if it’s the second that’s really cool. I was thinking just the other day about designs that could make the “horror” units into something of a faction.
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Re: Ronin's Public Workshopping Thread
Thanks, Scapey! Part of the reason I wrote him up was that I wanted another Saboteur or two besides just Ghost - I'd like to have a little synergy there someday.
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Re: Ronin's Public Workshopping Thread
She's meant to bond with Slashers, like Jason! There's definitely some 'horror' synergy coming down the line.
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Re: Ronin's Public Workshopping Thread
Lots of horror stuff coming soon from some avid horror fan Heroes.
![]() Like Superheroes and Comics?
C3G Project is Always Looking for New Members! Head here to get started! Playtesting is the most helpful thing! |
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Re: Ronin's Public Workshopping Thread
Yay, more design threads!! I really want to see Spike done!
C3G can be played with official Heroscape, but it's not recommended.
![]() DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards. |
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Re: Ronin's Public Workshopping Thread
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Ronin is building some soft synergy and counter synergy as well, so it's cool to see these guys having their own little niche in the library here. |
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Re: Ronin's Public Workshopping Thread
Yeah, Spike is long-overdue. I've had that write-up sitting around since I was an Ally. Maybe earlier.
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