WORLDS COLLIDE: In brightest day, in blackest night, no evil shall escape his sight. Let those who worship evil's might, beware his power, Green Lantern's light.NAME = GREEN LANTERN
IDENTITY = HAL JORDAN
UNIQUENESS = UNIQUE HERO
SPECIES = HUMAN
CLASS = OFFICER
PERSONALITY = FEARLESS
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 6
RANGE = 4
ATTACK = 6
DEFENSE = 6
POINTS = 300
GREEN LANTERN’S LIGHT
If you win initiative, for the entire round, figures have -1 Attack and Defense when engaged with Green Lantern.
GREEN JET BOOST
While Green Lantern is unengaged, allied Unique Heroes within 4 clear spaces of him gain JET BOOSTED SPECIAL MOVE: Move 6. This figure gains Flying.
AIR RAID SPECIAL ATTACK
Range 0. Attack 4.
This ability may only be used once per game and affects all enemies in range. Add +1 Range and +1 hit for each wound Green Lantern has, to a max of 3.
INDOMITABLE WILL 14
If an enemy ability or attack would take control of or defeat Green Lantern, roll a d20. On a 14+, Green Lantern ignores that ability or attack.
FACTION = JUSTICE LEAGUE
PUBLISHER = DC
KEYWORDS = Lantern
SYMBOLS = FLYING, SUPER STRENGTH
Resources and Rulings
- The suggested figure for this unit is a Heroclix figure: Teen Titans #033 / Green Lantern
- See this card's wiki page for synergies and strategies!
- Legacy design: Arkham
- Playtesters: IAmBatman
- Card art: Arkham
- Comic creators: John Broome and Gil Kane
- Air Raid Special Attack capped at a bonus of 3. 5/16/24
Last edited: