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The Goal: To collect all the actual information we have for the War of Light OP Event, as well as the associated releases, and to provide links to the places we got that information from. This post will be updated when more information appears, and I will post to this thread to indicate when I have changed this post. Please post in the thread whenever new info/dials arise!
See The Evidence: Index for threads on other upcoming WizKids products.
The Main Set:
This OP event is scheduled to begin/release around June 3rd. There will be two waves of tournament boosters, and each wave has its own unique content (48 different figures are found in each wave). Wave 1 will be for months 1 and 2 of the event. Wave 2 will be for months 3 and 4. Venues can choose to do 2 War of Light boosters for their events (instead of one WoL and one of another set). Months 5 and 6 can use any Wave 1 or 2 WoL boosters left plus whatever else the store has.
Wave 1 is all the odd numbered figures, and Wave 2 is all the even numbered figs. A case yields 6 SRs, 1 Chase and 1 Prime.
The Chases are the 8 Entities. Adara, Parallax, Ophidian and Entity are in Wave 1. Predator, Ion, Prostelyte and Butcher are in Wave 2.
There are ONLY 4 PRIMES. Galius Zed and Tomar Tu are in Wave 1. Laira and Abin Sur are in Wave 2. The other "b" figures all share the same rarity level as their "a" counterpart (for example, both 11a Hal Jordan and 11b Hal Jordan are Commons).
OP Kit:
These will be packed separately, and kits will have 10 participation prizes, 1 Judge prize, and 4 copies of the competitive prize.
Month 1: Green Lantern LE (Rond Vidar), Green Lantern Battery and Crossbow, Larfleeze (Competitive prize)
Month 2: Green Lantern LE (Guy Gardner), Decoy Construct, Arkillo (Competitive prize)
Month 3: Green Lantern LE (John Stewart), Catapult, Saint Walker (Competitive prize)
Month 4: Green Lantern LE (Jennifer Lynn-Hayden), Scissors, Atrocitous (Competitive prize)
Month 5: Green Lantern LE (Kyle Rayner), Nurse Construct, Indigo-1 (Competitive prize)
Month 6: Green Lantern LE (Simon Baz), Boxing Glove, Star Sapphire (Competitive prize)
Grand Prize: Nekron and Black Lantern Power Battery
The other Lantern Resources will be sold in two-packs ($25 each; on sale September 14th)
1. Red and Violet - comes with 7 constructs for each battery
2. Orange and Indigo - comes with 7 constructs for each battery
3. Yellow and Blue - comes with 7 constructs for each battery
Known Figures:
Commons:
#001 Orange Lantern Construct - Glomulous sculpt
Team: No Affiliation
Range: 0
Points: 35
Keywords: New Guardians, Orange Lantern Corps
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Minion:Orange COnstruct If a character with the Orange Lantern Corps keyword that's 75 points or more was given a non-free action this turn, Orange Lantern Construct can use Sidestep. Greed Orange Lantern Construct can use Barrier and Plasticity.
#002 Red Lantern Recruit - Skallox Sculpt
Team: No Affiliation
Range: 0
Points: 50
Keywords: Red Lantern Corps
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Minion: Red Lantern Corps: When a friendly character with the Red Lantern Corps keyword that's 75 points or more is within 8 squares, modify Red Lantern Recruit's attack value by +1. Rage: Red Lantern Recruit can use Poison, and deals penetrating damage when using it.
#003 Sinestro Corps Recruit- Low sculpt
Team: No Affiliation
Range: 5
Points: 50
Keywords: Sinestro Corps
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Minion: Sinestro Corps: When a friendly character with the Sinestro Corps keyword that's 75 points or more is within 8 squares, modify Sinestro Corps Recruit's damage value by +1. Fear: Sinestro Corp Recruit can use Perplex, but only to decrease combat values.
Minion: Indigo Tribe: When a friendly character with the Indigo Tribe keyword that's 75 points or more is within 8 squares, modify Indigo Tribe Recruit's defense value by +1. Compassion: When a non-adjacent friendly character within 6 squares takes 3 or more damage, after actions resolve, if that character hasn't been healed this turn, you may place Indigo Tribe Recruit adjacent to that character and heal that character of 1 damage.
#005 Green Lantern Recruit - Medphyll sculpt
Team: No Affiliation
Range: 5
Points: 50
Keywords: Green Lantern Corps
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Minion: Green Lantern Corps: When a friendly character with the Green Lantern Corps keyword that's 75 points or more is within 8 squares, modify Green Lantern Recruit's attack value by +1 Will: Green Lantern Recruit can use Willpower. When an opposing character targets Green Lantern Recruit with Outwit or Perplex, roll a d6, and on a result of 4-6 ignore that effect.
#006 Star Sapphire Recruit - Dela Pharon sculpt
Team: No Affiliation
Range: 5
Points: 45
Keywords: Star Sapphires
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Minion: Star Sapphires: When a friendly character with the Star Sapphire keyword that's 75 points or more is within 8 squares, modify Star Sapphire Recruit's attack value by +1. Love: Star Sapphire Recruit can use Shape Change and the Mystics team ability.
#007 Blue Lantern Recruit
Team: No Affiliation
Range: 5
Points: 50
Keywords: Blue Lantern Corps
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Minion: Blue Lantern Corps: When a friendly character with the Blue Lantern keyword that's 75 points or more is within 8 squares, modify Blue Lantern Recruit's defense value by +1. Hope: Blue Lantern Recruit can use Perplex, but only to increase combat values.
#008 Black Lantern Reanimate
Team: No Affiliation
Range: 0
Points: 35
Keywords: Black Lantern Corps, Monster
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Black Reanimate: When a friendly character with the Black Lantern Corps KOs an opposing character with an attack, you may place [WoL Symbol] #008 Black Lantern Reanimate on click #2 in its square and add it to your force. Death: Black Lantern Reanimate can use Steal Energy. When an opposing character is KOed, heal Black Lantern Reanimate of 1 damage.
#009 Controller Construct
Team: No Affiliation
Range: 6
Points: 55
Keywords: Orange Lantern Corps
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Minion: Orange Construct: If a character with the Orange Lantern Corps keyword that's 75 points or more was given a non-free action this turn, Controller Construct can use Sidestep. Greed: Controller Construct can use Barrier and Plasticity.
Unleash the Sun-Eater: Whenever an opposing character takes damage from Controller's attack, add 1 token to your force's Sun-Eater pool. Give Controller a power action, remove 8 tokens from your force's Sun Eater pool, and deal 4 penetrating damage to a character within range. Geh-Jedollah, The Miracle Machine: Controller can use Perplex, Probability Control, and Willpower.
#011a Hal Jordan (Orange Lantern)
Team: No Affiliation
Range: 8
Points: 88
Keywords: Orange Lantern Corps
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GreedHal Jordan can use Barrier and Plasticity. Willful Greed Hal Jordan and adjacent friendly characters with the Orange Lantern Corps keyword can use Willpower.
#011b Hal Jordan (Blue Lantern)
Team: No Affiliation
Range: 7
Points: 104
Keywords: Blue Lantern Corps
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Hope Hal Jordan can use Perplex, but only to increase combat values. Willful Hope Hal Jordan and adjacent friendly characters with the Blue Lantern keyword can use Willpower.
#012a Hal Jordan (Red Lantern)
Team: No Affiliation
Range: 3
Points: 80
Keywords: Red Lantern Corps
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Rage: Hal Jordan can use Poison, and deals penetrating damage when using it. Willful Rage: Hal Jordan and adjacent friendly characters with the Red Lantern Corps keyword can use Willpower.
#012b Hal Jordan (Black Lantern)
Team: No Affiliation
Range: 6
Points: 99
Keywords: Black Lantern Corps, Monster
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Death: Hal Jordan can use Steal Energy. When an opposing figure is KOed, heal Hal Jordan of 1 damage. Willful Death: Hal Jordan and Adjacent Friendly figures with the Black Lantern Corps keyword can use Willpower.
#13a Romat-Ru
Team: No Affiliation
Range: 6
Points: 77
Keywords: Sinestro Corps
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Fear: Romat-Ru can use Perplex, but only to decrease combat values.
#013b Prime Tomar Tu
Team: No Affiliation
Range: 9
Points: 99
Keywords: Green Lantern Corps, Lost Lanterns
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Construct: When building your force, you may attach a construct to this character by paying its point cost. Give this character a power action and replce the construct with any other construct, up to 2 points higher than the original construct. If this character has no action tokens and the new construct is a lower point value than the original construct, this is a free action instead. Final Stand Against Hal Jordan: Give Tomar Tu a power action and choose an opposing character within 6 squares and line of fire. Until your next turn, that character can't target any friend character with an attack. Will: Lost Lantern: Tomar Tu can use Willpower. When no friendly character is within 3 squares except those with the Lost Lanterns keyword, Tomar Tu can use Outwit until your next turn.
#014 Rankorr
Team: No Affiliation
Range: 6
Points: 75
Keywords: Red Lantern Corps
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Rage: Rankor can use poison and deals penetrating damage while using it. Controlled Rage: Give Rankor a free action and choose one: Rankor can use battle fury and blades/claws/fangs, or Rankor can use precision strike this turn.
#015 Arisia
Team: No Affiliation
Range: 6
Points: 75
Keywords: Green Lantern Corps, Lost Lanterns
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Will: Lost Lantern: Arisia can use Willpower. When no friendly character is within 3 squares except those with the Lost Lanterns keyword, Arisia can use Outwit until your next turn.
#016 Soranik Natu
Team: No Affiliation
Range: 6
Points: 70
Keywords: Green Lantern Corps
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Tangled Lives: Opposing characters named Sinestro modify their combat values by -1 if not already modified by this effect. When Soranik Natu is adjacent to a character named Kyle Rayner, they both modify their attack values by +1 if not already modified by this effect. Will: Soranik Natu can use Willpower. When an opposing character targets Soranik Natu with Outwit or Perplex, roll a d6, an on a result of 4 - 6, ignore that effect. Battlefield Medic: Soranik Natu can use Telekinesis and Support. When she uses Telekinesis and places a friendly character next to her, she can use Support as a free action, but only to heal that character.
#017 Boodikka
Team: No Affiliation
Range: 4
Points: 75
Keywords: Green Lantern Corps, Lost Lanterns, Warrior
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Will: Lost Lantern: Boodikka can use Willpower. When no friendly character is within 3 squares except those with the Lost Lanterns keyword, Boodikka can use Outwit until your next turn.
#018 Munk
Team: No Affiliation
Range: 5
Points: 85
Keywords: Indigo Tribe, New Guardians
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Compassion: When a non-adjacent friendly character within 6 squares takes 3 or more damage, after actions resolve, if that character hasn't been healed this turn, you may place Munk adjacent to that character and heal that character of 1 damage. Indigo-2: Munk can use Close Combat Expert and Leadership. When he uses Leadership and succeeds, friendly characters adjacent when this action was given can use Close Combat Expert this turn.
Uncommons:
#019 Bedovian
Team: No Affiliation
Range: 10
Points: 115
Keywords: Armor, Sinestro Corps
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Did That Rock Just Blink?: When it isn't your turn and no other characters are within 2 squares of Bedovian, lines of fire to him are blocked. Fear: Bedovian can use Perplex, but only to decrease combat values.
#020a Laira (Red Lantern)
Team: No Affiliation
Range: 5
Points: 90
Keywords: Martial Artist, Red Lantern Corps
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They Murdered Ke'Haan and His Family!: When any opposing character has the Sinestro Corps keyword, Laira modifies her combat values by +1 and uses Battle Fury. Rage: Laira can use Poison, and deals penetrating damage when using it.
#020b Prime Laira
Team: No Affiliation
Range: 7
Points: 113
Keywords: Green Lantern Corps, Lost Lanterns, Martial Artist
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Construct: When building your force, you may attach a construct to this character by paying its point cost. Give this character a power action and replce the construct with any other construct, up to 2 points higher than the original construct. If this character has no action tokens and the new construct is a lower point value than the original construct, this is a free action instead. Will:Lost Lantern Martial Artist: Laira can use Combat Reflexes and Willpower. When no friendly figure is within 3 squares except those with the Lost Lanterns keyword, Laira can use Outwit until your next turn.
#021 Lyssa Drak
Team: No Affiliation
Range: 0
Points: 91
Keywords: Black Lantern Corps, Monster, Sinestro Corps
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Book of Parallax/Book of the Black: Lyssa Drak can use Probability Control regardless of range and line of fire, but can only target opposing characters with it, and only when they attack a character with a keyword she possesses. Fear: Sharp as a Knife: Lyssa Drak can use Perplex, but only to decrease combat values. When she does, friendly characters targeting that character with an attack this turn can use Precision Strike.
#022 Katma Tui
Team: No Affiliation
Range: 8
Points: 117
Keywords: Green Lantern Corps
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Reunited by the Mosiac: When Katma Tui is adjacent to a friendly character named John Stewart, they both can use Support, but only to heal each other. Will: Katma Tui can use Willpower. When an opposing character targets Katma Tui with Outwit or Perplex, roll a d6, and on a result of 4-6, ignore that effect.
#023 Mongul
Team: No Affiliation
Range: 7
Points: 165
Keywords: Brute, Ruler, Sinestro Corps
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Thrall of the Black Mercy: When a character with a Black Mercy token would have one or more action tokens removed, removed the Black Mercy token instead. Give Mongul a free action and make a close or ranged combat attack targeting an opposing character with a Black Mercy token regardless of range or line of fire, if he hasn't already attacked that character this turn. Black Mercy's Bite: Mongul can use Incapacitate. When he does, hit characters are also given a Black Mercy token if they don't have one already. Fear: Hopeless: Mongul can use Perplex, but only to decrease combat values. When he does, also modify the target's attack value by -1 until your next turn.
#024 Saarek
Team: No Affiliation
Range: 6
Points: 101
Keywords: Green Lantern Corps
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Will: Saarek can use Willpower. When an opposing character targets Saarek with Outwit or Perplex, roll a d6, an on a result of 4 - 6, ignore that effect. Learn From the Dead: Saarek can use Outwit. When he does, Saarek and friendly characters adjacent when this action is given modify the combat value that is the same type as the countered power by +1 until your next turn.
#025 The Weaponer of Qward
Team: No Affiliation
Range: 8
Points: 211/135
Keywords: Brute, Sinestro Corps, Warrior, White Lantern Corps
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Out of My Way, Scum: The Weaponer of Qward can use Charge and Running Shot. When he does, his speed value isn't halved from that power. Weapon Reconfigure: At the beginning of your turn you may choose a standard attack power. The Weaponer of Qward can use that power until you choose again. Life: The Weaponer of Qward can use Regeneration. When turning the dial, if this click is revealed due to damage taken from an opposing character, stop turning the dial. This power can't be ignored
#026 Sodam Yat
Team: No Affiliation
Range: 7
Points: 125/250 (red line is before the 19 defense click)
Keywords: Green Lantern Corps
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X-Ray Vision: Targeting: Ignores Hindering Destined For Power: If Sodam Yat is 125 Points, he is KOed if he crosses the red KO line. If Sodam Yat is 250 points, he isn't KOed if he crosses the red KO line. Wielder of Ion: When this click is revealed due to damage taken, stop turning the dial. Sodam Yat can use Impervious and the Quintessence team ability. Sodam Yat can't be healed and this power can't be ignored. Will: Sodam Yat can use Willpower. When an opposing character targets Sodam Yat with Outwit or Perplex, roll a d6, and on a result of 4-6, ignore that effect.
#027 Graf Toren
Team: No Affiliation
Range: 7
Points: 170
Keywords: Green Lantern Corps, Lost Lanterns
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Will: Lost Lantern: Graf Toren can use Willpower. When no friendly character is within 3 squares except those with the Lost Lanterns keyword, Graf Toren can use Outwit until your next turn. Webbed Constructs: When Graf Toren makes a ranged combat attack and actions resolve, place one Web marker adjacent to each target that took damage from this attack. Opposing characters can't make ranged attacks while adjacent to these markers and must roll to break away. These markers are only removed when there are no opposing characters adjacent to them, even if this power is lost.
#028 Kilowog
Team: No Affiliation
Range: 5
Points: 140
Keywords: Green Lantern Corps
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Will: Drill Sergeant: Kilowog can use Combat Reflexes and Willpower. When an opposing character targets Kilowog with Outwit or Perplex, roll a d6, and on a result of 4 - 6, ignore that effect. C'Mon, Poozers!: Kilowog can use Perplex, but may only target other characters with the Green Lantern Corps keyword.
#029 Brother Hymn
Team: No Affiliation
Range: 8
Points: 85
Keywords: Blue Lantern Corps
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Hope: Brother Hymn can use Perplex, but only to increase combat values. Stand Together: Brother Hymn can use Enhancement. Adjacent friendly characters modify their range values by +1. Healing Blue Energy: Brother Hymn can use Support. When an adjacent friendly character misses with an attack roll, Brother Hymn can use Support as a free action this turn, but only to target that character.
#030a Guy Gardner (Star Sapphires)
Team: No Affiliation
Range: 8
Points: 103
Keywords: Justice League International, Star Sapphires
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Star-Crossed Duo: When a friendly character named Ice is adjacent to Guy Gardner, they both modify their defense values by +1 if not already modified by this effect. Love: It's Always Complicated: Guy Gardner can use Shape Change and the Mystics team ability. When he uses the Mystics team ability, characters possessing a special power are dealt 2 unavoidable damage instead.
#030b Guy Gardner (Red Lantern)
Team: No Affiliation
Range: 0
Points: 88
Keywords: Red Lantern Corps
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Fury Unleashed: Guy Gardner can use Charge, Flurry, and Sidestep. Rage: Guy Gardner can use Poison, and deals penetrating damage when using it.
#031a Kyle Rayner (Blue Lantern)
Team: No Affiliation
Range: 8
Points: 85
Keywords: Blue Lantern Corps
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Hope: Green Lantern's Might: Kyle Rayner can use Perplex, but only to increase combat values. If the targeted character has the Green Lantern Corps keyword, modify the combat value by +2 instead of +1. Healing Blue Energy: Kyle Rayner can use Support. When an adjacent friendly character misses with an attack roll, Kyle Rayner can use Support as a free action this turn, but only to target that character.
#31b White Lantern Kyle Rayner
Team: No Affiliation
Range: 8
Points: 112
Keywords: New Guardians, White Lantern Corps
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Unity of the Spectrum: When you build your force, if another character possess a keyword with "Lantern" in the name, Indigo Tribe, or Sinestro Corps, then Kyle Rayner also possess that keyword. Mentored by Each Corps: When a friendly character within range and line of fire is given an action to activate a standard power, Kyle Rayner can use that standard power until your next turn. Life: Kyle Rayner can use Regeneration. When turning the dial, if this click is revealed due to damage taken from an opponent's attack, stop turning the dial. This power can't be ignored.
#032 Miri Riam
Team: No Affiliation
Range: 8
Points: 85
Keywords: Star Sapphires
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Love: Intensify: Miri Riam can use Shape Change and the Mystics team ability. The first time she uses Shape Change each turn, increase the d6 roll result by 1 for every 100 points of the attacker though a roll of 1 automatically fails.
#033 Sister Sercy
Team: No Affiliation
Range: 6
Points: 66
Keywords: Blue Lantern Corps
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Hope: Sister Sercy can use Perplex, but only to increase combat values. Inspiration: At the beginning of your turn, you may choose Empower or Enhancement. Sister Sercy can use that power this turn. Healing Blue Energy: Sister Sercy can use Support. When an adjacent friendly character misses with an attack roll, Sister Sercy can use Support as a free action this turn, but only to target that character.
#034 Aquaman
Team: No Affiliation
Range: 5
Points: 129
Keywords: Black Lantern Corps, Monster
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Summon the Undead Sharks: Once per game give Aquaman a power action and place up to 4 Undead Shark bystander tokens as described on the back of this card, each adjacent to different opposing characters within range. Add 2 to your action total this turn. Death: A Watery Grave: Aquaman can use Steal Energy. When an opposing character is KO'd, heal Aquaman of 1 damage and all clear squares within one square of that character are water terrain.
#034b Undead Shark
Team: No Affiliation
Range: 0
Points: 0
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Beached: At the end of your turn, KO this character if it does not occupy water terrain.
Larfleeze Has Noticed You, I'm Afraid When Sayd hits an opposing character, after actions resolve you may give that character a move action as a free action and as if it was a friendly character, using improved movement: ignores characters. Greed: Beholden to Larfleeze Sayd can use Barrier and Plasticity. When an opposing character attempts to break away from Sayd and the result is 1 or 2, give that character an action token.
Teaching the Believers: Sayd can use Empower and Enhancement. Adjacent friendly characters modify their attack values by +1. Teaching the Unbelievers: Sayd can use Incapacitate and Precision Strike. When she uses Incapacitate, after actions resolve, deal each hit character 1 damage. Hope: Sayd can use Perplex, but only to increase combat values.
#036 Bleez
Team: No Affiliation
Range: 4
Points: 125
Keywords: New Guardians, Red Lantern Corps
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Focused Seductress: At the beginning of the game, choose an opposing character. Bleez can use Mind Control, but only to target that character. If she is adjacent to that character, this use of Mind Control is a free action. Rage: Self-Control Ritual: Bleez can use Poison, and deals penetrating damage when using it. At the end of your turn, if no opposing characters took damage from Bleez this turn, modify her defense value by +1 until your next turn.
#037 Karu-Sil
Team: No Affiliation
Range: 6
Points: 95
Keywords: Animal, Brute, Sinestro Corps
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The Pack is My Family: Karu-Sil begins the game with The Pack attached. When The Pack is attached, Karu-Sil can use Super Senses. When Karu-Sil is KO'd, remove The Pack from the map. When The Pack is KO'd, reattach it to Karu-Sil Release the Pack: Give Karu-Sil a power action when The Pack is attached. Place The Pack in an adjacent square as a bystander token described on this card. Fear: Mortified Prey: Karu-Sil can use Perplex, but only to decrease combat values. When she does, also modify the target's speed value by -3
#037a The Pack
Team: No Affiliation
Range: 0
Points: 0
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Three Beasts Made of Fear: The Pack can use Blades/Claws/Fangs. Give The Pack a close combat action and make up to three close combat attacks as free actions, and if you use Blades/Claws/Fangs during this action, decrease the d6 roll by 2 (minimum 1)
#038 Dex-Starr
Team: No Affiliation
Range: 0
Points: 65
Keywords: Animal, Red Lantern Corps
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Adorable Fiend: Dex-Starr can use Shape Change and Super Senses. Rage: Nimble and Fierce: Dex-Starr can use Sidestep and Poison, and deals penetrating damage when using Poison. Blood In Your Eyes: Dex-Starr can use Battle Fury and Blades/Claws/Fangs. When he uses Blades/Claws/Fangs, give the hit character a Blinded token as long as Dex-Starr is on the map. When a character with a Blinded token makes an attack, roll a d6 for each possible target, including friendly characters. The character with the lowest result (reroll ties) becomes the target of the attack. This attack ignores Shape Change.
#039 Kryb
Team: No Affiliation
Range: 5
Points: 155
Keywords: Sinestro Corps
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Kidnap: Give Kryb a move action when she isn't within range and line of fire of any opposing characters. After actions resolve she may place one opposing character into an adjacent square if that character has a point value of 100 points or less and occupies a square she moved through this turn. She may then make a close combat attack as a free action targeting that character. Fear: Captivate: Kryb can use Perplex, but only to decrease combat values. When she does, if her target has zero action tokens and is 100 points or less, give it an action token.
#040 Salaak
Team: No Affiliation
Range: 9
Points: 125
Keywords: Green Lantern Corps
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Will: Second in Command: Salaak can use Willpower and Leadership as if he were 300 points. When an opposing character targets Salaak with Outwit or Perplex, roll a d6, and on a result of 4 - 6, ignore that effect. The Guardians Wish For This: Salaak can use Perplex.
#041 Parallax (Hal Jordan)
Team: Quintessence
Range: 9
Points: 250
Keywords: Coast City, Cosmic, Green Lantern Corps, Sinestro Corps
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The Death of Coast City: When an action resolves during which a square of blocking terrain was destroyed, remove an action token from Parallax or an adjacent friendly character that shares a keyword with him. Fear: That All Your Power Can't Bring It Back: Parallax can use perplex, but only to decrease combat values. When a character with a combat value modified by this power misses with an attack roll, deal it 1 penetrating damage.
#042a John Stewart (Black Lantern)
Team: No Affiliation
Range: 9
Points: 130
Keywords: Black Lantern Corps, Monster, Soldier
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Targeting: Hindering Death: Comes For Mogo: John Stewart can use Steal Energy, but with ranged combat attacks instead of close combat attacks. When an opposing character is KO'd, heal John Stewart of 1 damage. If that character was KO'd by John Stewart and is a higher point value, after actions resolve, remove all action tokens from John Stewart. Sniper of Death: John Stewart can use Precision Strike and Ranged Combat Expert. If the target of his attack isn't adjacent to any other opposing character, damage dealt can't be reduced below 2.
#042b John Stewart (Indigo Tribe)
Team: No Affiliation
Range: 8
Points: 130
Keywords: Indigo Tribe, Soldier
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Compassion: A Quick End: When a non-adjacent friendly character within 6 squares takes 3 or more damage, after actions resolve, if that character hasn't been healed this turn, you may place John Stewart adjacent to that character and heal that character of 1 damage.
#043 Hannu
Team: No Affiliation
Range: 0
Points: 160
Keywords: Green Lantern Corps, Lost Lanterns
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The Ring is a Crutch: Once per game, give Hannu a free action and he has a range value of 6 for the rest of the game. Until you do, modify his attack value by +1. Will: Lost Lantern: Hannu can use Willpower. When no friendly character is within 3 squares except those with the Lost Lanterns keyword, Hannu can use Outwit until your next turn.
#044 Fatality
Team: No Affiliation
Range: 8
Points: 180/100
Keywords: Sinestro Corps, Star Sapphires, Warrior
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Love Another As You Would Yourself: Fatality can use Charge and Mind Control. When she uses Mind Control during Charge, hit characters can use Charge. Love: For A World Destroyed: Fatality can use Shape Change and the Mystics team ability. When she uses the Mystics team ability, if the opposing character is fewer squares from Fatality's starting area than its own, dealt that character 2 unavoidable damage instead.
#045 Brother Warth
Team: No Affiliation
Range: 5
Points: 100
Keywords: Blue Lantern Corps
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Hope: In the Face of Evil: Brother Warth can use Perplex, but only to increase combat values. When he does, the targeted character modifies its defense value by +1 against close combat attacks. Noble Assistance: Brother Warth can use Close Combat Expert and Empower. Adjacent friendly characters modify their attack values by +1
#046a Abin Sur
Team: No Affiliation
Range: 8
Points: 109
Keywords: Black Lantern Corps, Monster
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You Are Not A Worthy Successor, Jordan: Opposing characters that didn't begin the game on the map modify their combat values by -2 when targeting or being targeted by Abin Sur during an attack. I Never Destroyed the Corps in My Arrogance: Abin Sur can use Toughness. If an opposing character has attacked Abin Sur and missed, he can use Invulnerability instead. If an opposing character has attacked Abin Sur and rolled a critical miss, he can use Impervious instead.
#046b Prime Abin Sur
Team: No Affiliation
Range: 8
Points: 50
Keywords: Green Lantern Corps
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Construct: When building your force, you may attach a construct to this character by paying its point cost. Give this character a power action and replace the construct with any other construct, up to 2 points higher than the original construct. If this character has no action tokens and the new construct is a lower point value than the original construct, this is a free action instead. Insidious Prophecy Each time an opposing character would use Probability Control to reroll an attack roll targeting Abin Sur, immediately modify Abin Sur's defense value by -1 until the attack resolves.
With Pain, Hope: Ganthet can use Incapacitate. When he does, after actions resolve, hit characters are each dealt his printed damage value and, until your next turn, each hit character increases its defense value by the number of action tokens it is assigned. Hope: Spreading: Ganthet can use Perplex, but only to increase combat values. When he does, he may increase the same combat value on all friendly characters within his range and line of fire.
#048 Firestorm
Team: No Affiliation
Range: 7
Points: 140
Keywords: Black Lantern Corps, Monster
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Trait:You Be My New Nerd Brain: If Firestorm has KO'd an opposing character of 75 points or more this game, he can use Outwit.
Movement SP: This is Gonna Be So Boss: Firestorm can use Running Shot and Stealth.
Damage SP:Death: Empowering: Firestorm can use Steal Energy with close and ranged combat attacks. When an opposing character is KO'd, heal Firestorm of 1 damage. If Firestorm has healed either way this turn, he can use Perplex and Probability Control until your next turn.
Rise of the Third Army: Characters on the map with a keyword with "Lantern" in the name, or Indigo Tribe, Sinestro Corps, or Star Sapphires don't have those keywords. Mind Games: When an opposing character hits First Lantern with an attack total exactly equal to his defense value, First Lantern can use Mastermind to transfer damage to any character withing range and line of fire, excluding the attacker. Psychic Incursion: First Lantern can use Energy Explosion and Penetrating/Physic Blast. Discovered the Emotional Spectrum First: At the beginning of your turn, choose a color other than white. Until your next turn, any opposing character within range and line of fire can't use powers of that color.
#050a Spectre
Team: Quintessence
Range: 9
Points: 250/200 clix 3 starts the 200 dial.
Keywords: Mystical, Red Lantern Corps
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Hatred Fills My Soul: Friendly figures within 4 squares can use Blades/Claws/Fangs. When they do and roll a 5 or 6, deal them 1 unavoidable damage. Rage: Soul Igniting: Spectre can use Poison an deals penetrating damage when using it. At the beginning of the game and whenever he KOs a figure of 25 or more points, put a soul reap counter on this card. When he uses Poison, opposing figures within X squares and line of fire are considered adjacent, where X is the number of counters on this card. Holy Aura of Rage: at the beginning of your turn choose spectre possesses battle fury this turn or he doesnt. If he does until your next turn he cant be targeted by oppasing figures unless they are adjacent.
Death: Soul Collecting: Spectre can use Steal Energy with close or ranged combat attacks. When an opposing character is KO'd, heal Spectre of 1 damage and if Spectre KO'd it with an attack, choose a standard power from that character's card. Spectre can use that power for the rest of the game. The Consequence of Living is Death: Spectre can use Pulse Wave. When he uses it and targets more than one character, damage dealt to characters not on their starting click is increased by 1.
#051 Veteran Krona
Team: Quintessence
Range: 10
Points: 245/175
Keywords: Cosmic, Scientist, White Lantern Corps
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Collector of Entities: Each time, including the beginning of the game, another friendly character is possessed by a character using the Entity Possession ability, roll 2d6 and modify Krona's indicated combat value by +2 for the rest of the game, based on the result:
2-3: Attack
4-5: Range
6-8: Speed
9-10: Defense
11-12: Damage Life: Mine to Toy With: Krona can use Regeneration. When turning the dial, if this click is revealed due to damage taken from an opponent's attack, stop turning the dial and each opposing character modifies its attack value by -2 until your next turn. This power can't be ignored. Observer of the Origin of the Universe: Krona can use Probability Control. Once each turn, either before a roll of a character within range and line of fire is rerolled, or after Krona's use of Probability Control, you may declare that that roll can't be rerolled.
#052 Hal Jordan and Sinestro
Team: No Affiliation
Range: 10
Points: 300/100
Keywords: Green Lantern Corps
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19
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(100pts) Hal or Sinestro: Hal Jordan and Sinestro have :a-normal: Will: Best of the Best: Hal Jordan and Sinestro can use Willpower. When an opposing character targets Hal Jordan and Sinestro with Outwit or Perplex, roll a D6, and on a result of 3 -6 ignore that effect. This is My Personal Space, Back Off!: Hal Jordan and Sinestro can use Running Shot. When they do, they can use the Duo Attack ability instead of a ranged combat action, but the second attack can't target the same character as the first attack. Only Limited By Your Imagination: At the beginning of your turn, Hal Jordan and Sinestro may choose a standard attack power they didn't choose during their last turn and use that power until your next turn.
#053 Swamp Thing
Team: No Affiliation
Range: 7
Points: 150
Keywords: White Lantern Corps
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17
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18
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Movement: Ignores Elevated, Ignores Hindering, Ignores Outdoor Blocking, Ignores Characters Restore the Green: Give Swamp Thing a move action, after actions resolve, you may place hindering terrain markers in any clear squares he moved through and he may make a close combat attack targeting one opposing character occupying a hindering terrain marker Swamp Thing just placed. These markers aren't removed when Swamp Thing is KO'd. Four Elements Joined: Once during your turn, you may choose one: Air, Earth, Fire, or Water. Swamp Thing can use the associated power until you choose again. Air - Telekinesis; Earth - Barrier; Fire - Energy Explosion; Water - Shape Change. Life: Swamp Thing can use Regeneration. When turning the dial, if this click is revealed due to damage taken from an opponent's attack, stop turning the dial. This power can't be ignored. Resurrect the Fallen: When a friendly character within range and occupying hindering terrain would be KO'd, roll a d6. On a result of 5, instead click them to their last non-KO click, heal them 1 click, and they are now assigned 1 action token. On a result of 6, instead click them to their last non-KO click, heal them 2 clicks, and remove all action tokens they are assigned
#054 Morro
Team: No Affiliation
Range: 7
Points: 123
Keywords: Green Lantern Corps
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10
17
3
10
10
17
3
9
10
17
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2
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2
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Cryptkeeper of the Corps: When another friendly character with the Green Lantern Corps keyword is KO'd, turn it to any click and then place it on this card. Morro can use any standard powers on that click. Will: Relentless: Morro can use Willpower. When an opposing character targets Morro with Outwit or Perplex, roll a d6, and on a result of 4-6, ignore that effect. When an opposing character within 6 squares takes pushing damage, heal Morro 1 click
What Are You Truly Afraid Of?: If an opponent wins the roll to determine the first play and does not choose Parallax's controller to be the first player, characters on that opponent's force modify their attack value by -1 as long as Parallax is on the map. In the Grip of Fear: Parallax can use Charge and Plasticity. Fear: Despair: Parallax can use Perplex, but only to decrease combat value. When he does, decrease the same combat value on all other opposing characters within his range and line of fire.
Seek Forgiveness For Your Sins: When a friendly character takes damage from an attack, after actions resolve, give the attacking character an action token. Compassion: Redemption: When a non-adjacent friendly character within 6 squares takes 3 or more damage, after actions resolve, if that character hasn't been healed this turn, you may place Sinestro adjacent to that character and heal that character of 1 damage. That character can't be attacked again this turn even if this power is lost.
#057a Superboy Prime
Team: No Affiliation
Range: 9
Points: 300/150
Keywords: Kryptonian, Sinestro Corps
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X-Ray Vision: Ignores Hindering Don't You Get It? I'm Stronger Than You!: When Superboy Prime is dealt penetrating damage from a character of 150 points or less, it can be reduced Run, Cowards!: Superboy Prime's attacks generate knockback and opposing characters that take damage from his attacks are given an action token. Fear Submission: Superboy Prime can use Perplex, but only to decrease combat values. When he does, decrease the chosen combat value by an additional amount equal to the number of action tokens on the target at this time
#057b Superboy Prime
Team: No Affiliation
Range: 6
Points: 190
Keywords: Kryptonian, Red Lantern Corps
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18
4
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Rage of a Petulant Child: Superboy Prime can use Poison and deals penetrating damage while using it. Opposing characters can't counter Superboy Prime's other powers and abilities or modify his combat values. Daybreak: Superboy Prime can use Regeneration and Toughness. When he occupies outdoor terrain and uses Regeneration, don't subtract 2 from the d6 roll.
#058 Galius Zed
Team: No Affiliation
Range: 0
Points: 150
Keywords: Black Lantern Corps, Monster
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19
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Death: Encompassing: Galius Zed can use Steal Energy. When an opposing character is KOed, heal Galius Zed of 1 damage. Galius Zed begins the game on click #3 and can use this trait to heal past its starting click. Despair of the Green Lanterns: When an opposing character rolls for Leadership, Shape Change, or Super Senses, and the result is [die-1] - [die-4], modify Galius Zed's combat values by +1 until the end of your next turn. If that character has the Green Lantern Corps keyword, modify that character's combat value by -1 until your next turn.
#059a Zilius Zox
Team: No Affiliation
Range: 0
Points: 106
Keywords: Red Lantern Corps
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Constricting Bite: Zilius Zox can use Blades/Claws/Fangs and Plasticity. When he rolls a d6 for Blades/Claws/Fangs, put a number of Bite tokens on this card equal to his printed damage value minus the result of the d6 roll (minimum 0). Give Zilius Zox a free action and remove two Bite tokens to make a close combat attack as a free action. Rage: Zilius Zox can use Poison and deals penetrating damage when using it. Attacks Roll Off Me: Zilius Zox can use Shape Change and Toughness.
#059b Prime Galius Zed (Green Lantern)
Team: No Affiliation
Range: 7
Points: 120
Keywords: Green Lantern Corps
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17
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Construct: When building your force, you may attach a construct to this character by paying its point cost. Give this character a power action and replace the construct with any other construct, up to 2 points higher than the original construct. If this character has no action tokens and the new construct is a lower point value than the original construct, this is a free action instead. Volunteer to be First into Battle: Galius Zed can use Sidestep. If Galius Zed is the friendly character farthest from your starting area, modify his speed and attack value by +1. When Galius Zed makes a close combat attack, it generates knockback. Will: Galius Zed can use Willpower. When an opposing character targets Galius Zed with Outwit or Perplex, roll a d6, and on a result of 4-6 ignore that effect.
#060 Unique Black Hand
Team: No Affiliation
Range: 7
Points: 200/25
Keywords: Black Lantern Corps, Entity, Monster
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17
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Entity Possession: When Black Hand would be KO'd or, if you pay 25 points when building your force, place Black Hand on another friendly character's card if that character is 25 points or more, has the "fist" or "sharpshooter" symbol, the "shield" or "indomitable" symbol, and the "tiny" or "burst" symbol. That character has Black Hand's keywords and can use the Possessed ability with this character as the Possessor. When that character is KO'd, Black Hand is removed from the game. Possessed: Click the Possessor's dial to the same click number as this character and change it during the game in the same way that this character's dial changes. At the beginning of each of your turns or after this character takes or is healed of damage and actions resolve, you may choose 1 power showing on one Possessor's dial and 1 combat value on one Possessor's dial higher than this character's printed combat value. This character can use that power and modifies that combat value by +1 until your next turn or until it is healed or takes damage. If the Possessor is turned to a KO click, it is removed from the game immediately. Oblivion of Death:: When a friendly character with the Black Lantern Corps keyword is healed because an opposing character is KO'd, increase the healing by 1. Death: Black Hand can use Steal Energy. When an opposing character is KO'd, heal Black Hand of 1 damage. Despair of the Blackest Night: When an opposing chararacter misses an attack, choose an opposing character within 10 squares and line of fire and modify that character's defense value by -1 until the end of your next turn.
Chases:
#061 Unique The Entity
Team: No Affiliation
Range: 8
Points: 150/25
Keywords: Cosmic, Entity, White Lantern Corps
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18
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17
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Entity Possession: When Entity would be KO'd or, if you pay 25 points when building your force, place Entity on another friendly character's card if that character is 25 points or more, has the fist or sharpshooter symbol, the shield or indomitable symbol, and the Tiny Size or burst symbol. That character has Entity's keywords and can use the Possessed ability with this character as the Possessor. When that character is KO'd, Entity is removed from the game Possessed: Click the Possessor's dial the same click number as this character and change it during the game in the same way that this character's dial changes. At the beginning of each of your turns or after this character takes or is healed of damage and actions resolve, you may choose 1 power showing on one Possessor's dial and 1 combat value on one Possessor's dial higher than this character's printed combat value. This character can use that power and modifies that combat value by +1 until your next turn or until it is healed or takes damage. If the Possessor is turned to a KO click, it is removed from the game immediately. Flow of Life: At the beginning of your turn, you may heal one adjacent character without the Black Lantern Corps Keyword 1 click Cosmic Life: Entity can use Regeneration and the Quintessence team ability. When turning the dial, if this click is revealed due to damage taken from an opponent's attack, stop turning the dial. This power can't be ignored.
#062 Unique Ion
Team: No Affiliation
Range: 8
Points: 225/25
Keywords: Cosmic, Entity, Green Lantern Corps
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Entity Possession: When Ion would be KO'd or, if you pay 25 points when building your force, place Ion on another friendly character's card if that character is 25 points or more, has the "fist" or "sharpshooter" symbol, the "shield" or "indomitable" symbol, and the "tiny" or "burst" symbol. That character has Ion's keywords and can use the Possessed ability with this character as the Possessor. When that character is KO'd, Ion is removed from the game. Possessed: Click the Possessor's dial to the same click number as this character and change it during the game in the same way that this character's dial changes. At the beginning of each of your turns or after this character takes or is healed of damage and actions resolve, you may choose 1 power showing on one Possessor's dial and 1 combat value on one Possessor's dial higher than this character's printed combat value. This character can use that power and modifies that combat value by +1 until your next turn or until it is healed or takes damage. If the Possessor is turned to a KO click, it is removed from the game immediately. I am ION, Incarnation of the Corps: Characters using the Possessed ability while Ion is the Possessor may choose to modify 2 combat values from Ion instead of 1 and may use 2 powers from Ion instead of 1. Force of Will: Friendly characters can use Willpower. If they can already do so, increase their defense value by the number of action tolens on them. Cosmic Will: Ion can use the Quintessence team ability. When an opposing character targets Ion with Outwit or Perplex, roll a d6, and on a result of 4-6, ignore that effect.[/quote]
#063 Unique Ophidian
Team: No Affiliation
Range: 8
Points: 185/25
Keywords: Cosmic, Entity, Orange Lantern Corps
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18
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Entity Possession: When Ophidian would be KO'd or, if you pay 25 points when building your force, place Ophidian on another friendly character's card if that character is 25 points or more, has the fist or sharpshooter symbol, the shield or indomitable symbol, and the Tiny Size or burst symbol. That character has Ophidian's keywords and can use the Possessed ability with this character as the Possessor. When that character is KO'd, Ophidian is removed from the game Possessed: Click the Possessor's dial the same click number as this character and change it during the game in the same way that this character's dial changes. At the beginning of each of your turns or after this character takes or is healed of damage and actions resolve, you may choose 1 power showing on one Possessor's dial and 1 combat value on one Possessor's dial higher than this character's printed combat value. This character can use that power and modifies that combat value by +1 until your next turn or until it is healed or takes damage. If the Possessor is turned to a KO click, it is removed from the game immediately. Cosmic Greed: Ophidian can use Barrier, Plasticity, and the Quintessence team ability. Desire of Greed: Ophidian can use Outwit. When it does it can use the countered power or ability for as long as it's countered.
Entity Possession: When Proselyte would be KO'd or, if you pay 25 points when building your force, place Proselyte on another friendly character's card if that character is 25 points or more, has the "fist" or "sharpshooter" symbol, the "shield" or "indomitable" symbol, and the "tiny" or "burst" symbol. That character has Proselyte's keywords and can use the Possessed ability with this character as the Possessor. When that character is KO'd, Proselyte is removed from the game. Possessed: Click the Possessor's dial to the same click number as this character and change it during the game in the same way that this character's dial changes. At the beginning of each of your turns or after this character takes or is healed of damage and actions resolve, you may choose 1 power showing on one Possessor's dial and 1 combat value on one Possessor's dial higher than this character's printed combat value. This character can use that power and modifies that combat value by +1 until your next turn or until it is healed or takes damage. If the Possessor is turned to a KO click, it is removed from the game immediately. Channel the Light of the Other Corps: Give Proselyte a free action and choose a color that isnt brown, black, grey or pink. Proselyte can use a standard power of the chosen color until your next turn. Cosmic Compassion: When an non-adjacent frindly character within 6 squares takes 3 or more damage, after actions resolve, if that figure hasn't been healed this turn, you may place Proselyte adjacent to that figure and heal that figure of 1 damage Heart of Compassion: Friendly figures that can use Support may do so even if an opposing figure is adjacent to the friendly figure or the target. When they do modify the result of the 2d6 roll by +2 and don't subtract 2 from the d6 roll.
#065 Unique Parallax
Team: No Affiliation
Range: 8
Points: 250/25
Keywords: Cosmic, Entity, Sinestro Corps
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17
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Entity Possession: When Parallax would be KO'd or, if you pay 25 points when building your force, place Parallax on another friendly character's card if that character is 25 points or more, has the fist or sharpshooter symbol, the shield or indomitable symbol, and the Tiny Size or burst symbol. That character has Parallax's keywords and can use the Possessed ability with this character as the Possessor. When that character is KO'd, Parallax is removed from the game Possessed: Click the Possessor's dial the same click number as this character and change it during the game in the same way that this character's dial changes. At the beginning of each of your turns or after this character takes or is healed of damage and actions resolve, you may choose 1 power showing on one Possessor's dial and 1 combat value on one Possessor's dial higher than this character's printed combat value. This character can use that power and modifies that combat value by +1 until your next turn or until it is healed or takes damage. If the Possessor is turned to a KO click, it is removed from the game immediately. Grip of Fear: Opposing characters can't ignore pushing damage. Cosmic Fear: Parallax can use Perplex, but only to decrease combat values. Parallax can use the Quintessence team ability.
#066 Unique Butcher
Team: No Affiliation
Range: 0
Points: 185/25
Keywords: Cosmic, Entity, Red Lantern Corps
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Entity Possession: When Butcher would be KO'd or, if you pay 25 points when building your force, place Butcher on another friendly character's card if that character is 25 points or more, has the "fist" or "sharpshooter" symbol, the "shield" or "indomitable" symbol, and the "tiny" or "burst" symbol. That character has Butcher's keywords and can use the Possessed ability with this character as the Possessor. When that character is KO'd, Butcher is removed from the game. Possessed: Click the Possessor's dial to the same click number as this character and change it during the game in the same way that this character's dial changes. At the beginning of each of your turns or after this character takes or is healed of damage and actions resolve, you may choose 1 power showing on one Possessor's dial and 1 combat value on one Possessor's dial higher than this character's printed combat value. This character can use that power and modifies that combat value by +1 until your next turn or until it is healed or takes damage. If the Possessor is turned to a KO click, it is removed from the game immediately. Cosmic Rage: Butcher can use Poison, and deals penetrating damage when using it. Butcher can use the Quintessence team ability. Blades of the Butcher: Butcher can use Blades/Claws/Fangs. When he does, add 2 to the result. Heat of Rage: Once per turn, a friendly character may reroll the d6 roll for Blades/Claws/Fangs.
#067 Unique Adara
Team: No Affiliation
Range: 10
Points: 170/25
Keywords: Blue Lantern Corps, Cosmic, Entity
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Entity Possession When Adara would be KO'd or, if you pay 25 points when building your force, place Adara on another friendly character's card if that character is 25 points or more, has the fist or sharpshooter symbol, the shield or indomitable symbol, and the Tiny Size or burst symbol. That character has Adara's keywords and can use the Possessed ability with this character as the Possessor. When that character is KO'd, Adara is removed from the game. Possessed Click the Possessor's dial to the same click number as this character and change it during the game in the same way that this character's dial changes. At the beginning of each of your turns or after this character takes or is healed of damage and actions resolve, you may choose 1 power showing on one Possessor's dial and 1 combat value on one Possesor's dial higher than this character's printed combat value. This character can use that power and modifies that combat value by +1 until your next turn or until it is healed or takes damage. If the Possessor is turned to a KO click, it is removed from the game immediately. Surge of Hope Friendly characters who can use Empower or Enhancement treat other friendly characters within 3 squares and line of fire of that character as adjacent for the purposes of those powers. Cosmic Hope Adara can use Perplex, but only to increase combat values. Adara can use the Quintessence team ability.
#068 Unique Predator
Team: No Affiliation
Range: 10
Points: 175/25
Keywords: Star Sapphires, Entity, Cosmic
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Entity Possession: When Predator would be KO'd or, if you pay 25 points when building your force, place Predator on another friendly character's card if that character is 25 points or more, has the "fist" or "sharpshooter" symbol, the "shield" or "indomitable" symbol, and the "tiny" or "burst" symbol. That character has Predator's keywords and can use the Possessed ability with this character as the Possessor. When that character is KO'd, Predator is removed from the game. Possessed: Click the Possessor's dial to the same click number as this character and change it during the game in the same way that this character's dial changes. At the beginning of each of your turns or after this character takes or is healed of damage and actions resolve, you may choose 1 power showing on one Possessor's dial and 1 combat value on one Possessor's dial higher than this character's printed combat value. This character can use that power and modifies that combat value by +1 until your next turn or until it is healed or takes damage. If the Possessor is turned to a KO click, it is removed from the game immediately. Cosmic Love: Predator can use Shape Change, the Quintessence and Mystics team ability. Power of Love: All characters within range can use Mind Control.
LEs:
#099 Despotellis (packaged with Kyle Rayner Parallax SR)
Team: No Affiliation
Range: 0
Points: 30
Keywords: Sinestro Corps
0
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20
0
0
0
19
0
0
0
19
0
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Virus: Despotellis does not require opponents to break away. Despotellis does not block line of fire and cannot have its combat values increased. The Sickness is Already Inside You When an adjacent opposing character is moved or placed, you may place Despotellis adjacent to that character after the actions resolve. When an adjacent opposing character is KO'd, you may place Despotellis adjacent to another opposing character after actions resolve. Pandemic of Fear Despotellis can use poison. When he does, he may use it normally, or instead deal each adjacent opposing character penetrating damage equal to the number of action tokes on that character. This power cannot be countered.
R100.00 - Green Lantern Battery Resource (see below)
R200 - Shield (Sinestro Corps War Scenario Pack): This character can use Energy Shield/Deflection (8 points)
R200.01 - Net (comes with Prime Tomar Tu):This character can use Smoke Cloud as a free action, but only to place 2 squares of hindering terrain. Characters occupying these squares must break away if not already required to do so (8 points)
R200.02 - Axe (comes with Prime Laira): This character can use Blades/Claws/Fangs (6 points)
R200.03 - Mallet (comes with Prime Gallius Zed):This character can use Quake (4 points)
R204.04 - Wall (comes with Prime Abin Sur): This character can use Barrier as a free action, but only to place 2 squares of blocking terrain (10 points)
R200.05 - Crossbow (Month 1 Prize): This character can use Range Combat Expert (10 points)
R200.06 - Decoy (Month 2 Prize): This character can use Shape Change (6 points)
R200.07 - Catapult (Month 3 Prize): This character can use Telekinesis (10 points)
#101 Sinestro (Sinestro Corps)
Team: No Affiliation
Range: 8
Points: 250/160
Keywords: New Guardians, Ruler, Sinestro Corps
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Fear: Master: Sinestro can use Perplex, but only to decrease combat values. When he does, he modifies all combat values on the target by -1, or all by -2 if the target has two action tokens. Your Fear Betrays You: Sinestro can use Sidestep. Give Sinestro a power action and place him adjacent to an opposing character with 2 action tokens. I Smell Your Fear: When Sinestro attacks a character that has combat value reduced below its printed value, he deals penetrating damage.
#102 Hal Jordan
Team: No Affiliation
Range: 8
Points: 160
Keywords: Green Lantern Corps, New Guardians
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Construct: When building your force, you may attach a construct to this character by paying its point cost. Give this character a power action and replce the construct with any other construct, up to 2 points higher than the original construct. If this character has no action tokens and the new construct is a lower point value than the original construct, this is a free action instead. Power Ring Mastery: Hal Hordan can use Telekinesis as a free action if he has no action tokens. Will: Limitless Reserve: Hal Jordan can use Willpower, and opposing characters can't use Perplex to modify his combat values. When a second action token is placed on Hal Jordan, roll a d6. On a result of 3-6, heal Hal Jordan of 1 damage.
#103 Rond Vidar
Team: Legion of Superheroes
Range: 6
Points: 80
Keywords: Future, Green Lantern Corps, Legion of Super Heroes, Scientist
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Construct: When building your force, you may attach a construct to this character by paying its point cost. Give this character a power action and replce the construct with any other construct, up to 2 points higher than the original construct. If this character has no action tokens and the new construct is a lower point value than the original construct, this is a free action instead. Time Cube: Once per game when Rond Vidar is hit with an attack, you may place him or the attacker in their respective starting area. Undercover Green Lantern: Rond Vidar can use Shape Change and Stealth. Will: Rond Vidar can use Willpower. When an opposing character targets Rond Vidar with Outwit or Perplex, roll a d6, and on a result of 4-6 ignores that effect.
#104 Guy Gardner
Team: No Affiliation
Range: 6
Points: 120/90
Keywords: Green Lantern Corps, Justice League, Justice League International, Warrior
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Construct: When building your force, you may attach a construct to this character by paying its point cost. Give this character a power action and replce the construct with any other construct, up to 2 points higher than the original construct. If this character has no action tokens and the new construct is a lower point value than the original construct, this is a free action instead. I'm Not Your Mule, Fuzy Blue Elf!: During your first turn, Guy Gardner can use the Carry ability to carry up to 8 characters, regardless of their combat symbols. Get In Your Face: Guy Gardner can use Charge. Give Guy Gardner a move action, and if he ends his move adjacent to an opposing character, the move action counts as a free action instead, and he uses Battle Fury until that character is KO'd. Will: Guy Gardner can use Willpower. When an opposing character targets Guy Gardner with Outwit or Perplex, roll a d6, and on a result of 4-6 ignores that effect.
#105 John Stewart
Team: No Affiliation
Range: 10
Points: 165/95
Keywords: Green Lantern Corps, Soldier
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Sniper Fire Targeting: Ignores Hindering, Characters Construct: When building your force, you may attach a construct (Lantern) to this character by paying its point cost. Give this character a power action and replace the construct with any other construct, up to 2 points higher than the original construct. If this character has no action tokens and the new construct is a lower point value than the original construct, this is a free action instead. Military Training: John Stewart can use Ranged Combat Expert. He may use it as a ranged combat action instead of as a power action.
95 point dial starts at click 4.
#106 Jade
Team: Outsiders
Range: 8
Points: 151
Keywords: Green Lantern Corps, Justice League, Justice Society, Outsiders
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Light of the Starheart: Targeting: Hindering Construct: When building your force, you may attach a construct to this character by paying its point cost. Give this character a power action and replce the construct with any other construct, up to 2 points higher than the original construct. If this character has no action tokens and the new construct is a lower point value than the original construct, this is a free action instead. My Family Legacy: When Jade targets a character in hindering terrain with an attack, Jade modifies her attack value by +1 and the target can't use Stealth this turn. Will: Jade can use Willpower. When an opposing character targets Jade with Outwit or Perplex, roll a d6, and on a result of 4-6 ignores that effect.
#107 Kyle Rayner
Team: No Affiliation
Range: 9
Points: 180
Keywords: Green Lantern Corps, Justice League of America
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Construct: When building your force, you may attach a construct to this character by paying its point cost. Give this character a power action and replce the construct with any other construct, up to 2 points higher than the original construct. If this character has no action tokens and the new construct is a lower point value than the original construct, this is a free action instead. I can be everywhere I need to be.: Kyle Rayner can use the Duo Attack Ability. When he does, before making each attack, you may place him in a legal square up to half his speed value away. Ion: When this click is revealed due to damage from an opponent stop turning the dial. Kyle Rayner can use Impervious and the Quintessence team ability. This power can't be Ignored
#108 Simon Baz
Team: No Affiliation
Range: 7
Points: 130
Keywords: Green Lantern Corps, Justice League of America
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Construct: When building your force, you may attach a construct to this character by paying its point cost. Give this character a power action and replce the construct with any other construct, up to 2 points higher than the original construct. If this character has no action tokens and the new construct is a lower point value than the original construct, this is a free action instead. Return From the Realm of the Dead: Once per game, when Simon Baz would be KO'd, click him to click 4 instead. Will: Courage: Simon Baz can use Willpower. Opposing characters that can use Exploit Weakness or Penetrating/Psychic Blast roll a d6 before attempting to draw a line of fire to Simon Baz. On a result of 4-6, they can't draw a line of fire to him.
#109 Unique Larfleeze
Team: No Affiliation
Range: 7
Points: 200
Keywords: New Guardians, Orange Lantern Corps
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Construct Absorption Opposing characters that can use Barrier or have a (Lantern Symbol) or (Ring Symbol) attached to them or on thier card modify their combat values by -1. Greed: Barricading Larfleeze can use Barrier and Plasticity. When Larfleeze uses Barrier, after actions resolve, he can use Quake as a free action as if he occupied all blocking terrain markers placed by friendly characters with the Orange Lantern Corps keyword. Summon the Orange Lantern Corps Give Larfleeze a free action to place a War of Light #H001 Orange Lantern Absorbed into an adjacent square. Give Larfleeze a power action to place a War of Light #001 Orange Lantern Construct into an adjacent square. Use these abilities only if no more than 3 total friendly characters, including tokens within stacks, with either name are on the map
#110 Arkillo
Team: No Affiliation
Range: 5
Points: 170/100
Keywords: New Guardians, Sinestro Corps
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Brawler: Arkillo can use Charge and Flurry. Whip Them Into Shape, Literally: Once per turn per character, friendly characters with the Sinestro Corps keyword and two action tokens may be given an action as a free action and, after actions resolve, deal that character 1 unavoidable damage. Fear: Spreading: Arkillo can use Perplex, but only to decrease combat values. When a friendly character with the Sinestro Corps keyword uses Perplex, modify its range value by +3
#111 Saint Walker
Team: No Affiliation
Range: 9
Points: 115
Keywords: Blue Lantern Corps, New Guardians
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Hope Pulls Us Through the Worst of Times: Saint Walker can use Probability Control. Once per turn, when a friendly character with the Blue Lantern Corps keyword uses Probability Control and the reroll is a critical miss or a critical hit, you may have that roll be rerolled again. Hope: Rising: Saint Walker can use Perplex, but only to increase combat values. When a friendly character with the Blue Lantern Corps Keyword uses Perplex, modify its range value by +3
#112 Atrocitus
Team: No Affiliation
Range: 0
Points: 160
Keywords: New Guardians, Red Lantern Corps
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Rage: Building: Atrocitus can use Poison, and deals penetrating damage when using it. Friendly characters with the Red Lantern Corps keyword that can use Poison can use it to deal 2 damage instead of 1 if they are adjacent to two opposing characters or fewer. Blood Prophecy: Each time Atrocitus damages an opposing character, give him a Prophecy token. During an attack, Atrocitus can remove a Prophecy token to use Probability Control. He may use Probability Control this way up to 3 times per turn.
#113 Indigo-1
Team: No Affiliation
Range: 6
Points: 90
Keywords: Indigo Tribe, New Guardians
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Compassion: Defending: Friendly characters with the Indigo Tribe keyword can use Defend and Support. When a non-adjacent friendly character within 6 squares takes 3 or more damage, after actions resolve you may place Indigo-1 adjacent to that character if that character hasn't been healed this turn and heal that character of 1 damage.
#114 Star Sapphire
Team: No Affiliation
Range: 8
Points: 100
Keywords: New Guardians, Star Sapphires
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Love: The Grandest Emotion: Star Sapphire can use Shape Change and the Mystics team ability. When a friendly character with the Star Sapphires keyword uses the Mystics team ability, give the attacker an action token.
115. Black Lantern Nekron (1000/700/300 points) -- see bottom of next post
RESOURCES: - All the Lantern resources have the same dial, listed here:
Power Battery
Team: No Affiliation
Range: #
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Force Construction - The Power Battery must be assigned a Power Ring (ring symbol) and 1-6 distinct constructs (constructs symbol). The Power Battery costs 2 points, plus the assigned costs of the assigned Power Ring and constructs, and must total a minimum of 16 points. The Power Ring and constructs are all attached to the Power Battery at the start of the game.
Corps Members -When a friendly character has any Constructs on its card, it is called a Corps Member and is assigned the Power Battery. Friendly Corps Members can use the ability of the Constructs on its card and the ability of the Power Ring attached to the Power Battery. If a friendly Corps Member is KO'd, any Constructs on its card are re-attached to the Power Battery. If the Power Battery is KO'd, all Constructs are removed from friendly Corps Members' cards
Setup - During the beginning of the game, the Power Battery is placed in 4 squares of clear terrain in your starting area. The Power Battery affects line of fire, can use its powers and abilities, is damaged and KO'd as if it were a character. Characters, objects, and blocking terrain may not occupy the same squares as the Power Battery. The Power Battery is immediately KO'd when the last friendly character is defeated.
Attacking the Power Battery If the Power Battery is adjacent to an opposing character or within its range and line of fire, that character may be given a power action to roll 2d6 and add their attack value. If the result is equal to or higher than the Power Battery's defense value, it takes damage equal to the opposing character's printed damage value -2. This can't be ignored.
Battery Powers The dial of the Power Battery indicates certain special powers it can use in the (sun) slots. Once per turn, when it is given an action to use one of these powers, and actions resolve, you may roll a d6 than can't be rerolled. Deal the Power Battery half the result as unavoidable damage.
Permeate the Universe The Power Battery’s range value is equal to its click number.
(sun) 1: Use a Construct Give the Power Battery a power action. Place an attached Construct on a friendly character’s card that isn’t already a Corps Member.
(sun) 2: Swap a Construct Give the Power Battery a free action. Exchange a construct between two friendly Corps Members’ cards, or the Power Battery and a friendly Corps Member’s card.
(sun) 3: Form a Construct Give the Power Battery a power action, remove a Construct from it and replace it with a Construct from outside the game up to 2 points higher than the one removed. If the new Construct is a lower point value, this is a free action instead. If the new Construct is a higher point value, this is a double power action instead.
(sun) 4: Share a Construct Give the Power Battery a free action and roll a d6 that can’t be rerolled. If a Construct is attached to the Power Battery in the slot indicated by the result, all friendly Corps Members can use the ability of that Construct until your next turn.
(sun) 5: Master Constructs Give the Power Battery a free action. Place an attached Construct on a Corps Member’s card.
(sun) 6: Improved Constructs Friendly Corps Members modify their combat values by +1 for each Construct on their character card.
Recharge Your Ring The Power Battery can use Support as if it had an attack value of 10.
IMPORTANT: Each Lantern has a unique Trait called Emotional Spectrum which gives powers based on the emotion of the Corps. They are each listed below.
Sinestro Corps Battery - Emotional SpectrumFear If the Power Battery, attached Power Ring, and all Constructs are all the same color, opposing characters modify their attack values by -2 when attacking a friendly Corps Member of a higher point value.
Green Lantern Battery - Emotional SpectrumWill If the Power Battery, attached Power Ring, and Constructs are all the same color, each opposing character may be given no more than 1 free action per turn.
Blue Lantern Battery - Emotional SpectrumHope If the Power Battery, attached Power Ring, and Constructs are all the same color, during each of your opponents' turns, one friendly Corps member may reroll a roll made for itself.
Red Lantern Battery - Emotional SpectrumRage If the Power Battery, attached Power Ring, and Constructs are all the same color, friendly Corps members can use the Giant Reach ability.
Indigo Tribe Battery - Emotional SpectrumCompassion If the Power Battery, attached Power Ring, and constructs are all the same color, opposing characters that aren't within 4 squares of a friendly Corps Members or adjacent to the Power Battery can't draw lines of fire to friendly Corps Members.
Orange Lantern Battery - Emotional SpectrumGreed If the Power Battery, attached Power Ring, and Constructs are all the same color, give the Power Battery a Power Action and choose a power, combat ability or team ability that a friendly Corps member can use. Opposing characters can't use that power or ability until your next turn.
Star Sapphire Battery - Emotional SpectrumLove If the Power Battery, attached Power Ring, and Constructs are all the same color, friendly Corps members modify their range values by +1 for each opposing character within line of fire.
White Lantern Battery - Emotional SpectrumLife If the Power Battery, attached Power Ring, and Constructs are all the same color, give a friendly Corps member a power action and heal all other characters within 6 squares and line of fire of 1 damage.
Black Lantern Battery - Emotional SpectrumDeath If the Power Battery, attached Power Ring, and Constructs are all the same color, when a friendly Corps member uses Steal Energy as a result of damaging a higher point character with an attack, increase the healing by 1.
RELICS:
S305/R305: Sinestro Corps Ring Relic:5-6. If this character already has the Sinestro Corps keyword, modify all their combat values except damage by +1. Otherwise, this character has the Sinestro Corps keyword and can use Perplex, but only to decrease combat values.
S300/R300: Green Lantern Ring Relic: 5-6. If a character already has the Green Lantern Corps keyword, modify all its values except damage by +1. Otherwise, this character possesses the Green Lantern Corps keyword, can use Willpower, and when an opposing character targets it with Outwit or Perplex, roll a D6. On a 4-6, ignore that effect.
Blue Lantern Ring Relic: 5-6. If a character already has the Blue Lantern Corps keyword, modify all its values except damage by +1. Otherwise, this character possesses the Blue Lantern Corps keyword and can use Perplex, but only to increase combat values.
Red Lantern Ring Relic: 5-6. If a character already has the Red Lantern Corps keyword, modify all its values except damage by +1. Otherwise, this character possesses the Red Lantern Corps keyword and can use Poison and deals penetrating damage when using it.
Indigo Tribe Ring Relic: 5-6. If a character already has the Indigo Tribe keyword, modify all its values except damage by +1. Otherwise, this character possesses the Indigo Tribe keyword, can use Support, and when a non-adjacent friendly character within 6 squares takes 3 or more damage, after actions resolve, if that character hasn't been healed this turn, you may place this character adjacent to that character and heal that character of 1 damage.
Orange Lantern Ring Relic: 5-6. If a character already has the Orange Lantern keyword, modify all its values except damage by +1. Otherwise, this character possesses the Orange Lantern keyword and can use Barrier and Plasticity.
Star Sapphire Ring Relic: 5-6. If a character already has the Star Sapphire keyword, modify all its values except damage by +1. Otherwise, this character possesses the Star Sapphire keyword, has the Mystics Team Ability, and can use Shape Change.
#S01 White Lantern Ring Relic: 5-6. If this character has the White Lantern Corps keyword, modify all of its combat values except damage by +1. Otherwise, this character has the White Lantern Corps keyword and once per game, when this character would be KO'd, instead turn to its last non-KO click and it can use Regeneration during your next turn.
Black Lantern Ring Relic: 5-6. If this character has the Black Lantern Corps keyword, modify all of its combat values except damage by +1. Otherwise, this character has the Black Lantern Corps keyword, can use Steal Energy, and when an opposing character is KO'd, heal this character of 1 damage.
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Last edited by Steelmage2000; 10/28/2014 at 22:39..
Horde: Minions, Hold Him: Orange Lantern Absorbed can use Plasticity. When M, adjacent opposing characters may only attack characters named Orange Lantern Absorbed. M=3
#H002 Black Lantern Risen
Team: No Affiliation
Range: 0
Points: 13
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Horde: New Flesh to Serve Nekron: When Black Lantern Risen KO's and opposing character, place a friendly #H002 Black Lantern Risen in that character's square and Black Lantern Risen can use Empower this turn. M=4
Horde: Wave of Fear: Yellow Lantern Initiate can use Pulse Wave. Unless it is M, this use of Pulse Wave ignores characters with no action tokens. M=3
#H004 Green Lantern Initiate
Team: No Affiliation
Range: 6
Points: 18
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Horde: Corps Backup: When M, Green Lantern Initiate can use Running Shot and has 2 (Bolts). M=3
#H005 Daxamite
Team: No Affiliation
Range: 0
Points: 23
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Horde: Bathed in Sunlight: When Daxamite occupies and is only adjacent to clear squares of outdoor terrain and is stacked, he has (wing symbol), a range of 4, and increases his combat values by half of S. M=5
#H006 Manhunter Alpha
Team: No Affiliation
Range: 5
Points: 25
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Horde: Summon to Sector 666: Give Alpha Manhunter a power action. You may place any number of friendly characters named Manhunter Alpha with no action tokens in this square, forming stack. M=4
#H007 Zamaron Trainee
Team: No Affiliation
Range: 6
Points: 20
8
9
16
1
KO
KO
KO
KO
KO
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KO
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Horde: Corps Backup: When M, Zamaron Trainee has 2 (bolts). M=3
#B001 Cowgirl
Team: No Affiliation
Range: 0
Points: 7
8
9
15
1
KO
KO
KO
KO
KO
KO
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Hal's Comrade: Cowgirl can use perplex, but only to modify the speed or attack of vehicles.
#B002 Rocket Man
Team: No Affiliation
Range: 0
Points: 8
8
9
16
1
KO
KO
KO
KO
KO
KO
KO
KO
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Hal's Wingman: Rocket Man can use Perplex, but only to modify the defense or damage values of vehicles.
#B003 Thomas Kalmaku
Team: No Affiliation
Range: 0
Points: 6
6
8
15
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
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Mechanic of Ferris Air: Give Thomas Kalmaku a power action. Heal an adjacent vehicle of 1 click.
GRAND PRIZE: NEKRON - not confirmed as 100% accurate yet.
General Rules:
Nekron has four different dials, each with their own dial numbered 115a-115d. These dials are attached to the Dial Base. The dial for 115d is found on the removable Nekron collosal figure, and can be played at one of two starting lines.
Pick which dials of Nekron you are going to play. You may play any number of dials, but each dial may only be played once per game and you must indicate the order in which you will play the dials at the beginning of the game. 115d may only be played at the red starting line 600 or the blue starting line 300 and must always be the last dial played.
When playing 115d remove the Colossal base from the map, detach Nekron from it, and place him in any squares it had occupied.
Power Level rising rules:
At the begging of the game the Power Levels Rising dial begins on the 0% click. When an opposing character misses with an attack by 4 or more or is KO'd, turn the Power Level Rising dial "10%" clockwise. When a Friendly Character of 50 or more points is KO'd, turn the Power Level Rising dial "10%" counter clockwise. Nekron can use the power indicated on the dial. The Power Levels Rising dial can't turn below 0% or above 100% and does not change after KO'ing one of Nekron's Dials.
Movement & Targeting: Blocking & Hindering and Blocking Despair of the Blackest Night: When an opposing character is KOed, after actions resolve turn that character to any click, add that character to your force in the square it last occupied and remove all action tokens from them. Modify that characters combat values by +1 and remove it from the game if it takes any damage or misses with an attack. Purity of Darkness: Nekron can't be targeted by opposing characters more than 5 squares away.
#115b Unique Nekron (Lord of the Unliving)
Team: Quintessence
Range: 10
Points: 700
Keywords: Black Lantern Corps, Cosmic, Deity, Entity, Monster, Ruler
12
13
20
6
12
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19
6
12
13
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6
11
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5
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4
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The Unquiet Grave: When an opposing character is KO'd, you may place a Grave hindering terrain marker in that square and place a #H002 Black Lantern Risen in that square. You may instead place a #008 Black Lantern Reanimate in that square if you deal a friendly character 1 unavoidable damage. Death as the Ultimate Opponent: When Nekron takes damage from an opposing character that character is dealt an equal amount of penetrating damage. Chill of Death: Opposing characters within 3 square of a Grave marker modify their combat values by -1. The Conquering Dead: Friendly Characters with the Black Lantern keyword ignore all but 2 of the damage that would be dealt to them.
#115c Unique Nekron (The Void Before Time)
Team: Quintessence
Range: 10
Points: 300
Keywords: Black Lantern Corps, Cosmic, Deity, Entity, Monster, Ruler
10
11
18
4
10
11
18
4
10
12
19
5
10
11
18
4
9
10
18
4
9
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4
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3
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3
8
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3
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3
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3
KO
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My Link to this Earthly Realm: During your first turn using this dial choose another character. If that character is friendly modify its combat values by +1. If that character is opposing modify its combat values by -1. When the chosen character is not on the map Nekron can't use Quintessence. Soul Scythe: Nekron can use Force Blast. When he does he may knock back every adjacent opposing character a number of squares equal to the d6 roll. He may use it as a free action. If he uses it as a power action after actions resolve deal each knocked back character penetrating damage equal to the number of action tokens they are assigned. Your Return from Death Empowers Me: Nekron can use Toughness. All characters can use Regeneration. When an opposing character uses Regeneration and heals, heal Nekron an equal amount and you may turn the Power Rising Dial clockwise once.
#115d Unique Nekron (The Death that Walks)
Team: Quintessence
Range: 8
Points: 600/300 (300 Point Line begins on 12th click)
Keywords: Black Lantern Corps, Cosmic, Deity, Entity, Monster, Ruler
12
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18
6
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3
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All Power Within My Grasp: During your turn, choose one of the special powers that another dial of Nekron can use. Nekron can use that special power until you choose again. Reaping Scythe: Nekron can use Blades/Claws/Fangs, when he uses it and the result is 1-3, after action resolve, you may deal 1 penetrating damage to each character without the Black Lantern Corps Keyword. Oblivion is your Reward: Adjacent opposing characters can't use powers.
Power Levels Rising
(each click is 10% power) Power Levels Rising
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-
-
-
A
-
-
-
B
-
-
-
B
-
-
-
A
C
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-
B
C
-
-
B
C
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-
A
D
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-
B
D
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B
C
D
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B
C
D
E
A: Nekron can use the Multi-Attack ability
B: Nekron can use the Multi-Attack ability and friendly characters can use Improved Movement:Hindering and Improved Targeting:Hindering.
C: Friendly characters cannot have their powers countered or be the target of opposing characters Perplex or Probability Control.
D: Give Nekron a free action, choose a power or team ability that a character on the map can use. All friendly characters can use that power or team ability until your next turn.
E: During your turn, when an opposing character with a point value of 50 points or more is KOed by a friendly character with the Black Lantern Corps keyword roll a d6 that can't be rerolled. On a result of :four: -:six: take an extra turn after this one.
2 nekrons? Please explain? Also I don't really read comics so what are the chances of black lantern Kal-l being remade?
This is just pure speculation on the part of me and other Realmsers, but there have been two different versions of Nekron shown. In the Slide Show, he appears on a large base with the Black Lantern Battery. In the 12 Days of Clixmas slide, he appears solo. Check out the links in the first post to see both versions.
As for Black Lantern Kal-L, who knows? There are still a lot of spots left. We'll just have to wait and see.
This is just pure speculation on the part of me and other Realmsers, but there have been two different versions of Nekron shown. In the Slide Show, he appears on a large base with the Black Lantern Battery. In the 12 Days of Clixmas slide, he appears solo. Check out the links in the first post to see both versions.
As for Black Lantern Kal-L, who knows? There are still a lot of spots left. We'll just have to wait and see.
C
EDIT: NVM I'm an idiot. Didn't go far enough in the pictures. Carry on.
This is just pure speculation on the part of me and other Realmsers, but there have been two different versions of Nekron shown. In the Slide Show, he appears on a large base with the Black Lantern Battery. In the 12 Days of Clixmas slide, he appears solo. Check out the links in the first post to see both versions.
As for Black Lantern Kal-L, who knows? There are still a lot of spots left. We'll just have to wait and see.
Really looking at the pictures it looks like they have the digital mock-up of the 2x2 Nekron standing next to the Black Lantern Power Battery. I don't think there are two different Nekrons.
He might be removable, just like Shrine Thanos was. You could definitely be right. We'll have to wait and see.