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Go Back   HeroClix Realms > HeroClix: General > HeroClix General Discussion
Reload this Page Arkham Asylum Dial List! (**Complete!)
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Old 09/09/2008, 14:11
Rep: 2044129 | 20445       #1
malakim2099
The New Green Lantern
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Oct 2006
Join Date:
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iTrader:
With the first figure sneak peek revealed, a dial list has sprung!

This will be updated as new info is released.

Update: 11/21 - Knightfall Event Dial has been added.

#001 V White Martian
Team: none
Range:6
Points: 90
Keywords: Warrior
8
9
16
3
8
9
16
3
8
10
15
2
7
10
15
2
7
9
15
2
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9
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3
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#002 R Manhunter
Team: none
Range:6
Points: 64
Keywords: Robot, Sinestro Corps
8
9
17
2
7
9
16
2
6
8
15
2
6
8
15
2
6
8
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2
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Attack- Power Battery Manhunter can use Steal Energy, but is also healed when its ranged combat attack causes an opposing character to take damage.
Damage- No Man Escapes the Manhunters! Manhunter can use Incapacitate and Outwit. When Manhunter uses Outwit, it can't counter defense powers.


#003 E Multiplex
Team: Suicide Squad
Range: 0
Points: 30
Keywords: Scientist, Suicide Squad
7
9
16
2
7
8
16
2
6
8
15
2
6
7
15
1
6
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14
1
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Defense - Safety in Numbers: Damage dealt to Multiplex is reduced by 1 if he is adjacent to a friendly Multiplex.


#004 R The Question
Team: No Affiliation
Range: 6
Points: 37
Keywords: Detective, Gotham City, Martial Artist
8
10
17
2
8
9
17
1
8
8
16
1
8
8
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1
7
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1
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Damage - Ask The Question: Once during your turn, the Question can use Outwit or Perplex. When the Question uses Perplex, she can modify the combat values of only opposing characters.


#005 E Floronic Man
Team: Injustice League
Range: 0:bolt:
Points: 47
Keywords: Scientist, Secret Society of Super Villains
8
9
17
2
8
9
17
2
7
9
17
2
7
8
17
2
7
8
16
2
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8
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2
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Attack - Wilt Plant Growth: Floronic Man can use smoke cloud as if he has a range of 4; when he uses smoke cloud, he can place up to 8 hindering terrain markers; if all markers are placed 2 or fewer squares from him
Damage - In Touch with the Green: Damage dealt by Floronic Man is increased by 1 if the target of the attack occupies or is adjacent to hindering terrain


#006 V Gotham City Detective
Team: Police
Range: 6
Points: 27
Keywords: Detective, Police, Gotham City
8
9
17
2
8
8
17
2
8
8
16
2
7
8
16
1
7
8
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1
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#007 V Two-Face
Team: Bat Enemy
Range: 6
Points: 75
Keywords: Brute, Gotham City, Politician
7
10
17
2
7
9
16
2
7
9
16
2
6
10
15
1
6
9
15
1
6
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1
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Attack - Mercy or Murder: The Coin Decides: Once per turn, before you give an action to Two-Face during your turn, roll a d6. On a result of 1-3, Two-Face can use incapacitate until the end of your turn. On a result of 4-6 Two-Face can use Psychic Blast until the end of your turn. (Two-Face is not required to be given an action after you make this roll.)


#008 R Street Thug
Team: Batman Enemy
Range:6
Points: 19
Keywords: Gotham City
6
8
15
1
6
8
15
1
6
8
15
1
5
7
14
1
5
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14
1
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#009 R Kid Devil
Team: Titans
Range: 4
Points: 55
Keywords: Monster, Teen, Teen Titans
8
10
17
2
8
10
17
2
8
9
16
2
7
9
16
2
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8
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2
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1
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#010 V Gorilla Grodd
Team: No Affiliation
Range: 0
Points: 157
Keywords: Animal, Brute, Psychic, Rogues, Ruler
7
11
18
3
7
11
18
3
8
10
18
4
8
10
17
4
6
10
17
3
6
9
16
3
6
9
15
2
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2
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2
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Speed - Your Will Is Mine: Gorilla Grodd can use Leap/Climb and Mind Control (as if he had a range of 8).


#011 V The Riddler
Team: Batman Enemy
Range: 6
Points: 90
Keywords: Detective, Gotham City
7
10
16
2
7
9
16
2
7
8
16
2
6
9
15
1
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9
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1
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Attack - Riddle Me This: The Riddler can use Incapacitate. He can use it normally or as a free action targeting a single opposing character if he has been given and will take no other free actions that turn. When he uses Incapacitate as a free action, and successfully hits a target, choose a number from 1 to 6 and roll 2d6. If the chosen number comes up on either die, Incapacitate resolves normally; if the chosen number comes up on both die, give the target 2 action tokens if it has zero action tokens.
Damage - They'll Never Get This One: The Riddler can use Outwit and Perplex. When The Riddler uses Perplex, he can only modify a combat value (other than damage) of an opposing character by -2.


#012 Amanda Waller
Team: Suicide Squad
Range: 6
Points: 75
Keywords: Checkmate, Politician, Spy, Suicide Squad
8
10
15
2
7
10
16
2
7
9
17
1
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1
6
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1
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Damage - The Wall: Amanda Waller can use Leadership and Outwit


#013 R Human Bomb
Team: JSA
Range: 4
Points: 45
Keywords: Bludhaven, Freedom Fighters
8
9
17
3
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17
2
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2
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2
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Attack - Trying To Keep It Under Control...: Energy Explosion and Quake
Damage - No...NO!: When using Pulse Wave, and targets 2 or more characters, you may use his unmodified damage value. If you do, deal HB unavoidable damage = that damage value.


#014 E Scandal Savage
Team: Suicide Squad
Range: 0
Points: 60
Keywords: Martial Artist, Secret Six
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10
17
2
8
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17
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#015 R Plasmus
Team: No Affiliation
Range: 0
Points: 80
Keywords: Brotherhood of Evil, Brute
8
10
17
3
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3
8
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Attack - Burning Touch: Plasmus can use Poison and Quake.


#016 R Batman
Team: Batman Ally
Range: 6
Points: 64
Keywords: Armor, Future, Gotham City, Teen
10
9
17
2
8
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17
2
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Damage - In Contact with Bruce Wayne: Batman can use Outwit, but he can counter only standard and named powers. Batman can use Perplex, but he can target only himself.


#017 R Man Bat Assassin
Team: Batman Enemy
Range: 0
Points: 40
Keywords: Animal, League of Assassins, Martial Artist, Monster
8
9
16
2
8
9
16
2
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9
15
2
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8
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2
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1
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#018 E Solomon Grundy
Team: Injustice League
Range: 0
Points: 115
Keywords: Brute, Gotham City, Injustice Gang, Legion Of Doom, Opal City
8
8
16
3
8
9
16
3
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3
7
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3
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#019 U Lashina
Team: None
Range:4
Points: 72
Keywords: Apokolips, Female Furies, Suicide Squad, Warrior
8
10
17
3
8
10
17
3
8
9
16
2
7
9
16
2
7
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2
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Defense - Female Fury Lashina can use Combat Reflexes and Willpower.


#020 E Anarky
Team: Batman Ally
Range:0
Points: 70
Keywords: Gotham City, Politician, Teen
7
9
16
2
7
9
15
2
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8
17
2
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8
17
2
10
8
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1
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1
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Movement - Boom Tube Anarky can use Phasing/Teleport and the Carry Ability.
Attack-Tools of Change Anarky can use Quake and Smoke Cloud. After Anarky uses Smoke Cloud, he can be given a move action as a free action.
Damage-The Essence of Anarky is Surprise Anarky can use Outwit. Anarky can use Probability Control if before using the power you remove an action token from an opposing character not currently taking an action.


#021 R Miss Martian
Team: Titans
Range: 6
Points: 76
Keywords: Teen Titans
8
9
16
2
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16
2
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9
15
2
8
8
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2
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2
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2
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#022 V Hitman
Team: Calculator
Range: 6
Points: 61
Keywords: Gotham City, Soldier
7
9
16
2
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10
16
2
6
10
16
2
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2
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2
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Attack - Guns Blazing: Give Hitman a power action. He makes two separate ranged combat attacks as free actions (making two separate attack rolls against two different target opposing characters). Resolve the first attack before making the second; if he loses Guns Blazing before making the second attack, he can’t make the second attack.


#023 V Wonder Woman
Team: JLA
Range: 0
Points: 248
Keywords: Amazon, JLA, Justice League, Politician, Warrior
10
12
18
5
10
12
18
4
8
11
17
5
8
11
17
4
7
11
17
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7
10
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3
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3
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9
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3
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3
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Attack - Tie Up: Wonder Woman can use Super Strength and Incapacitate (as if she had a range of 6). When she uses Incapacitate and successfully hits a target opposing character, you can give an action token to a second opposing character that has zero or one token that is adjacent to the target, if the attack roll would also hit the second character.
Defense - Bullets and Bracelets: Wonder Woman can use Invulnerability. When Wonder Woman is the target of a ranged combat attack, she can use Super Senses.
Damage - Ambassador: Wonder Woman can use Leadership and Perplex (though she can target only other characters)


#024 V Count Vertigo
Team: Suicide Squad
Range:8
Points: 74
Keywords: Checkmate, Injustice Society, Politician, Suicide Squad
8
10
19
2
8
9
18
2
7
9
17
1
7
9
17
1
7
9
17
1
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Attack - The Vertigo EffectCount Vertigo can use Incapacitate. When he successfully hits a target opposing character with Incapacitate, also give an action token to up to two opposing characters that have zero actions tokens and are adjacent to the target.


#025 U Johnny Sorrow
Team: Injustice League
Range:6
Points: 55
Keywords: Celebrity, Injustice Society, Monster
7
9
16
2
7
9
16
2
6
8
15
2
6
8
15
1
6
8
14
1
5
7
14
1
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Movement - Subspace Transfer Johnny Sorrow can use Phasing/Teleport and the Carry ability.
Attack - Visage of Sorrow Johnny Sorrow can use Pulse Wave (as if he had a range of 10); his damage value becomes 2 for the attack.


#026 E Nightshade
Team: Mystics
Range: 6
Points: 50
Keywords: L.A.W., Shadowpact, Suicide Squad, Spy
9
9
16
2
9
9
16
2
9
9
15
2
8
8
15
2
8
8
14
2
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KO
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Attack - From the Land of Nightshades: Nightshade can use Smoke Cloud. If an opposing character ends its turn occupying a square containing a hindering terrain marker placed by Nightshade, that character is dealt 2 damage.


#027 E Firefly
Team: Batman Enemy
Range: 6
Points: 68
Keywords: Armor,Gotham City
8
9
16
2
8
9
16
2
8
8
16
1
7
8
15
1
7
8
15
1
7
8
15
1
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Attack - Flamethrower: Firefly can use Energy Explosion. He can use it normally, or use it as if he possessed only one and after the attack resolves use Smoke Cloud as a free action, but he must put the first hindering terrain marker in the same square as the target.


#028 E Arkillo
Team: No Affiliation
Range: 8
Points: 126
Keywords: Brute, Sinestro Corps
8
9
18
3
8
9
17
3
8
10
17
3
7
10
17
3
6
10
17
3
6
9
16
3
6
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16
3
5
9
15
4
5
8
15
4
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Speed - Hungry For Battle: Arkillo can use Charge and Flurry.
Defense - Outta My Face: Arkillo can use Toughness. Once per turn, Arkillo can use Barrier (as if he had a range of 4) as a free action, but he can place only up to two blocking terrain markers.


#029 U Per Degaton
Team: Hypertime
Range: 6
Points: 90
Keywords: Future, Injustice League, Past, Time Stealers
9
10
17
2
9
9
19
2
8
9
17
2
8
9
16
2
8
8
17
2
7
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19
2
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2
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Attack - I WILL WATCH YOU DIE:: Per Degaton can use Psychic Blast. Once during your turn, Per Degaton can use Incapacitate as a free action if he has no action tokens.
Damage - TIME STEALER:: Per Degaton can use Outwit and Probability Control.

#030 R Amon Sur
Team: No Affiliation
Range: 8
Points: 70
Keywords: Sinestro Corp
8
9
17
2
8
9
16
2
6
9
16
2
6
8
16
1
8
7
15
1
9
7
15
1
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Defense - Self Preservation: Amon Sur can use Toughness. When Amon Sur takes damage, if he possesses Self Preservation after the attack resolves you can immediately move him up to half his speed value (he breaks away automatically).


#031 E Captian Gordon
Team: Batman Ally
Range:6
Points: 50
Keywords: Gotham City, Police
6
8
16
1
6
8
15
1
6
8
15
1
6
7
15
1
6
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1
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Movement - Summon the Bat Give Captain Gordon a power action and choose a target friendly character that is 6 or fewer squares from him and possesses the Batman Ally ability or Gotham City keyword (he does not need line of fire to the target). Put the target in an unoccupied square adjacent to Captian Gordon. The target can't be given an action until your next turn.
Damage - Cleaning Up Gotham Captain Gordon can use Enhancement. Give Captain Gordon a power action; he can use Outwit but he can counter only standard and named powers.


#032 V Lightning Lord
Team: Calculator
Range: 8
Points: 89
Keywords: Future, Legion of Super Villains
8
9
16
3
8
9
16
2
9
9
17
2
9
9
17
2
8
8
15
2
8
8
14
2
7
8
14
2
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#033 U Thinker
Team: Calculator
Range: 6
Points: 55
Keywords: Checkmate, Injustice Society, Robot
7
9
18
1
7
8
17
1
6
8
16
1
6
7
16
1
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KO
KO
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#034 V Robin
Team: Batman Ally
Range: 6
Points: 66
Keywords: Bludhaven, Detective, Gotham City, Martial Artist, Teen, Teen Titans
9
10
16
2
8
10
16
2
8
9
16
2
8
9
15
2
7
9
15
2
7
8
15
2
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KO
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KO
KO
KO
KO
Speed - Batline: Robin can use Charge and Leap/Climb. When Robin uses Charge, he ignores the effects of elevated terrain on movement.
Attack - Tear Gas Grenade: Robin can use Smoke Cloud. When Robin uses Smoke Cloud, after he places all hindering terrain markers he can immediately use Incapacitate as a free action but can attack only a single opposing character occupying a square containing a hindering terrain marker he placed that turn; ignore the effects of hindering terrain on the attack.


#035 E Ghost Fox Killer
Team: None
Range:6
Points: 68
Keywords: Great Ten, Mystical
8
9
17
2
7
9
17
2
7
8
16
2
6
8
15
2
6
8
16
1
6
8
17
1
5
7
17
1
ko
ko
ko
KO
ko
KO
ko
ko
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO



#036 U Zoom
Team: No Affiliation
Range: 0
Points: 130
Keywords: Injustice League, Police, Rogues
11
11
17
2
10
11
17
2
10
10
17
3
10
10
16
3
9
9
16
3
9
9
16
2
9
8
15
2
9
8
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Speed - I'LLMAAAAKEYOUBETTTTTERRR: Zoom can use Hypersonic Speed. He can use it normally, or instead of making a close combat attack he can use flurry; Zoom can continue the rest of his movement (if any) after using flurry, but he can not move between making attacks using Flurry


#037 R Element Lad
Team: Legion
Range: 6
Points: 70
Keywords: Future, Legion of Super Heroes, Teen
8
9
17
1
8
9
17
1
7
9
16
1
7
8
16
1
6
8
16
1
6
7
15
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Damage - Transmute: At the beginning of your turn as a free action, Element Lad can choose one of the following options: (1) Destroy up to two adjacent objects or squares of blocking terrain; or (2) one at a time remove up to 6 hindering terrain markers, blocking terrain markers, and debris markers (in any combination) 4 or fewer squares from Element Lad to which he has a clear line of fire at the time they are removed; if a debris marker is removed that indicates a wall or area of terrain that was destroyed, it is no longer destroyed.


#038 V The Penguin
Team: Batman Enemy
Range: 6
Points: 70
Keywords: Gotham City
7
9
17
2
7
9
16
2
6
9
16
2
6
8
16
1
5
8
15
1
5
8
15
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Attack - Trick Umbrellas: The Penguin can use Blades/Claws/ Fangs and Smoke Cloud.
Damage - Information Broker: The Penguin can use Leadership and Outwit


#039 V Cosmic King
Team: Calculator
Range: 6
Points: 85
Keywords: Future, Legion of Super Villains, Scientist
8
9
17
3
8
9
17
2
7
9
16
2
7
8
16
2
7
8
15
2
6
7
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Defense - Elemental Backlash: Cosmic King can use Barrier. When Cosmic King is the target of a successful close combat attack, the attacker is dealt 1 damage after the attack resolves.


#040 U Doctor Destiny
Team: none
Range: 6
Points: 99
Keywords: Psychic, Scientist
8
9
17
2
8
9
16
2
7
10
16
2
7
10
15
2
7
9
15
1
6
8
15
1
6
8
14
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Speed - Dream Manipulation: Doctor Destiny can use Mind Control as if he had . When he does, he takes no damage due ot the point value of a successfully hit target if it had at least one action token when it was hit.


#041 Frankenstein
Team: No Affiliation
Range: 6
Points: 98
Keywords: Monster, Seven Soldiers
8
9
17
3
6
10
16
3
6
10
16
2
7
10
16
2
7
9
16
2
6
9
15
2
6
8
15
2
5
8
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO



#042 E Ventriloquist
Team: Batman Enemy
Range:6
Points: 70
Keywords: Gotham City
8
9
16
1
8
9
16
1
8
8
16
1
7
8
15
1
7
8
15
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Attack - Scarface Ventriloquist can use Incapacitate, but his damage value becomes 1 instead of 0 until the action is resolved.


#043 U Calculator
Team: Calculator
Range: 0
Points: 55
Keywords: Society
7
9
16
1
6
9
15
1
6
8
15
1
5
8
14
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Attack - In Contact with Calculator: Calculator can use Perplex. He can use it normally, or he can modify the same combat value (except damage) of all friendly characters 6 or fewer squares away by +1 or -1 until the beginning of your next turn.
Damage - Obsessive: Calculator can use Outwit. When he does, roll 2d6 and subtract the greatest number of characters from the opposing force that share a common keyword; if the result is 4 or less, at the end of your turn deal Calculator 1 unavoidable damage.


#044 R Yellow Lantern
Team: No Affiliation
Range: 8
Points: 65
Keywords: Monster, Sinestro Corps
8
9
17
1
8
9
18
0
10
9
14
0
10
8
16
0
8
10
15
0
7
7
14
0
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Speed - Me Go For Ride! Whee!: Yellow Lantern can use Plasticity and Running Shot.


#045 U Circe
Team: Mystics
Range: 8
Points: 149
Keywords: Deity, Injustice Gang, Mystical
10
11
17
3
10
10
17
3
9
10
17
3
9
9
16
3
9
9
16
3
9
9
15
2
8
9
15
2
8
9
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Move - Men are Pigs: Circe can use Mind Control, but the damage value of a successfully hit target becomes 2 (if it is greater then 2) until the end of the action; Circe takes a maximum of 1 damage due to the targets' combined point value when using Mind Control.
Damage - Power Beyond Your Wildest Imaginings: Circe can use Perplex. She can use it normally, or she can target herself and a friendly character 6 or fewer squares away to which she has a clear line of fire and modify the same combat value of the character and herself by +1.


#046 E Lyssa Drak
Team: No Affiliation
Range: 6
Points: 72
Keywords: Herald, Sinestro Corps
10
9
17
2
7
9
17
2
7
8
17
2
7
8
16
2
6
8
16
2
6
7
16
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO



#047 V Ultra-Humanite
Team: none
Range:8
Points: 177
Keywords: Animal, Psychic, Scientist, Time Stealers
9
10
17
4
8
10
17
3
8
10
17
3
7
9
16
3
7
8
16
3
7
8
15
2
8
8
15
2
8
9
14
2
8
10
14
3
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Movement - Mental Might The Ultra-Humanite can use Mind Control, Outwit, and Psychic Blast.


#048 V Bizarro #1
Team: Injustice League
Range: 8
Points: 199
Keywords: Brute, Injustice League, Legion of Doom, Monster
10
10
15
5
8
10
16
5
10
10
16
4
10
9
17
4
8
9
17
4
8
9
18
3
10
8
18
3
10
8
19
3
8
8
19
4
8
7
20
4
KO
KO
KO
KO
KO
KO
KO
KO
Attack - Me Misses You: Any attack roll of doubles made by Bizarro (other then double 6s or double 1s is considered to be double 5s. Attacks made by Bizarro do not cause knockback


#049 V Black Manta
Team: Injustice League
Range: 6
Points: 68
Keywords: Injustice League, Legion of Doom
8
10
17
2
8
9
16
2
7
9
15
2
7
9
15
2
6
9
14
2
6
8
14
1
6
8
14
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Damage - Pirate: Black Manta can use Perplex, but he can target only himself or character that possess the or symbol.


#050 U Metron
Team: Quintessence
Range: 8
Points: 195
Keywords: New Gods, Scientist
12
10
18
4
10
10
17
4
10
9
17
3
8
9
18
3
8
9
17
3
8
10
16
3
12
10
16
3
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Attack - The Price of Knowledge: Metron can use Quake, Psychic Blast, and Pulse Wave. Immediately after the resolution of an action in which Metron uses any of these powers, roll a d6; on a result of 1 or 2, deal Metron 1 unavoidable damage.
Damage - Mobius Chair: Metron can use Outwit and Probability Control. Once per turn, Metron can use one of the following powers: Leadership, Perplex, or Support.


#051 V The Mad Hatter
Team: Batman Enemy
Range: 6
Points: 75
Keywords: Gotham City, Secret Six
7
9
16
2
7
9
16
2
6
9
15
1
6
8
15
1
5
8
15
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Movement - Hypnotic Hats: The Mad Hatter can use Mind Control. If he does and successfully attacks only one opposing character, he takes no damage due to the point value of the character. After the Mad Hatter resolves a successful use of Mind Control on a target character, until the end of the turn he and all friendly characters who can use the Batman Enemy team ability can consider that target character (for purposes of the team ability only) an adjacent freindly Batman Enemy team member.


#052 E Batgirl
Team: Batman Ally
Range: 6
Points: 50
Keywords: Detective, Gotham City, Martial Artist, Politician, Seven Soldiers
8
9
17
2
8
9
17
2
7
8
16
2
7
8
16
2
7
8
15
2
6
8
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Speed - Trained by the bat: Batgirl can use Flurry and Leap/Climb.


#053 V The Top
Team: Calculator
Range: 0
Points: 80
Keywords: Politician, Psychic, Rogues
10
9
18
3
8
9
17
3
8
9
17
3
7
8
17
2
7
8
16
2
7
8
16
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Speed - Whirling Gusts and Mental Centrifuge: The Top can use flurry, force blast, and mind control. When the Top uses force blast, roll 2d6 and divide the knock back result among all adjacent characters. (maximum 6 to any character)


#054 U Despero
Team: No Affiliation
Range: 6
Points: 88
Keywords: Psychic, Secret Society of Supervillains, Time Stealers
7
10
16
2
7
9
16
2
6
9
15
2
6
8
15
2
6
8
15
2
5
8
14
2
5
7
14
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Speed - Psionics: Mind Control and Telekinesis
Attack - Dangerous Game: Psychic Blast. Power Action, choose a target opposing figure, 6 or fewer swquares away, LOF required. Move that character to any unoccupied clear square 8 or fewer squaares away, LOF required.
Damage - Tyrant: Leadership and Outwit


#055 R Sabbac
Team: MYSTICS
Range: 4
Points: 145
Keywords: Brute, Fearsome Five, Mystical
8
9
17
3
8
10
17
3
8
10
16
3
7
9
17
3
7
8
16
3
6
8
16
3
6
8
15
3
6
7
16
4
5
7
15
4
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Speed - Demon's Rage: Sabbac can use Charge. When he does, he can also use Flurry, but he must target different characters with each attack.
Attack - Burning Strength: Sabbac can use Energy Explosion and Super Strength.


#056 U The Flash
Team: JSA
Range: 0
Points: 120
Keywords: Central City, Justice Society, Past, Scientist
12
10
18
2
11
10
17
2
11
9
16
2
13
9
15
2
12
9
16
2
11
8
17
2
11
8
17
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Speed - Cosmic Treadmill: The Flash can use Hypersonic Speed and Phasing/Teleport. When the Flash uses Phasing/Teleport, he can use the Carry ability.
Attack - Supersonic Punch: the Flash can use Quake as part of a close combat attack (instead of a close combat action), but targets of the attack are not knocked back.
Defense - Fastest Man Alive: The Flash Can use Energy Shield/Deflection and Super Senses.


#057 V Saturn Queen
Team: Calculator
Range: 8
Points: 116
Keywords: Future, Legion of Super Villians, Psychic
8
9
16
1
8
9
16
1
7
9
17
1
7
8
17
1
6
8
16
1
6
8
15
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Attack - Mind Squeeze: Saturn Queen can use Incapacitate. Immediately after the resolution of a use of Incapacitate by Saturn Queen that gives a second action token to a target opposing character, Saturn Queen can use Mind control targetting that character as a free action.


#058 U Chang Tzu
Team: No Affiliation
Range: 6
Points: 107
Keywords: Great Ten, Scientist
7
9
15
2
6
9
15
2
6
9
15
2
6
10
15
2
5
10
14
2
5
8
14
1
4
7
13
1
3
6
13
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Damage - Malicious Experiment: Chang Tzu can use outwit and perplex. When Chan Tzu uses Perplex, he can use it normally, or he can modify a combat value by-2


#059 U The Joker
Team: Batman Enemy
Range: 8
Points: 97
Keywords: Gotham City, Injustice Gang, Injustice League, Monster
7
11
16
2
7
10
16
2
7
10
16
2
6
10
16
2
6
9
16
2
6
9
16
1
5
9
16
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO



#060 U Superman Prime
Team: No Affiliation
Range: 10
Points: 318
Keywords: Brute, Sinestro Corps
10
11
17
5
10
11
17
4
12
12
17
4
10
12
17
4
8
12
17
4
9
11
17
3
10
11
17
3
10
10
16
4
12
9
16
4
12
9
15
4
KO
KO
KO
KO
KO
KO
KO
KO
Superman Prime cannot use the Carry ability.
Speed - I'm a Hero!: Superman Prime can use Charge and Flurry. When he uses Flurry, he deals penetrating damage.
Attack - Get out of my Way!: Superman Prime can use Quake and Super Strength
Defense - Invincible: Damage Dealt to Superman Prime is reduced to 1
Damage - Die, Already!: Superman Prime can use Close Combat Expert and Ranged Combat Expert


#061 U Clown Prince of Crime
Team: Batman Enemy
Range: 6
Points: 150
Keywords: Gotham City
8
11
16
2
8
10
16
2
8
9
16
2
7
8
17
2
7
12
17
2
7
9
18
2
6
9
18
2
6
10
17
2
{AA}
{AA}
{AA}
{AA}
9
10
17
3
7
10
16
3
8
10
16
2
9
10
15
2
9
9
15
2
8
8
15
2
8
8
14
2
7
11
14
1
{AA}
{AA}
{AA}
{AA}
8
11
17
2
8
11
17
2
8
10
17
2
8
10
16
2
7
9
15
2
7
9
15
2
7
9
15
2
{AA}
{AA}
{AA}
{AA}

Trait - The Joker's Wild!: Before the Clown Prince of Crime is placed in your starting area, roll a d6 and turn his dial to the starting line indicated by the result; 1 or 2 - Crazy (red starting line), 3 or 4 - Lunatic (blue starting line), or 5 or 6 - Maniacal (yellow starting line).
Trait - He's Escaped Again!: The Clown Prince of Crime begins the game with four Arkham Asylum tokens. When the Clown Prince of Crime's dial is turned so that {AA} symbols appear, he is removed from the map and an Arkham Asylum token is given to the player who caused the dial to be turned. If the Clown Prince of Crime's player caused {AA} symbols to appear via pushing damage, the last player to damage him gets the Arkham Asylum token. If you still have at least one Arkham Asylum token at beginning of your next turn, put the Clown Prince of Crime in you starting area (rolling to determine which starting line will be used). When the last Arkham Asylum token is given away, remove the Clown Prince of Crime from the game.
Trait - Collect Your Reward: At the end of the game, players receive 75 victory points for each Arkham Asylum token they were given. (Victory points are not awareded based on the Clown Prince of Crime's point value.)
Speed - Last Laugh: The Clown Prince of Crime can use Charge. Once per turn when the Clown Prince of Crime moves via a power action or move action, he can make a close combat attack against a target opposing character. After the attack resolves, he can continue his move, if any (he breaks away automatically), but he can't attack that target again that turn.
Attack - Jokerfish: Once per turn as a free action, the Clown Prince of Crime can put a Jokerfish token (a SPECIAL token) in an unoccupied adjacent square if there are fewer than four Jokerfish tokens on the map. At the beginning of your turn, if an opposing character is in the same square as, or adjacent to, a Jokerfish token, you can deal 1 damage to each opposing character in the same square as, or adjacent to, that Jokerfish token and then remove that token from the game. Remove all Jokerfish tokens from the map if the Clown Prince of Crime is removed from the map via the He's Escaped Again! trait.
Damage - Killing Joke: The Clown Prince of Crime can use Outwit and Incapacitate. He can use Incapacitate normally (but only as part of a close combat action), or he can target all adjacent opposing characters; if he does, modify the defense value of the targets by +1 for each opposing character (beyond the first) adjacent to him.


#099 Batman (lamppost)
Team: Batman Ally
Range: 6
Points: 120
Keywords: Detective, Gotham City, JLA
10
10
17
3
8
10
17
3
8
10
18
3
8
9
18
3
8
9
17
3
8
9
16
2
8
9
16
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Speed - From Among the Gargoyles: Batman can use Charge and Leap/Climb. When Batman uses Stealth, he considers the rim of elevated terrain to be hindering terrain.
Attack - Dark Knight: Batman can use Flurry and Smoke Cloud. If Batman has no action tokens when he uses Smoke Cloud, he can use it as a free action.


#100 Batman (Sinestro Corps)
Team: None
Range: 10
Points: 208
Keywords: Sinestro Corps, Gotham City
10
11
17
4
8
11
17
4
8
10
16
3
8
10
16
3
8
9
16
3
8
9
15
2
8
9
15
2
8
8
15
2
8
8
14
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Speed - Cloud of Yellow Bats: Batman can use Running Shot and Stealth. Once per turn, Batman can use Smoke Cloud as a free action
Attack - Yellow Constructs: Batman can use Barrier, Incapacitate, and Super Strength


#101 R Crispus Allen
Team: Mystics
Range: 8
Points: 197
Keywords: Detective, Herald, Mystical
10
11
17
4
9
9
17
2
9
11
17
4
8
12
17
4
8
12
17
4
8
11
16
3
7
11
16
3
7
10
16
2
7
10
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Movement - Vengeance Comes: Crispus Allen can use Phasing/Teleport and Plasticity.
Damage - Your Powers Will Not Save You: Crispus Allen can use Outwit. He can use it normally, or he can counter all standard and named powers of up to two adjacent opposing characters.


#102 V Harvey Dent
Team: Batman Ally
Range: 6
Points: 67
Keywords: Gotham City
8
10
16
2
7
10
16
2
7
10
15
2
6
9
15
2
6
9
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Damage - Second Chance: Harvey Dent can use Outwit and Willpower.


#103 V Henchman
Team: Batman Enemy
Range: 6
Points: 40
Keywords: Gotham City, Injustice Gang, Injustice League, Injustice Society, Rogues, Secret Society of Super Villains, Superman Revenge Squad
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Trait: You'll Hafta Wear Some Silly Costumes - Henchman is a wild card.
Damage - Do Whatever You're Told to Do: Henchman can use Perplex, but he can modify only his own combat values.


#104 E Grodd
Team: Calculator
Range: 8
Points: 161
Keywords: Animal, Legion of Doom, Psychic, Sinestro Corps
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Movement - Giant Yellow Paws: Grodd can use Barrier, Force Blast and Plasticity. Immediately after Grodd resolves a use of Force Blast against a target opposing character, Grodd can use Barrier as a free action, but he must place blocking terrain such that the line of fire from Grodd to the target is blocked.
Attack - Weaponer's Ring: Grodd can use Barrier, Ranged Combat Expert, Super Strength and Telekinesis.


#105 V Edward Nigma
Team: Batman Enemy
Range: 6
Points: 60
Keywords: Celebrity Detective, Gotham City
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Defense - A Man Reborn?: Edward Nigma can use Enhancement and Mastermind. When an action token would be given to a character adacent to Edward Nigma, you can instead give it to Edward Nigma and roll a d6; on a result of 1, deal 1 unavoidable damage to the adjacent character.


BFCs

BF001 Grounded
The Carry ability can't be used.

BF002 Deep Shadows
Treat all non-blocking terrain as hindering terrain for line of fire purposes. Characters that have range values greater than 6 have range values of 6 instead, and range values can't be modified to a value more than 6. Powers, abilities, and effects able to affect characters more than 6 squares away instead can only affect characters up to 6 squares away.

BF003 Infiltration
When placing characters at the beginning of the game characters that can use Phasing/Teleport, Smoke Cloud, or Stealth on their starting positions can be placed into hindering terrain up to half their unmodified speed values away from their starting areas.

Characters that can use the Swim ability on their starting positions can be placed in water terrain up to half their unmodified values away from their starting areas.

BF101 Bizarro World
A critical miss does not deal the attacker damage. Instead, after the attack resolves the target of the attack is healed of 1 damage. After a critical hit is resolved, remove an action token from the target of the attack if it has more than one action token.


Feats

F001 Scatter!
Preq: Defend or Leadership or Super Senses
Choose a Character

When the character is the target of an attack, immediately after the attack resolves you can move up to three friendly characters adjacent to the character up to half their unmodified speed values. The moved characters must break away normally and can't end their movement adjacent to any opposing character.
Cost: 8

F002 Lunge
Preq: Close Combat Expert or Leap/Climb
Choose a Character

When the character is given an action, but before it makes a close combat attack, it can break away automatically and move up to 2 squares.
Cost: 5

F003 Suppressive Fire
Preq: Enhancement or Ranged Combat Expert or Sharpshooter
Choose a Character

At the end of your turn, you can choose a target opposing character 8 or fewer squares away to which the character can draw a clear line of fire; give the chosen character a Suppression token. Until the beginning of your next turn, if the chosen character would be given a ranged combat action ot make a ranged combat attack, its controller must roll a d6; on a result of 1 or 2, the attack can't be made or the action can't be given (the action can still be given to another character, if possible).

At the beginning of your next turn after the character uses this feat, remove all Suppression tokens from opposing characters and when either remove this feat from thye game or roll a d6; on a result of 1-4 give a action token to this character (the token deals pushing damage normally).
Cost: 5

F004 Getaway
Preq: Mastermind
Choose a Character

Following the resolution of an attack in which the character uses mastermind, the character can immediately break away automatically and move 1 square for each damage that was dealt to a friendly character via that use of mastermind.
Cost: 4

F005 Flashbang
Preq: Smoke Cloud
Choose a Character

The character can use smoke cloud as a free action if it is given a move action immediately before or after using smoke cloud.

After this feat is used, remove it from the game.
Cost: 3

F006 Skullduggery
Preq: Exploit Weakness or Poison
Choose a Character

Once per turn when the character deals damage to a target opposing character, you can roll 2d6; on a result of 9-12, you can give an action token to the target if it has zero action tokens.
Cost: 5

F101 Book of Destiny
Prerequisite: Probability Control or Super Senses
Choose a character. At the end of your turn, choose an opposing character 6 or fewer squares away from the character to which it can draw a clear line of fire. Until the beginning of your next turn, the chosen character can't use Outwit or Probability Control, and can't evade attacks. At the beginning of your next turn, remove this feat from the game.
Cost: 4

F102 Enervation
Prerequisite: Defend or Support
Choose a character. During an opponent's turn, if an action token would be given to a friendly character adjacent to the character, roll 2d6; on a result of 9-12, the token is not given.
Cost: 7

F103 Retaliation
Prerequisite: Damage symbol, Leap/Climb or Blades/Claws/Fangs or Outwit or Super Senses, point value of 60 or greater.
Choose a character. When the character takes damage but isn't defeated by a close combat attack made by an opposing character, after the resolution of the attack you can roll 2d6. On a result of 9-11, deal the attacker 1 damage; on a result of 12; deal the attacker 2 damage. After this feat is used, remove it from the game.
Cost: 5

F104 Precision Demolition
Prerequisite: Close Combat Expert or Super Strength
Choose a character. When the character destroys a wall or blocking terrain, do not place debris markers; instead place SPECIAL markers to indicate that the wall or blocking terrain has been destroyed.
Cost: 5


Event Dials

E101 No Man's Land
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Checkmark - Where's Batman?
Before characters are placed on the map, each player must choose one character from his or her force to be that player's champion. The champions are set aside until brought into the game by the Return of Batman effect.

Checkmark - Territories
After all players' forces have been placed in their starting areas, but before the beginning of the first round, each player recieves three control markers. Beginning with the second player, each player places a control marker on the map at least 5 squares from any starting area being used by a player and all other control markers, and at least 3 squares from the edge of the map. Players take turns placing control markers until all players have no control markers or all players agree that control markers can no longer be placed legally. Control markers can't be moved or destroyed.

Checkmark - Native Survivors
Once per turn when making an attack roll for a character on your force that has the Batman Ally or Batman Enemy team ability or the Gotham City keyword, you can roll 3d6 instead of 2d6; use the two highest results.

Hourglass - At the end of each round.

Lime Green - Aftershocks of the Cataclysm
All walls are ignored, and blocking terrain and elevated terrain are hindering terrain instead. Beginning with the second round, at the beginning of each player's turn he or she can choose an opposing character occupying hindering terrain and roll 2d6. On a result of 9-12, deal 2 damage to the chosen character.

Black - Citizen Wayne
Once per turn for the duration of an action, you can modify any combat value of a friendly character (except damage) by +1 for each ful 75 points (or fraction thereof) of your champion's point value (maximum +3).

Orange - Blowing the Bridges
At the beginning of your turn, choose an opposing character's starting area and roll a d6 for each character in it; on a result of 1 deal the character 1 penetrating damage.

Dark Blue - Claiming Territory
At the end of your turn, immediately score 20 victory points for each of your characters occupying the same square as a control marker.

Yellow - Scrounging
At the end of your turn, choose up to two of your characters that are 3 or more squares from all control markers. For each chosen character, roll a d6 and subtract 3; the character is healed of damage equal to the result (minimum 0).

Light Blue - Return of Batman
At the beginning of the round starting with the first player, all players place their champion on the map 6 or fewer squares from (but not in) their starting areas.

Red - Consolidating Territory
When making an attack, for each friendly character that occupies the same square as a control marker and that is 8 or fewer squares from the attacker, you can modify the attacker's attack value by +1 (maximum +3; the character does not need a clear line of fire to the attacker).

Gray - Destruction of the Hall of Records
At the beginning of the round, remove all control markers from the game.

Purple - Reconstruction
All walls are no longer ignored. If characters occupy blocking terrain or elevated terrain when this effect is revealed, move them to the nearest unoccupied square of clear grounded terrain.

Dark Green - Joker's Last Laugh
At the end of your turn, choose an opposing character 6 or fewer squares from your champion to which your champion has a clear line of fire; deal 1 penetrating damage to the character.


#E102 Knightfall
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Hourglass
At the end of each round.

Arkham Escape
When characters that begin your turn in your starting area are given a move action, it doesn't count toward your available actions for the turn.

Break The Bat
When the result of a successful attack roll is doubles, the damage dealt is pentrating damage.

A New Batman
Once during your turn, you can choose a character on your force. The chosen character is able to use Blades/Claws/Fangs and Toughness (if it can't already) until the beginning of your next turn. Until the beginning of your next turn, opposing characters get +1 to their attack value when attacking the chosen character.

The System
Once during your turn, you can choose a character and modify one of it's combat values up to +3 for the duration of an action. After the action resolves, roll a d6 and subtract the number of characters (friendly and opposing) adjacent to the character. If the result is equal to or less than the number by which you modified the combat value, deal 2 pentrating damage to the chosen character.

Reclaiming The Mantle
All characters can use Willpower (if they can't already and can't use the Indomitable ability). For each of a character's powers or abilities that has been countered, modify it's attack value and defense value by +1 (maximum +3).
Last edited by malakim2099; 11/21/2008 at 09:20. Reason: Final Edit barring tweaks.
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Old 09/09/2008, 14:12
Rep: 449428 | 4503       #2
snatreaper
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Technically this is the second one. Clown Prince of Crime went up last week.
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Old 09/09/2008, 14:14
Rep: 773729 | 7746       #3
algrim
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Bookmark it now... I'll be visiting this thread a LOT!
My Haves and Wants are current as of 8/7/10 - All Haves are for trade.

My Mods, and other Coolness http://www.algrim.info/wizkids.htm.

Check out my attempt at a DARK REIGN HEROCLIX SET

Quote : Originally Posted by brojase View Post
This- totally agree. Not that this is an unusual phenomenon when Algrim is posting...
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Old 09/09/2008, 15:08
Rep: 449428 | 4503       #4
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#061 U Clown Prince of Crime
Team: Batman Enemy
Range: 6
Points: 150
Keywords: Gotham City
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{AA}
{AA}
{AA}
{AA}
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{AA}
{AA}
{AA}
{AA}


Trait - The Joker's Wild!: Before the Clown Prince of Crime is placed in your starting area, roll a d6 and turn his dial to the starting line indicated by the result; 1 or 2 - Crazy (red starting line), 3 or 4 - Lunatic (blue starting line), or 5 or 6 - Maniacal (yellow starting line).

Trait - He's Escaped Again!: The Clown Prince of Crime begins the game with four Arkham Asylum tokens. When the Clown Prince of Crime's dial is turned so that {AA} symbols appear, he is removed from the map and an Arkham Asylum token is given to the player who caused the dial to be turned. If the Clown Prince of Crime's player caused {AA} symbols to appear via pushing damage, the last player to damage him gets the Arkham Asylum token. If you still have at least one Arkham Asylum token at beginning of your next turn, put the Clown Prince of Crime in you starting area (rolling to determine which starting line will be used). When the last Arkham Asylum token is given away, remove the Clown Prince of Crime from the game.

Trait - Collect Your Reward: At the end of the game, players receive 75 victory points for each Arkham Asylum token they were given. (Victory points are not awareded based on the Clown Prince of Crime's point value.)

Speed - Last Laugh: The Clown Prince of Crime can use Charge. Once per turn when the Clown Prince of Crime moves via a power action or move action, he can make a close combat attack against a target opposing character. After the attack resolves, he can continue his move, if any (he breaks away automatically), but he can't attack that target again that turn.

Attack - Jokerfish: Once per turn as a free action, the Clown Prince of Crime can put a Jokerfish token (a SPECIAL token) in an unoccupied adjacent square if there are fewer than four Jokerfish tokens on the map. At the beginning of your turn, if an opposing character is in the same square as, or adjacent to, a Jokerfish token, you can deal 1 damage to each opposing character in the same square as, or adjacent to, that Jokerfish token and then remove that token from the game. Remove all Jokerfish tokens from the map if the Clown Prince of Crime is removed from the map via the He's Escaped Again! trait.

Damage - Killing Joke: The Clown Prince of Crime can use Outwit and Incapacitate. He can use Incapacitate normally (but only as part of a close combat action), or he can target all adjacent opposing characters; if he does, modify the defense value of the targets by +1 for each opposing character (beyond the first) adjacent to him.
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Old 09/09/2008, 15:10
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sol
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Quote : Originally Posted by snatreaper View Post
#061 U Clown Prince of Crim
You spelled Crime wrong...

LOL....that HAD to be your whole lunch break...
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Old 09/09/2008, 15:12
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malakim2099
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Two things:

1. Is this thread stickied Mister Mod?

2. Doesn't Clown Prince of Crime have a few traits that are NOT listed right now?

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Hatred is dividing our country. This harvest of hatred is then sold as news.
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Old 09/09/2008, 15:15
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Quote : Originally Posted by sol View Post
You spelled Crime wrong...
Actually, the dial generator didn't have enough space for the name. I fixed it.

Quote : Originally Posted by sol View Post
LOL....that HAD to be your whole lunch break...
It took longer to put him into the Clix Cave.

Quote : Originally Posted by malakim2099 View Post
2. Doesn't Clown Prince of Crime have a few traits that are NOT listed right now?
Being as cumbersome as it is, it took me a few passes to make sure I didn't miss anything.
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Old 09/09/2008, 15:21
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keep em coming... we want something better than an overpriced glamazon...
WoS Deadpool KO List: (eventually Deathstroke)

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Old 09/09/2008, 16:54
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Someone needs to get Two Face on this list. Also, placeholders for Riddler, Penguin and Mad Hatter are needed.
We need Sand. And Sandman. And even Sandy the Golden Boy.

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Old 09/09/2008, 17:38
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is someone gonna post TwoFace?
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Old 09/09/2008, 17:43
Rep: 188273 | 1885       #11
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not me...aint gonna...
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Old 09/09/2008, 17:45
Rep: 1890794 | 18913       #12
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Where is Spider-Man? And the red dial Thing?
Disdainfully ignoring inadequate American laws since 1987
= = = = = = = = = = = = = = = = = = = = = =
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Old 09/09/2008, 17:51
Rep: 184080 | 1848       #13
DS-00-0, FSD
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Quote : Originally Posted by dernjg View Post
Someone needs to get Two Face on this list. Also, placeholders for Riddler, Penguin and Mad Hatter are needed.
Your wish is my command...
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Old 09/09/2008, 18:10
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Wonderwoman is a joke for that much. First she only has a move and attack of 5, she should atleast have full movement charge, and she can't even perplex herself!! She is going to have to perplex a fig 52 points or less what a joke! She is very overcosted
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Old 09/09/2008, 18:39
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Quote : Originally Posted by webslinging punk View Post
Wonderwoman is a joke for that much. First she only has a move and attack of 5, she should atleast have full movement charge, and she can't even perplex herself!! She is going to have to perplex a fig 52 points or less what a joke! She is very overcosted
I think you're forgetting that with the new perplex rules she can perplex down important stats like opponent's damage, attack, and defense, which can be just as useful at times. I agree she's probably overcosted, but she's not terrible or anything. With a continual heavy object like meteorite, she can pump out a lot of damage, considering her full dial of super strength and indomitable ability.
The optimist sees the glass as half-full. The pessimist sees it as half-empty. The realist sees that it's twice as big as it needs to be.
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