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#001 Robin
Team: Batman Ally, Titans
Range: 5
Points: 75/50
Keywords: Batman Family, Teen Titans
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Bat-Training Improved Movement - Ignores Hindering Terrain and Characters. Bat Tricks: At the beginning of your turn, choose: Robin can use Incapacitate this turn, or Robin can use Smoke Cloud as a free action this turn.
Faster Than Fast: Kid Flash can use Phasing/Teleport. When he does, after actions resolve, he may make an attack as a free action that causes knock back and gives a hit character an action token.
Sadistic Vivisection: When Psion hits a character with a close combat attack, place a Vivisection token on the hit character. At the beginning of your turn, all opposing characters with a Vivisection token are dealt 1 damage. At the end of your turn, if all characters named Psion have no tokens, remove all Vivisection tokens.
Pack Hunters: At the beginning of the game, choose 1 opposing character for all characters with this trait. If Gordanian ends a move action adjacent to the chosen character, it may make a close combat attack as a free action. If the chosen character is KO'd from this character's attack, all characters named Gordanian modify their attack and defense values by +1 for the rest of the game.
#005b Prime Beast Boy
Team: No Affiliation
Range: 0
Points: 60
Keywords: Cosmic, Teen Titans
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Morph: Beast Boy: Give Beast Boy a move or close combat action that deals no pushing damage. After the action resolves, replace him with any character with this trait on the same click number. Back to Something Natural!: When Beast Boy uses the Morph Trait, he can choose a combat value. After he is replaced, the chosen combat value is modified by +1 until he uses Morph again. Infiltration: Beast Boy can use the Carry Ability, but only to carry characters with the Teen Titans keyword. Lines of fire to Beast Boy are blocked unless a friendly character has taken damage from an attack this turn.
#006 Rookie Arrowette
Team: No Affiliation
Range: 7
Points: 68
Keywords: Celebrity, Martial Artist, Young Justice
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Piercing Shot: During the beginning of your turn, Arrowette can use Outwit, but can only counter defense powers. If she does, she may only target that opposing character this turn.
#007 Rookie Jinx
Team: No Affiliation
Range: 5
Points: 39
Keywords: Fearsome Five, Mystical, Society
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Alterations and Illusions: Jinx can use Barrier and Super Senses. When she uses Super Senses to evade an attack, you may immediately place her up to three squares from the square she currently occupies.
Growing Darkness: At the end of your turn, deal Wonder Girl 1 unavoidable damage if she is adjacent to an opposing character and did not make an attack this turn. Wonder Girl’s Lasso: Wonder Girl may begin the game with Wonder Girl’s Lasso assigned to her by paying the point cost. This object does not count toward your object total and is scored and removed from the game when Wonder Girl is KO’d. Pull Them Closer: Give Wonder Girl a ranged combat action as if she had a range value of 6. When she does and hits, in addition to the normal effects, place the opposing character adjacent to Wonder Girl and she my make a close combat attack as a free action targeting that opposing character.
Pile On: Whenever N.O.W.H.E.R.E. Soldier makes a close combat attack, modify his attack value by +1 for each other friendly character named N.O.W.H.E.R.E. Soldier adjacent to the target character. Minion: Centerhall’s Leadership: If a friendly character named Centerhall is within 8 squares, N.O.W.H.E.R.E. Soldier can use Willpower.
#010 Rookie Brother Blood Acolyte
Team: No Affiliation
Range: 0
Points: 35
Keywords: Church of Blood
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Minion:We Shed Our Flesh for Him If a friendly character named Brother Blood is within 8 squares, Brother Blood Acolyte can use Exploit Weakness and Willpower.
#011 Experienced Mammoth
Team: No Affiliation
Range: 0
Points: 121
Keywords: Brute, Fearsome Five, Society
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To Protect My Sister: When Mammoth is adjacent to a friendly character named Shimmer, he can use Willpower and ignores penetrating damage dealt to him.
#012 Veteran Red Star
Team: Titans
Range: 4
Points: 120
Keywords: Soldier, Teen Titans
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Pyrokinesis If Red Star has no action tokens, he can use Smoke Cloud as a free action until your next turn. When these hindering terrain markers are removed at the beginning of your turn, you may deal 1 damage to one opposing character occupying or adjacent to a removed marker's square. State Protector Red Star can use Energy Shield/Deflection and Toughness.
#014 Experienced Osiris
Team: Calculator
Range: 0
Points: 121
Keywords: Mystical, Teen Titans, Villains for Hire
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Courage of Mehen Osiris can't be targeted by incapacitate or Mind Control. Call the Lighning Oriris has a range value of 4. When he makes a ranged combat attack and hits, choose: increase damage dealt by 1, or after actions resolve, heal Osiris of 1 damage.
#015 Veteran Aquaman
Team: Justice League
Range: 0
Points: 110/80
Keywords: Atlantis, Justice League
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Atlantean Might If Aquaman occupies water terrain at the beginning of your turn, he has a range value of 7 and his attack value is not modified by the Move and Attack ability. Relentless, Underestimated Aquaman can use Toughness. If Aquaman has 2 action tokens, at the beginning of your turn, heal him 1 damage.
Raging Emotions: If an opposing character has taken damage from an attack this turn, modify Grymm’s attack and damage values by +1 until your next turn if not already modified by this effect.
Uncommons
#017a Li'l Lobo
Team: No Affiliation
Range: 2
Points: 102
Keywords: Young Justice
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Unfraggin' Stoppable! At the beginning of your turn, you may heal Li'l Lobo 1 damage if he is adjacent to an opposing character.
#017b Prime Slobo
Team: No Affiliation
Range: 0
Points: 65
Keywords: Young Justice
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Not Really a Fighter Improved Movement: ignore characters Hiding and Stowing Away Slobo can use Leap/Climb and Stealth. SacrificeWhen this click is revealed, stop turning the dial. If another character with the Young Justice keyword would be KO'd, instead you may KO Slobo and turn that character's dial to their last click.
#018 Experienced Red Robin
Team: Titans
Range: 6
Points: 101
Keywords: Batman Family, Detective, Martial Artist, Teen Titans
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Movement: Elevated, Hindering, Characters Find a Weakness: Red Robin can use Outwit but may only target characters that he has attacked this turn. Protective Wings: Red Robin can use Defend and Toughness. When an adjacent friendly character replaces its defense value with Red Robin's defense value, that character can use Toughness.
#019 Rookie Beast Boy
Team: No Affiliation
Range: 0
Points: 77
Keywords: Animal, Ravagers
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In the Blood: Beast Boy can use Shape Change. Beast Boy can use Probability Control, but only during your turn. Octopus: Give Beast Boy a double power action. He can make four close combat attacks, each as a free action. Animal of Any Size: At the beginning of your turn Beast Boy may choose one, , , , . Beast Boy now has that combat symbol until your next turn.
Strategist: When Fairchild uses Incapacitate or Mind Control, her range value is 6. Scientist or Fighter: At the beginning of your turn, choose: Fairchild can use Perplex; or Fairchild can use Close Combat Expert and Quake.
#021 Rookie Beast Boy (Tiger Form)
Team: No Affiliation
Range: 0
Points: 60
Keywords: Animal
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Morph: Beast Boy: Give Beast Boy a move that deals no pushing damage. After the action resolves, replace him with any character with this trait on the same click number. Pounce From Above: Beast Boy can use Leap/Climb. When Beast Boy moves, if Beast Boy ends the movement at a lower elevation than when he began the action, after actions resolve, he may be given a close combat action as a free action.
#022 Veteran Nightwing
Team: Titans
Range: 5
Points: 110/80
Keywords: Batman Family, Teen Titans
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Flying Grayson Improved Movement: ignores elevation, hindering, characters Call If You Need Help, Bruce If another character on your force possesses the Batman Ally team ability, Nightwing possesses the Batman Ally team ability. A Leader and a Detective Nightwing can use Leadership and Outwit. If an opposing character within 4 squares is given an action to use Perplex, Nightwing and adjacent friendly characters modify their defense values by +1 until your next turn.
#023 Rookie Red Hood
Team: Batman Ally, Outsiders
Range: 5
Points: 125
Keywords: Gotham City, Martial Artist, Outlaws
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Movement: Ignores elevated terrain, ignores hindering terrain, ignores characters. Non-Team Team: Red Hood can use Leadership. When he does, he considers all friendly characters with the Outlaws keyword to be a lower point value.
Sibling Duo: When a friendly character named Thunder is adjacent to Lightning, they both modify their attack value by +1 if not already modified by this effect.
#025 Veteran Cyborg
Team: Justice League
Range: 7
Points: 143/100
Keywords: Armor, Justice League
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Connected to Every Computer Give Cyborg a free action and choose an object within range. Cyborg can draw lines of fire and count range and squared from that object until your next turn. High Tech Armor Cyborg can use Energy Shield/Deflection and Invulnerability.
Kryptonian Strength Superboy can use Super Strength. Tactile TK Superboy can use Force Blast. When he does, knocked back characters are dealt 2 damage after actions resolve.
Commanding Officer: Centerhall han use Leadership. He succeeds on a roll of 4-6 if another character on your force possesses the N.O.W.H.E.R.E. keyword.
#028 Experienced Empress
Team: No Affiliation
Range: 2
Points: 72
Keywords: Martial Arts, Mystical, Young Justice
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A Piece of the Anti-Life Equation: Empress can use Mind Control as if she had a range of 7. When she does, opposing characters can’t use Probability Control for that action. Hand-to-Hand Combatant: Empress can use Combat Reflexes and Supers Senses.
#029 Experienced Shimmer
Team: No Affiliation
Range: 7
Points: 70
Keywords: Fearsome Five, Mystical, Society
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Magic Gone Haywire: When a friendly character takes damage from the Mystics team ability, the character using the Mystics team ability is also dealt 1 unavoidable damage. This is not an attack and a character would only take damage from this affect if it has not already done so for this attack.
Last edited by Steelmage2000; 05/02/2013 at 05:06.
#030 Veteran Rose Wilson
Team: Calculator
Range: 6
Points: 126
Keywords: Martial Artist, N.O.W.H.E.R.E.
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Incredibly Agile Improve Movement: Ignores elevated, hindering, characters Hidden Danger If Rose Wilson has no action tokens, she can use Super Senses. A Killer Among Killers When Rose Wilson attacks an opposing character with a higher unmodified attack value, damage from the attack is penetrating damage.
Piece of Me: At the beginning of the game, choose an opposing character. That character modifies its defense value by -2 when Leash targets it with the Capture ability. Capture: Leash can use the Capture ability. when he does he may target a single opposing character with a ranged combat attack instead of a close combat attack, but with a -2 to his attack value. Psionic Coils: Leash can use Poison and Telekinesis.
#032 Veteran Dr. Light
Team: Calculator
Range: 9
Points: 135
Keywords: Fearsome Five, Scientist, Society
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No More Kids in Costumes, OK?: When Dr. Light is adajacent to an opposing character with the Teen Titans keyword, modify his attack and defense values by -1. YOU...TOOK...MY...MIND!: Dr. Light can use Super Senses. If this click is revealed due to taking damage from an opponent's attack, stop turning the dial, remove all action tokens from Dr. Light and Dr. Light can't be targeted until next turn. This power can't be ignored.
Rares
#033 Veteran Green Lantern
Team: Green Lantern Corps
Range: 8
Points: 160/110
Keywords: Green Lantern Corps, Justice League
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Anything I can Imagine Green Lantern can use Barrier. At the beginning of your turn, choose a standard attack or damage power that requires a power, close or ranged combat action to activate. Green Lantern can use that power this turn. Energy Bubble Green Lantern can use Energy Shield/Deflection and Toughness.
Molecular Absorption : Grunge can use Toughness. When Grunge successfully attacks an object or a character holding an object or assigned relic, remove that object from the game. If the removed object was a heavy object, Grunge can use Invulnerability instead until the beginning of your next turn. If the removed object was a special object or relic, Grunge can use Impervious instead until the beginning of your next turn.
#035 Unique Terra
Team: No Affiliation
Range: 4
Points: 86
Keywords: Ravagers
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Wall of Stone: Give Terra a free action and place up to 2 blocking terrain markers within range; these markers remain on the map until destroyed or until Terra uses this ability again. When Terra is adjacent to one of these blocking terrain markers, she can use toughness.
#037a Veteran Deathstroke
Team: Calculator
Range: 8
Points: 148
Keywords: Assassin, Martial Artist, Society, Soldier, Titans, Villains for Hire
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Trained Assassin Improved Movement: ignores hindering, ignores characters Counter AttackDeathstroke can use Super Senses and Toughness. Each time Deathstroke evades an attack with Super Senses, modify his attack and damage values by +1 during your next turn if he targets the attacking character with an attack. Leading by Fear Deathstroke can use Leadership. When he succeeds, he can remove an action token normally or he can remove 2 action tokens from any adjacent friendly characters that share a keyword with him if he deals one of them 1 unavoidable damage.
#37b Prime Ravager
Team: No Affiliation
Range: 4
Points: 95
Keywords: Assassin
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Take the Job in Secret Improved Movement: Ignores Hindering I Can Earn Their Trust Ravager and adjacent friendly characters can't be placed by the game effects of opposing characters. I Am My Father's Son Ravager can use Combat Reflexes and Super Senses.
MORPH: BEAST BOY: Give Changeling a move or close combat action that deals no pushing damage. After the action resolves, replace him with any character with this trait on the same click number. One Form to Another: Changeling can use Charge and Close Combat Expert. When he uses Charge he can use Improved Movement - Ignores Characters.
Moving too fast: Kid Flash can use Hypersonic Speed. Give Kid Flash a double power action that deals no pushing damage and place him adjacent to an opposing character; Kid Flash may make a close combat attack as a free action and may be placed in any square within line of fire. Always a step ahead: Kid Flash can use Probability Control, but only when he is the target of an attack.
#040 Rookie Secret
Team: No Affiliation
Range: 3
Points: 50
Keywords: Monster, Young Justice
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Knockout Gas: Secret can use Poison. If an opposing character would reduce damage dealt by her Poison, their speed value is halved until your next turn.
Sonic Wave: When Thunder makes a ranged combat attack, you may draw a straight horizontal or vertical line of fire to any single square within range and line of fire, ignoring other characters for line of fire purposes. If you do, the ranged combat attack does not target, and the attack result is compared to each opposing character occupying a square along that line of fire. The character closest to Thunder is the only hit character.
Cybernetic Causality Loop: When Indigo has one action token, give her a free action and choose an opposing character within 6 squares and line of fire. That character can't be given power actions until the beginning of your next turn. Embedded by Brainiac: When Indigo is adjacent to friendly characters with the Prime's Titans or Robot keyword, she and those characters can use Superman Enemy team ability.
Toss Around: Ridge can use Leap/Climb. When Ridge is given a move action, after action resolve, he may be given a close combat action as a free action to use Quake.
Movement: Ignores characters. Tiny Tinkerer: Gizmo can use the Flight ability. Give Gizmo a power action and place a light object from outside the game in an adjacent square. Insane Engineer: Give Gizmo a free action and remove an adjacent standard light object from the game. If that object was a light object, choose a standard attack power; if that object was a heavy object; choose a standard damage power. Friendly characters within 4 squares can use the chosen power this turn.
Trashcan Lids: Static starts the game with 3 Trashcan Lids token on his character card. Immediately after Static rolls a d6 for Super Senses, he may remove Trashcan Lid tokens from his card; for each token removed, modify the result of his d6 roll +1. Give Static a power action and remove and adjacent heavy object from the game, if you do, place a Trashcan Lid token on his character card.
Last edited by Steelmage2000; 05/13/2013 at 02:19.
#046 Veteran Red Tornado
Team: Justice League
Range: 7
Points: 143
Keywords: Justice League, Robot, Young Justice
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Unchecked Winds: When Red Tornado has no action tokens, opposing characters more than 6 squares away can't draw line of fire to him. Destructive Cyclones: Red Tornado can use Telekinesis. When he does, lines of fire between Red Tornado, A, and B are only blocked by walls and indoor blocking terrain.
True Love: When Starfire is adjacent to a friendly character named Nightwing, modify Nightwing's defense value by +1 if not already modified by this effect. Tamaran Princess: Starfire can use Energy/Shield Deflection and Invulnerability.
#047b Prime Blackfire
Team: No Affiliation
Range: 8
Points: 146
Keywords: Cosmic, Ruler, Warrior
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I Should Be Queen! Improved Movement: ignores Characters The Hated Sister When Blackfire targets a character with the Teen Titans keyword, modify her attack value by +2. Intense Starbolts When an opposing character takes damage from Blackfire's ranged combat attack, that character can't use the Carry or Flight abilities until the beginning of your next turn.
Skittering Improved Movement: Ignores Elevated Terrain, Hindering Terrain, Characters Webbing Skitter can use Plasticity. Characters can't automatically break away from Skitter. Opposing characters adjacent to Skitter can't use Improved Movement ignores characters. Cocoon Healing Skitter can use Regeneration. This power can't be countered.
Psionic Constructs: Terrain markers placed by Bunker are not removed until they are destroyed or until Bunker uses a power that places that type of terrain marker on the map. Purple Fists: Bunker can use Barrier, Incapacitate, and Quake. Purple Constructs: Bunker can use Barrier and Toughness.
#050 The Flash
Team: Justice League,Police
Range: 0
Points: 135/100
Keywords: Central City, Justice League, Police
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Up Walls, Around Crooks Improved Movement: Ignores Elevation, Characters Vibrating Offense Flash can use Charge, Flurry, and Phasing/Teleport. When Flash uses Charge, he can use Improved Movement: Ignores Hindering. Just a Blur Flash can use Combat Reflexes and Shape Change.
#051 Veteran Brother Blood
Team: No Affiliation
Range: 6
Points: 115
Keywords: Celebrity, Church of Blood, Mystical, Ruler
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Cult Leader Brother Blood can use Mind Control. He can use it normally or if there is a friendly character named Brother Blood Acolyte with 4 squares, Brother Blood is not dealt unavoidable damage; instead, deal Brother Blood Acolyte 1 unavoidable damage. To Scar Such Skin... Brother Blood can use Exploit Weakness and Support.
#052 Unique Psimon
Team: No Affiliation
Range: 8
Points: 123
Keywords: Fearsome Five, Society
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Psychic Shields: Psimon and adjacent friendly characters can't be targeted with Penetrating/Psychic Blast. Ultimate Control: Psimon can use Mind Control. When he does, modify his attack value by +2 and, if he targets more than one character, he is not dealt unavoidable damage. Sadistic Arrogance: Psimon can use Energy Shield/Deflection and Willpower.
Omen's Womb: Omen can use Mind control. When she does, she does not need line of fire to her target(s). The worst of you: Omen can use perplex. When she does, she may only target an opposing character within range, she does not need line of fire to the target, and she may only modify combat values by -2.
#054 Rookie The Ray
Team: Justice League
Range: 5
Points: 74
Keywords: Freedom Fighters, Justice League, Justice League International, Young Justice
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Light Manipulation When The Ray has 1 action token, The Ray and adjacent friendly characters that share a keyword with him can use Stealth.
You Won't Get Away Improved Movement: Ignores Elevated terrain, Hindering terrain, characters Shifting Body Warblade can use Plasticity and Shape Change. When he uses Shape Change, he only succeeds on a result of 6. Always Around Warblade can use Combat Reflexes and Regeneration. Grinning Mask Warblade can use Perplex. He can use it normally or he may use it to modify an opposing character's defense value by -2.
N.O.W.H.E.R.E.S.'s Controller: Harvest is a wild card, but may only use the team abilities of friendly characters with the N.O.W.H.E.R.E keyword. Harvest may begin the game with Harvest's Staff assigned to him by paying its point cost. This object does not count towards your object total and is scored and removed from the game when Harvest is KO'd. Offense or Defense: At the beginning of your turn, when Harvest does not have 2 action tokens, he may modify his attack or defense by +2 until your next turn. Take You All Down: Harvest can use pulse wave. He may use it as a double power action instead, and when you do, his targets are also given an action token. Never Stay Down: Harvest can use regeneration and toughness. Null Field: Harvest can use outwit. When he does, and counters a power on an opposing character within 5 squares, that power is countered on all opposing characters that share a keyword with the target character.
Altered Reality: When Headcase is adjacent to a friendly character with the Prime's Titans keyword, opposing characters within 6 squares may only draw a line of fire to that adjacent character. Telekinetic Pulse: Headcase can use Pulse Wave and Telekinesis. He can be given a double power action to use both as free actions in any order. Waves of Power: Headcase can use Energy Shield/Deflection and Super Senses.
#058 Unique Sun Girl
Team: No Affiliation
Range: 7
Points: 109
Keywords: Future, Prime's Titans
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FIERY EXPLOSION When Sun Girl is adjacent to a friendly character with the Prime's Titans keyword, she can use Pulse Wave and friendly characters are not affected by this use of Pulse Wave' BURN YOU AT YOUR WEAKEST When Sun Girl attacks a character that is not on its starting click, modify her attack and damage values by +1.
Speed Force Manipulation: When Inertia is adjacent to a friendly character with the Prime's Titans keyword, opposing characters within 8 squares halve their speed values. When Inertia is adjacent to a character named Sun Girl, they both modify their attack values by +1 if not already modified by this effect. Sadistic Speedster: When an opposing character uses Hypersonic Speed, after actions resolve, you may give Inertia an action token and deal that opposing character 1 unavoidable damage.
#060 Unique Persuader
Team: No Affiliation
Range: 0
Points: 85
Keywords: Prime's Titans, Terror Titans
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Frenzied Attack: Give Persuader a free action when she is adjacent to a friendly character with the Prime's Titans keyword; roll a d6, on a result of a 4 through 6 if you give the adjacent character an action token, Persuader may make a close combat attack. Sweeping Strikes: Persuader can use (improved movement ignores characters). When making a close combat attack, Persuader treats characters 2 squares and line of fire as adjacent. Atomic Axe: Persuader can use Blades/Claws/Fangs; when she does, the attack can't be evaded, and damage dealt is penetrating damage.
Scientific Experiment: When Zookeeper is adjacent to a friendly character with the Prime’s Titans keyword, opposing characters with the Animal keyword modify their combat values by -1 and can’t be healed. Match You, Form For Form!: When an opposing character is replaced, give the replacement character(s) an action token. Animal Hide and Sense: Zookeeper can use Super Senses and Toughness. Animal of Any Size: At the beginning of your turn Zookeeper may choose one: Dolphin speed symbol, Tiny damage symbol, or Giant damage symbol. Zookeeper now has that combat symbol until your next turn.
#062 Veteran Superboy Prime
Team: No Affiliation
Range: 6
Points: 350/200
Keywords: Kryptonian, Brute, Prime's Titans
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Why Should You Live When My World is Dead: When an opposing character within 8 squares is healed, you may place Superboy Prime adjacent to that character. If you do, deal that character 1 unavoidable damage and remove an action token from Superboy Prime. Reality Punch: Superboy Prime can use exploit weakness and probability control. Superboy Prime's other powers can't be countered.
Last edited by Steelmage2000; 05/15/2013 at 15:21.
The Darkest Magic Raven can use Phasing/Teleport. When Raven deals unavoidable damage with the Mystics team ability, she deals 2 unavoidable damage instead of 1. I See Your Fears... When Raven is attacked by a character with one or more action tokens, she can use Super Senses. Daughter of Trigon Raven can use Barrier. When this click is revealed, stop turning the dial and roll a d6; on a result of 5-6, turn Raven to click 7.
Trying to Lead by Example Wonder Girl can use Leadership, but only if she has 1 or more action tokens. Magic Bracelets Wonder Girl can use Invulnerability and Energy Shield/Deflection.
240 pts Not From Around Here When Superman has no action tokens, his powers can't be countered. Under a Yellow Sun When an opposing character targets Superman with a ranged combat attack, modify that character's damage value by -1.
#067 Veteran Batman
Team: Batman Ally,Justice League
Range: 6
Points: 130/100
Keywords: Batman Family, Gotham City, Justice League, Trinity
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That Won't Work, You Know Opposing characters within 6 squares can't ignore pushing damage. Dark Knight Batman can use Combat Reflexes and Toughness Striking Fear Batman can use Outwit and Shape Change. Batman can use Perplex, but only to modify other character's combat values.
#068 Veteran Wonder Woman
Team: Justice League
Range: 0
Points: 150/100
Keywords: Amazon, Justice League, Trinity, Warrior
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Warrior Race When Wonder Woman makes an attack, she can use Willpower this turn. Charge of the Righteous Wonder Woman can use Charge. When she is given a power action to use Charge, after actions resolve roll a d6. On a result of 5-6, remove an action token from a friendly character with a lower point cost within 4 squares. Unbreakable Lasso Wonder Woman can use Incapacitate as if she had a range value of 4 . When she does and hits, she can use Perplex but may only modify a combat value of the hit character by -2.
#069 Experienced Cinder
Team: No Affiliation
Range: 8
Points: 61
Keywords: Titans, Villains for Hire
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Burn Through Anything Cinder can use Phasing/Teleport. When she does, place a special terrain marker on any walls or squares of blocking terrain that she moved through; they are considered clear terrain. Molten Lava Cinder can use Poison. She can use it normally or she can deal 1 penetrating damage to a single adjacent opposing character.
#070 Veteran Cheshire
Team: Calculator
Range: 0
Points: 97
Keywords: Martial Artist, Titans, Villains for Hire
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Deadliest Poisons Cheshire can use Poison. When she does, characters that take damage from her Poison modify their defense values by -1 until your next turn. Toxic Give Cheshire a power action. Deal 1 penetrating damage to an adjacent opposing character.
#071 Experienced Tattooed Man
Team: Calculator
Range: 2
Points: 133
Keywords: Titans, Villains for Hire
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Sin Grafting Tattooed Man can use Blades/Claws/Fange, Incapacitate, Quake, and Telekinesis. Tattoos Come to Life At the beginning of your turn, choose one: Close Combat Expert, Exploit Weakness, Perplex, or Shape Change. Tattooed Man can use the choosen power until your next turn.
Catch Fire Burnout can use Energy Explosion; when he does, characters successfully hit are dealt damage equal to the number of times it was hit by this attack times two.
#073 Experienced Sarah Rainmaker
Team: No Affiliation
Range: 7
Points: 80
Keywords: Gen13
I Don't Know Why, But I Love Grunge During the beginning of your turn, if a friendly character named Grunge took damage since your last turn, Freefall may be placed adjacent to Grunge and may make a close combat attack as a free action targeting an opposing character that caused Grunge to take damage last turn.Control.
At Home in the Water: When Aqualad occupies water terrain he can use Super Senses. When Aqualad is given an action and occupies water terrain, mofify his speed value by +3.
#T001 New Teen Titans
Team: No Affiliation
Range: 7
Points: 465/365/265
Keywords: Teen Titans
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Titans, Together Forever: When all team members are attached, New Teen Titans can't be the target of Mind Control or Penetrating/Psychic Blast. Training Every Weekend at Titans Tower: New Teen Titans can use Toughness and Combat Reflexes. Not Sidekicks Anymore: At the beginning of your turn, choose one: Outwit, Perplex, or Probability Control. New Teen Titans can use that power this turn.
Asset Dial
Click #1: Robin/Starfire
Click #2: Changling/Raven
Click #3: We Go Where We're Needed/Wonder Girl
Click #4: Cyborg/Kid Flash
Click #5: Team symbol
Click #6: Robin/Starfire
Click #7: Changling/Raven
Click #8: Starfire/Kid Flash
Click #9: We Go Where We're Needed/Wonder Girl
Click #10: Team symbol
Click #11: Robin/Starfire
Click #12: Changling/Raven
Click #13: Cyborg/Kid Flash
Click #14: We Go Where We're Needed/Wonder Girl
Click #15: Changling/Team symbol
Click #16: Cyborg/Starfire
Click #17: Cyborg/Robin
Click #18: Kid Flash/Wonder Girl
Click #19: We Go Where We're Needed/Raven
Click #20: Changling/Team symbol
Changling New Teen Titans can use Shape Change. Cyborg New Teen Titans can't be the target of opposing characters Probability Control. Kid Flash New Teen Titans can use Hypersonic Speed and when they do, modify their speed value by +2. Raven When New Teen Titans are not adjacent to an opposing character, they can use Regeneration. Robin New Teen Titans can use Outwit and only adjacent character can target them with Outwit. Starfire New Teen Titans can use Defend and the Flight ability. Wonder Girl New Teen Titans can use Super Strength and the Flight ability. We Go Where We're Needed Give New Teen Titans a power action and place them adjacent to the highest point opposing character, then make a close combat attack as a free action.
#T002 Veteran Justice League
Team: Batman Ally,Justice League,Superman Ally
Range: 8
Points: 565/365/265
Keywords: Justice League
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The Founding Members When all team members are attached, Justice League's powers and abilities can't be countered. Watchtower At the beginning of the game, choose a team ability or keyword possessed by a character on the opposing team. Opposing characters with that team ability or keyword can't use Stealth. Truth and Justice Opposing characters within 4 squares can't have their combat values modified if the modified result would be hight than the original. We Depend on Each Other Justice League can use Defend, Super Senses, and Toughness.
Asset Dial
Click #1: Aquaman/Cyborg
Click #2: Green Lantern/Superman
Click #3: The Flash/Batman
Click #4: 1/Team Symbol
Click #5: Green Lantern/Wonder Woman
Click #6: Cyborg/Aquaman
Click #7: The Flash/Superman
Click #8: Green Lantern/Batman
Click #9: 1/Team Symbol
Click #10: Batman/Wonder Woman
Click #11: The Flash/Aquaman
Click #12: Cyborg/Batman
Click #13: Batman/Green Lantern
Click #14: Team Symbol/1
Click #15: The Flash/Superman
Click #16: Green Lantern/Wonder Woman
Click #17: Aquaman/Batman
Click #18: Green Lantern/Aquaman
Click #19: The Flash/Cyborg
Click #20: Wonder Woman/Superman
Aquaman Justice League ignores Shape Change and their attacks can't be evaded. Batman Opposing characters within 5 squares of Justice League can't use Perplex. Cyborg Justice League can use the Sharpshooter ability and modifies their range value by +2. The Flash Opposing characters using Hypersonic Speed modify their attack and damage values by -1. Green Lantern Justice League can use Barrier and Telekinesis. Superman Damage dealt to Justice League is reduced by 1 in addition to any other effects. Wonder Woman Justice League can use Energy Shield/Deflection. 1 Saving the World Justice League can use Colossal Stamian.
#T003 Unique Titans: Villians for Hire
Team: Calculator
Range: 7
Points: 475/325/175
Keywords: Villians for Hire
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The Contract Titans: Villains for Hire can use the Sharpshooter ability. At the beginning of the game choose an opposing character; that character is The Mark. If the Mark is KO'd by an attack made by a character with the Villains for Hire keyword victory points awarded for that character are doubled. Striking from the Shadows Titans: Villains for Hire can use Running Shot and Stealth. Always Return for the Kill Titans: Villians for Hire can use Toughness and Regeneration.
Asset Dial
Click #1: Deathstroke/Team Symbol
Click #2: Cinder/Osiris/Deathstroke
Click #3: Team Symbol/Tattoed Man/Chesire
Click #4: Cheshire/Cinder/Deathstroke
Click #5: Team Symbol/Osiris/Tattooed Man
Click #6: Tattooed Man/Cheshire/Deathstroke
Click #7: Team Symbol/Cinder/Osiris
Click #8: Cheshire/Cinder/Osiris
Click #9: Team Symbol/Tattooed Man/Deathstroke
Click #10: Tattooed Man/Cheshire/Cinder
Click #11: Team Symbol/Osiris/Deathstroke
Click #12: Deathstroke/Tattooed Man/Cheshire
Click #13: Team Symbol/Cinder/Osiris
Click #14: Osiris/Tattooed Man/Cheshire
Click #15: Cheshire/Cinder/Deathstroke
Click #16: Deathstroke/Osiris/Tattooed Man
Click #17: Tattooed Man/Cheshire/Cinder
Click #18: Tattooed Man/Deathstroke/Osiris
Click #19: Osiris/Tattooed Man/Cheshire
Click #20: Deathstroke/Team Symbol
Cheshire Titans: Villians for Hire can use Poison. When they do, damage dealt to The Mark is penetrating damage. Cinder Titans: Villians for Hire can use Phasing/Teleport. Lines of fire drawn by Titans: Villians for Hire to The Mark ignore blocking terrain. Deathstroke Titans: Villians for Hire can use Outwit. When Titans Villians for Hire attack the Mark modify their attack and damage values by +1. Osiris Titans: Villians for Hire can use Charge. After Titans: Villians for Hire resolve a move action, if they are adjacent to The Mark, you may give them a close combat action as a free action. Tattooed Man Titans: Villians for Hire can use Shape Change. When Titans: Villians for Hire are attacked by The Mark, they succeed for Shape Change on a result of 4 through 6.
#T004 Prime Gen13
Team: No Affiliation
Range: 8
Points: 275/175/75
Keywords: Gen13
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Learning to Fight Back If Gen13 was attacked last turn, their damage value is locked this turn and any damage dealt by them is penetrating damge.
Asset Dial
Click #1: Team Symbol/1
Click #2: Burnout/Grunge/Fairchild
Click #3: 1/Freefall/Sarah Rainmarker
Click #4: Grunge/Fairchild/Team Symbol
Click #5: Freefall/Sarah Rainmaker/Burnout
Click #6: Grunge/Fairchild/1
Click #7: Sarah Rainmaker/Burnout/Team Symbol
Click #8: Grunge/Fairchild/Freefall
Click #9: Freefall/Sarah Rainmaker/Burnout
Click #10: Team Symbol/1
Click #11: Team Symbol/1
Click #12: Burnout/Grunge/Fairchild
Click #13: 1/Freefall/Sarah Rainmaker
Click #14: Grunge/Fairchild/Team Symbol
Click #15: Freefall/Sarah Raimaker/Burnout
Click #16: Grunge/Fairchild/1
Click #17: Sarah Rainmaker/Burnout/Team Symbol
Click #18: Grunge/Fairchild/Freefall
Click #19: Freefall/Fairchild/Sarah Rainmaker
Click #20: Team Symbol/1
Burnout Gen13 can use Pulse Wave. Fairchild Gen13 can use Super Strength. Freefall Gen13 can use Force Blast and Telekinesis. Grunge Gen13 can use the Move and Attack ability. Sarah Rainmaker Gen13 can use Energy Explosion with . 1 We're the Next Generation Gen13 can use Perplex twice per turn. When they do, they may only target themselves once per turn.
#T005 Teen Titans
Team: Titans
Range: 6
Points: 380/280/180
Keywords: Teen Titans
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Full Roster: When all characters are attached to Teen Titans, Teen Titans can use Colossal Stamina. We Created a Family: Teen Titans can use Energy Shield/Deflection, Super Senses and Toughness.
Asset Dial
Click #1 Robin
Click #2 Aqualad
Click #3 Team Attack Symbol and 1
Click #4 Wonder Girl and Aqualad
Click #5 Aqualad and Kid Flash
Click #6 1 and Robin
Click #7 Wonder Girl
Click #8 Team Attack Symbol
Click #9 Kid Flash and Robin
Click #10 Team attack symbol and Wonder Girl
Click #11 Kid Flash
Click #12 1
Aqualad: Teen Titans can't have their combat values modified by opposing characters. Kid Flash: Teen Titans can use Hypersonic Speed, when they do modify their speed value by +2. Robin: Teen Titans can use Outwit and only adjacent characters can target them with outwit. Wonder Girl: Teen Titans can use Flight ability and ignore Shape Change. 1 Titans Together: At the beginning of your turn roll a D6. On a result of 5-6 remove an action token from Teen Titans.
We Got Along Fine on Our Own: Outlaws may have as few as 2 team members attached. Outlaws can use Sharpshooter ability. All Together Now!: At the beginning of your turn, choose Combat Reflexes or Super Senses. Outlaws can use the chosen power until next turn if all team members are attached.
Asset Dial
Click #1 Team Attack Symbol
Click #2 Starfire and Arsenal
Click #3 1 and Red Hood
Click #4 Starfire and Red Hood
Click #5 Team Attack symbol and 1
Click #6 Red Hood and Arsenal
Click #7 1 and Arsenal
Click #8 Starfire and Red Hood
Click #9 Team Attack Symbol and 1
Click #10 Red Hood and Arsenal
Click #11 1 and Starfire
Click #12 Starfire and Arsenal
Arsenal: Outlaws can use Energy Explosion, Energy Shield/Deflection and Incapacitate. Red Hood: Outlaws can use Combat Reflexes, Leap/Climb and Stealth. Starfire: Outlaws can use Poison and Toughness. Outlaws have 1 Shoot First, Ask Questions Later: If Outlaws are given the first non-free action of the turn, damage dealt is penetrating damage for that action. Outlaws can use Outwit but only as the last action of the turn.
Where Do You Think Your Power Comes From?: Each time an opposing character with the Mystics team ability or the Mystical keyword targets Trigon with Probability control, immediately modify his combat values by +1 until the beginning of your next turn. Reality Warp: Trigon can use Penetrating/Psychic Blast as if he had . At the beginning of your turn, Trigon can use Barrier as a free action, he may only place two blocking terrain markers, each within his range and line of fire, but these markers do not need to be adjacent to each other. When these terrain markers are removed at the beginning of your turn, deal 1 damage to opposing characters adjacent to these markers' squares. Just When You Think He's Gone...: If this click is revealed when taking damage from an opponent's attack, stop turning the dial. Trigon can use Regeneration and Super Senses. Demonic Disruption: Trigon can use Perplex and Probability Control.
Last edited by Steelmage2000; 05/17/2013 at 17:15.
No One Will Stop Me From Reaching My Target Improved Movement: Ignores Characters
Objects
S101Robin Uniform
Relic: 4-6
Cost: 5
This character possesses Titans Team Ability. If this character already has Titans Team Ability, it can use the team ability as a free action.
Resource
R101
This character possesses Titans Team Ability. If this character already has Titans Team Ability, it can use the team ability as a free action.
S102Harvest Staff
Relic: 6
Cost: 15
This character can use incapacitate and outwit. When you use outwit and actions resolve, if this character targets the same opposing character with incapacitate, modify this character's attack value by +1. Give this character a power action and choose a power; that power is countered on all opposing characters within 5 squares. Give this character a double power action and choose a character within 10 squares and line of fire; deal that character 1 unavoidable damage and all of its powers and abilities are countered until your next turn.
S103Wonder Girl Lasso
Relic: 5-6
Cost: 5
This character can use Steal Energy, but it also healed when its ranged combat attack cause an opposing character to take damage.
Gravity Feed
#201 Experienced Red Robin
Team: Batman Ally
Range: 5
Points: 98
Keywords: Batman Family
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Keeping Others Safe If Red Robin began the turn adjacent to a friendly character, he can use Running Shot and Willpower if he does not use the Carry ability.
Dead or Alive, It Doesn't Matter to Me.: When Superboy hits an attack and rolls doubles, choose one: hit characters are also given an action token or damage dealt is penetrating damage. Unchecked TK: Superboy can use Poison, Pulse Wave, and Telekinesis.
#203 Experienced Wonder Girl
Team: No Affiliation
Range: 0
Points: 119
Keywords: Teen Titans, Warrior
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Headstrong Wonder Girl can use Charge. When she does, she can use improved movement-ignores characters, ignores blocking terrain and destroys blocking terrain as she moves through it. Reactive Armor When Wonder Girl has no action tokens, she can use Impervious. When Wonder Girl has 1 action token, she can use Invulnerability. When Wonder Girl has 2 action tokens, she can use Toughness.
#204 Veteran Red Hood
Team: Calculator
Range: 6
Points: 107
Keywords: League of Assassins, Outlaws
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Always in the Middle of Everything: Improved Movement: Ignores elevated terrain, hindering terrain Miscommunication & Misdirection: Give Red Hood a free action and choose a character within 6 squares. That character can't use Outwit until your next turn. If that character possesses the Batman Ally or Batman Enemy team ability, they can't use that team ability until your next turn.
Combined Firepower: Give N.O.W.H.E.R.E. Soldier a power action and choose an adjacent friendly character. This turn, the chosen character modifies its damage value by +1 while adjacent to this character and making a ranged combat attack.
#206 Experienced Brother Blood Acolyte
Team: No Affiliation
Range: 0
Points: 43
Keywords: Church of Blood
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Minion: For Blood: If a friendly character named brother blood is within 8 squares, Brother blood acolyte can use posion and willpower, he may choose that damage delt is penetrating damage; If you do, deal brother blood acolyte 1 unavoidable damage after actions resolve.
No Promise This is Going to Workl: Give Solstice a power action and choose a square within her range that is on a horizontal, vertical, or diagonal path from her. All objects, walls, or squares of blocking terrain that would hinder or block line of fire to that square are destroyed. Darkness & Light: When Solstice has no action tokens, lines of fire can't be drawn to her when it is not your turn. If the line of fire for a ranged attack targeting Solstice crosses through hindering terrain, modify her defense by an additional +1.
#208 Rookie Rose Wilson
Team: No Affiliation
Range: 0
Points: 55
Keywords: Martial Artist, N.O.W.H.E.R.E., Ravagers
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Improved Movement: ignores elevated terrain Subject 8: Activated Rose Wilson begins the game on her green starting line. Any adjacent character may be given a power action to click Rose Wilson 6 clicks to the right. Two Swords, Few Words Rose Wilson can use Charge and Flurry. Relentless Defense Rose Wilson can use Combat Reflexes. When she is the target of a close combat attack, she can use Super Senses.
Psionic Coils Leash can use Plasticity. You're a Part of Me Leash can use Incapacitate and Telekinesis. Transport Coils Give Leash a close combat action that deals no damage and targets all adjacent opposing characters; if he hits any opposing characters, Leash may be placed anywhere within his speed value and may place one hit character adjacent to himself.
Anger, I Can Work With That: Grymm can use Mind Control. When he does, modify his attack value by +2 and he may target opposing characters with Battle Fury. Paralytic Toxic: Grymm can use Poison. When he does, you may give characters of 150 points or less an action token instead of being dealt damage Genetic Implant: Grymm can use Super Senses. When he does and evades an attack, deal the attacker 1 damage.
: a-fist: Growth: Fairchild has the Giant damage symbol and can use Willpower. I Have a Few Tricks Up My Sleeve: Fairchild can use Invulnerability. If this click is revealed by damage from an opponent’s attack, stop turning the dial.
#002 Rookie Beast Boy
Team: No Affiliation
Range: 0
Points: 75
Keywords: Animal, Ravagers
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Shifting: Once during your turn, give Beast Boy a free action and choose one: Blades/Claws/Fangs, Plasticity or Poison. Beast Boy can use the choosen power this turn.
#003 Rookie Terra
Team: No Affiliation
Range: 6
Points: 75
Keywords: Ravagers
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Earthquake: Terra can use Quake as if she occupied any square within range and line of fire.
Hold Them There, Brother!: Lightning can use Penetrating/Psychic Blast. She modifies her attack and damage values by +1 when attacking a character with 2 action tokens.
Keeping You Safe, Sis: When Thunder is adjacent to a character named Lightning, he can use Willpower. Concentrated Thunder: Thunder can use Energy Explosion. When he does, a hit target is given an action token in addition to the normal effects.
He is combining SR and Team Base figures. She is likely coming with the RH/Outlaws team.
Cyborg, Wonder Girl (NTT), and Raven also fall into that category as does a second Cyborg we know nothing about other than he will be different than the Perez one.
He is combining SR and Team Base figures. She is likely coming with the RH/Outlaws team.
Cyborg, Wonder Girl (NTT), and Raven also fall into that category as does a second Cyborg we know nothing about other than he will be different than the Perez one.
So it's not a random figure that comes with the team base?
Each team base will come with specific figure(s). The NTT team base comes with Cyborg (#63), Raven (#64), and Wonder Girl (#65); and those 3 figures only come in the super boosters.
Similarly, First Class Wonder Girl and Aqualad come with the First Class Teen Titans base. Steelmage has Nu Starfire down for coming in the Outlaws/First Class Titans Superbooster, but I have personally not seen evidence for that yet.
Each team base will come with specific figure(s). The NTT team base comes with Cyborg (#63), Raven (#64), and Wonder Girl (#65); and those 3 figures only come in the super boosters.
Similarly, First Class Wonder Girl and Aqualad come with the First Class Teen Titans base. Steelmage has Nu Starfire down for coming in the Outlaws/First Class Titans Superbooster, but I have personally not seen evidence for that yet.
Just saw the preview, it's good news for getting a whole team but it's gonna be awful for getting a single character from a super booster.