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Investigators may add to their defense dice with Lobster Johnson's (180) Helpful Ghost special power.
Investigators may bond with Multiple Man (30) figures with Jamie Madrox's (90) X-Factor Accompaniment special power.
Unique Investigator Heroes allow Flash (Barry Allen) (Justice League) (270) to start the game with an additional Justice League Marker due to his Swift Justice special power.
A Unique Investigator Hero may be chosen to be Hellboy's (II) (340) Partner with his Allied Against Evil special power.
Unique Mutate Heroes may be chosen for Jackal's (255) Experimental Cloning special power.
Unique Mutate Heroes may be chosen by the Hand Mystics (145) for their Hand Brainwashing special power, replacing any of their class-based synergies with these Ninja Synergies.
Adventurer Heroes may be activated by Mister Fantastic's (235) Fantastic Leader 4 special power.
Adventurers may add 4 to their defense dice with Invisible Woman's (215) Fantastic Force Field 4 special power.
Adventurer Synergy Benefits Offered:
Impossible Man (430) may add 8 to his roll when he chooses an Adventurer for his Shapeshifting Prankster special power.
The Thing (I) (325) may choose an Adventurer Hero for his Clobberin' Time special power to add 1 to his Attack number for each Wound Marker on that Adventurer's card.
Synergies for Figures that Count as Jungle Pieces
Jungle Piece Synergy Benefits Received:
N/A
Jungle Piece Synergy Benefits Offered:
Jungle Pieces allow Blanka (140) to move with his Jungle Leap special power.
Jungle Pieces may allow Ka-Zar (170) to move with his Vine Swing 3 special power.
Jungle Pieces allow Ka-Zar (170) to add a die to his attack and prevent him from being targeted for non-adjacent attacks and special powers via his King of the Jungle special power.
Jungle Pieces allow Poison Ivy (I) (165) to stop an enemy figure's movement with her Entangling Vines special power.
Jungle Pieces allow Poison Ivy (II) (175) to heal herself with her Toxic Love special power.
Poison Ivy (II) (175) may add 1 to the Defense of a friendly figure without the Super Strength special power that is adjacent to a Jungle Piece, via her Mother Nature special power.
Jungle Pieces allow Swamp Thing (235) to move and heal himself with his The Green special power.
Zabu (130) adds 1 to his Attack and Defense while adjacent to a Jungle Piece via his Jungle Strength 1 special power.
Sidekicks can be moved by Alfred Pennyworth's (60) Remote Field Extraction special power.
Alfred Pennyworth (60) adds 2 to his roll when using his Field Medic special power to heal a Unique Sidekick Hero.
Unique Sidekick Heroes may be activated by Nightwing's (200) Titans Go! special power.
Raven (190) may use her Team Empath special power to remove Wound Markers from the card of a Unique Sidekick Hero.
When Superboy (Kon-El) (240) uses his Titan Protector special power to take a wound instead of a Sidekick, you may place that Sidekick adjacent to Superboy.
Sidekicks may be kept within clear sight of each other and Titans you control by Miss Martian's (200) Titan Telepath special power.
Miss Martian (200) may use her Titan Telepath special power to prevent an opponent from taking control of Sidekicks.
Wonder Girl (Cassandra Sandsmark) (Young Justice) (200) may boost the attack of Sidekicks and allow them to roll for wounds against moving enemies with her Young Justice Attack Plan and Hit Anything That's Moving! special powers.
Empress (90) may boost the 20-sided die rolls of Sidekicks with her Vodoun Foresight special power.
Unique Sidekick Heroes may grant a bonus when Artemis (Artemis Crock) (120) rolls the 20-sided die for her Net Arrow special power.
Sidekicks may have their 20-sided dice boosted and reroll attack dice with Alfred Pennyworth's (II) (100) Batcave Resources special power.
Sidekicks may be moved by Batman's (Bruce Wayne) (Bat-Family) (270) Bat-Family Movement special power, and may reduce the Defense of opponents with his I Am The Night special power.
Sidekick Synergy Benefits Offered:
Unique Sidekick Heroes may allow Aqualad (60) to take a turn with his Titan of Atlantis special power.
Sidekicks may allow Batgirl (Barbara Gordon) (130) to add to her Range and Attack numbers with her Vigilante Rivalry special power.
Unique Sidekick Heroes may allow Raven (190) to add to her Move number with her Team Empath special power.
Superboy (Kon-El) (Young Justice) (210) adds to his attack for each revealed Order Marker on a Titan or Sidekick card with his Super Show-Off special power.
Unique Sidekick Heroes may allow Li'l Lobo (180) to take a turn instead of them, with his The Top Teen special power.
Mystery Men can add 1 to their Defense numbers with Flash's (Jay Garrick) (220) Inspiring Speedster special power.
Mystery Men can add 1 to their attack and defense dice with Liberty Belle's (190) Society Fortitude special power.
Mystery Man Heroes may be moved by Mister Terrific's (150) Golden Age Tactician special power and re-roll their defense dice with his Champion of All Things Fair special power.
Mister Terrific (150) may allow you to re-roll the 20-sided die when you roll it for a Mystery Man Hero, with his Incredible Intellect special power.
Unique Mystery Man Heroes may be activated by and add 1 to their Attack number with Hawkman's (220) Golden Age Heroism special power.
Atom (170) can stop Order Markers from being removed or moved off of Unique Mystery Man Heroes with his Society Resolve special power.
Doctor Fate (Kent V. Nelson) (270) may save a Mystery Man or Protégé from being destroyed once per game with his The Hand of Fate special power.
Johnny Thunder (20) offers protection to Mystery Men and Protégés from figures engaged with Thunderbolt (330) via Johnny Thunder's Thunderbolt Protection special power.
Cyclone (170) may grant nearby Mystery Men and Protégés the Flying special power via her Defying Gravity special power.
Johnny Quick (Johnny Chambers) (170) may boost the Attack number of nearby Mystery Men and Protégés with his All-Star Squadron Inspiration special power.
S.T.R.I.P.E. (180) may replace previously revealed or removed Order Markers of friendly Mystery Men or Protégés with his Stars And S.T.R.I.P.E. special power.
Mystery Man Synergy Benefits Offered:
Mystery Man Heroes can add 1 to Liberty Belle's (190) attack and defense dice with her Society Fortitude special power.
Mystery Men may allow Mister Terrific (150) to use his Golden Age Tactician special power.
Mystery Men may allow Power Girl (400) to use her JSA All-Stars and Society Field Tactician special powers.
Unique Mystery Man Heroes may allow Stargirl (150) to move with her Cosmic Rod Passenger special power.
Mercenaries may be moved by Cable's (275) Mercenary Field Commander special power.
Mercenaries may be turned into Enforcers with Chief Judge Cal's (125) The Day The Law Died! special power, giving them these Enforcer Synergies.
Mercenaries may be moved by the Orion Arm Ravagers' (105) No Quarter special power.
Unique Mercenary Heroes may allow Deathstroke (II) (285) to reveal an "X" Order Marker with his Tactical Sabotage special power and benefit from the defense reduction of figures adjacent to Deathstroke.
Unique Mercenary Heroes may be activated by Silver Sable's (200) Wild Pack special power.
Mercenary Synergy Benefits Offered:
Unique Mercenary Heroes may be chosen for Viper's (180) Underworld Contract special power, and bond with her via that power.
Unique Mercenary Heroes may allow the Yakuza Enforcer (65) to take a turn with its Enforcer for Hire special power.
Unique Mercenary Heroes may allow Madripoor Mercenaries (95) to either move or attack with their Private Military Contract special power.
Unique Mercenary Heroes may allow Lex Luthor (Injustice League) (185) to start the game with an additional Injustice Marker due to his Legion of Doom special power.
Wonder Girl (Cassandra Sandsmark) (Young Justice) (200) may boost the attack of Titans and allow them to roll for wounds against moving enemies with her Young Justice Attack Plan and Hit Anything That's Moving! special powers.
Empress (90) may boost the 20-sided die rolls of Titans with her Vodoun Foresight special power.
Unique Titan Heroes may grant a bonus when Artemis (Artemis Crock) (120) rolls the 20-sided die for her Net Arrow special power.
Titan Synergy Benefits Offered:
Unique Titan Heroes may allow Raven (190) to add to her Move number with her Team Empath special power.
Starfire (210) may choose a Unique Titan Hero for her Protective Fury special power.
Unique Titan Heroes may allow Arsenal (190) to attack with his Team Cover Fire special power.
Superboy (Kon-El) (Young Justice) (210) adds to his attack for each revealed Order Marker on a Titan or Sidekick card with his Super Show-Off special power.
Unique Titan Heroes may allow Li'l Lobo (180) to take a turn instead of them, with his The Top Teen special power.
Crime Lord Heroes may be activated by The Hood's (180) Criminal Ambition special power.
Crime Lords may add 1 to their Attack numbers when activated by Hush's (220) Master Manipulator special power, due to Hush's Obsessive Vendetta special power.
Crime Lords may be chosen for the Intergang Agents’ (120) In It For the Money special power.
Crime Lords may be activated by Kingpin's (220) Organized Crime special power.
Crime Lords may be activated by Two-Face's (II) (170) Let the Coin Decide special power.
Crime Lords may add to their defense dice with Two-Face's (II) (170) Face of Mercy special power.
Penguin (II) (140) may prevent an attack on a Human Crime Lord with his Political Investment special power.
Unique Crime Lords may be activated by Black Mask's (II) (150) Underworld Connections special power.
Clock King (90) may move Order Markers around on the cards of Crime Lords, Criminals, or Masterminds you control.
Killer Moth (65) may choose a Crime Lord for his Moth Signal special power and move adjacent to the chosen figure at the start of each round you win initiative.
Crime Lords may be activated by Bane's (II) (250) Knightfall special power.
Crime Lord Synergy Benefits Offered:
Crime Lords may allow up to three Bodyguards (15) to move with their Security Detail special power.
Crime Lords may allow the Hired Guns (130) to attack with their Trigger Happy special power.
Crime Lords may prevent Two-Face (II) (170) from being attacked, due to his Face of Mercy special power.
Crime Lords may add to your initiative roll with Penguin's (II) (140) Crime Lord Collusion special power.
Unique Crime Fighter Heroes may be activated by Luke Cage's (190) I've Got Your Back special power.
Unique Crime Fighters may add 1 die to their normal attacks with Kick-Ass' (40) Kickass Inspiration special power.
Unique Crime Fighter Heroes may be turned into Criminals by Kingpin's (II) (230) Criminal Frame-Up special power, granting them these Criminal Synergies.
Crime Fighters may add to their Defense numbers with Songbird's (180) Sonic Construct Defense special power, if Songbird used her Thunderbolt Redemption special power at the start of the game.
Unique Crime Fighter Heroes may be activated by Night Thrasher's (170) New Warriors special power.
Crime Fighter Synergy Benefits Offered:
Unique Crime Fighter Heroes may allow Songbird (180) to take a turn with her Thunderbolt Loyalty special power, if Songbird used her Thunderbolt Redemption special power at the start of the game.
Crime Fighters may allow Punisher (Defenders) (180) to take a turn with his Relentless Punishment special power.
Crime Fighters may allow Robin ('66) (60) to take a turn with his "Holy Smokes, Batman!" special power.