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©2011 WizKids/NECA, LLC TM & ©2011 Marvel. SECRET INVASION CHARACTER CARDS Original Text

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Page 1: SECRET INVASION CHARACTER CARDS

©2011 WizKids/NECA, LLC TM & ©2011 Marvel.

SECRET INVASION CHARACTER CARDSOriginal Text

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PRINTING INSTRUCTIONS

1. From Adobe® Reader® or Adobe® Acrobat® open the print dialog box (File>Print or Ctrl/Cmd+P ).

2. Click on Properties and set your Page Orientation to Landscape (11 x 8.5).

3. Under Print Range>Pages input the pages you would like to print. (See Table of Contents)

4. Under Page Handling>Page Scaling select Multiple pages per sheet.

©2011 WizKids/NECA, LLC TM & ©2011 Marvel.

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5. Under Page Handling>Pages per sheet select Custom and enter 2 by 2.

6. If you want a crisp black border around each card as a cutting guide, click the checkbox next to Print page border.

7. Click OK.

©2011 WizKids/NECA, LLC TM & ©2011 Marvel.

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TABLE OF CONTENTS

Adam Warlock™, 57Annihilus™, 67Arachne™, 19Atlantean Warrior™, 14Attuma™, 36Benjamin J. Grimm™, 78Captain America™, 27Captain Mar-Vell™ (Kree), 51Captain Mar-Vell™ (Skrull), 52Cloak™ and Dagger™, 48Clea™, 26Doom™, 49

Dr. Octopus™, 43Dr. Strange™, 42Dum Dum Dugan™ (Human), 40Dum Dum Dugan™ (Skrull), 41Elektra™ (Human), 58Elektra™ (Skrull), 59Energizer™, 23Gamora™, 65Gee™, 20Goliath™, 30Gravity™, 17Grey Gargoyle™, 18

©2011 WizKids/NECA, LLC TM & ©2011 Marvel.

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Hawkeye™, 31Hercules™, 24Howard the Duck™, 44Human Torch™, 25Immortus™, 28Impossible Man™, 63Iron Fist™, 10Iron Man™, 29Jarvis™, 68Johnny Storm™, 77Kristoff™, 34Lightspeed™, 21Magus™, 61Malice™, 45Mass Master™, 22

Mephisto™, 66Mole Man™, 39Moloid™, 8Morbius™, 37Ms. Marvel™ (Human), 15Ms. Marvel™ (Skrull), 16Namor™, 55Nick Fury™, 62Power Man™ and Iron Fist™, 69Psycho-Man™, 53Punisher™, 38Ringmaster™, 60Reed Richards™, 75Sentry™, 70Sharon Carter™, 11

©2011 WizKids/NECA, LLC TM & ©2011 Marvel.

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She-Thing™, 33Skrull Emperor™, 64Speedball™, 47Spider-Girl™, 50Spider-Man™, 7Spider-Slayer™, 32Spider-Woman™, 74Sue Storm™, 76Super-Skrull™: Avengers™, 71Super-Skrull™: Illuminati™, 72Super Skrull™: X-Men™, 54Susan Richards™, 73Tarantula™, 35Thor Girl™, 56

Tombstone™, 9Triton™, 46Victor Von Doom™, 79Yellowjacket™ (Human), 12Yellowjacket™ (Skrull), 13

©2011 WizKids/NECA, LLC TM & ©2011 Marvel.

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When revealing your force, turn this character’s dial to the slot before its starting position; this reveals to all players whether or not the character is a Skrull imposter. Use the character card associated with the indicated collector’s number (006a or 006b), and ignore the other character card. Turn the dial to its starting position before the game begins.

Yellowjacket possesses the Avengers team symbol. (He doesn’t possess the Skrulls team symbol.)

GLIDING WINGS (Leap/Climb)

Giant Man Yellowjacket possesses the damage symbol and can use Charge.

BIO-BLASTERS (Incapacitate)

Super Strength

POINT VALUE: 100

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Yellowjacket possesses the Skrulls team symbol. (He doesn’t possess the Avengers team symbol.)

HEADSHOT (Penetrating/Psychic Blast)

Agent Provocateur Yellowjacket can use Outwit and Penetrating/Psychic Blast.

Traitor

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When revealing your force, turn this character’s dial to the slot before its starting position; this reveals to all players whether or not the character is a Skrull imposter. Use the character card associated with the indicated collector’s number (008a or 008b), and ignore the other character card. Turn the dial to its starting position before the game begins.

Ms. Marvel possesses the Avengers team symbol. (She doesn’t possess the Skrulls team symbol.)

Hypersonic Speed

Charge

Kree Genetics Ms. Marvel can use Charge and Running Shot.

Super Strength

POINT VALUE: 168

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Ms. Marvel possesses the Skrulls team symbol. (She doesn’t possess the Avengers team symbol.)

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TIMEWALKER (Phasing/Teleport)

TEMPORAL STASIS (Incapacitate)

Penetrating/Psychic Blast

UNTANGLE YOUR TIMELINES (Pulse Wave)

Mastermind

LORD OF TRUE LIMBO (Regeneration)

POINT VALUE: 157

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NANOREPAIR (Regeneration)

Extremis Iron Man can use Outwit and Perplex. When Iron Man is not using Outwit, he can use Super Senses.

GENIUS (Outwit)

NEURAL NETWORK (Perplex)

PRECISION TARGETING (Ranged Combat Expert)

REAL NAME: Tony Stark™

IMPORTANT APPEARANCE: Invincible Iron Man #1 (2005)BACKGROUND: When Iron Man was mortally injured during battle, his only hope was to inject his nervous system with an experimental techno-organic virus called Extremis. His newest armor is now integrated directly into the nanotechnology throughout his body, allowing for faster reactions and even the ability to heal damage to both the armor and himself. Despite–or perhaps because of–his new abilities and the power he wielded as the director of S.H.I.E.L.D.™ and a member of the Illuminati™, Iron Man was particularly shocked when he realized the extent of the Skrull™ invasion of Earth.

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Tracking Systems Spider-Slayer can use Leap/Climb and Plasticity. Before the beginning of your first turn, choose an opposing character. When Spider-Slayer is given a move action, immediately after resolving the action it can move again as a free action (with its speed value halved until the end of the action) if it ends the second move adjacent to the chosen character.

Smash Spider-Slayer can use Flurry.

Toughness

DEFENSIVE PROGRAMMING (Combat Reflexes)

LETHAL (Exploit Weakness)

POINT VALUE: 39

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Waveborne When Attuma occupies water terrain, he can use Combat Reflexes and Toughness. When Attuma does not occupy water terrain, he can use Toughness.

Undersea Conqueror Attuma can use Leadership. He can use it normally, or on a result of 5–6 you can add two actions to your action total for the turn but both of these actions can be given only to friendly characters that possess the Atlantis keyword.

REAL NAME: Attuma™

FIRST APPEARANCE: Fantastic Four #33 (1964)BACKGROUND: Born to a barbaric tribe banished from Atlantis, the young Attuma was found to possess strength and endurance beyond that of other Atlanteans. Quickly rising to become leader of his tribe, Attuma declared he was destined to conquer Atlantis. Thwarted in his attempts to do so by Namor™ and the Fantastic Four™, Attuma made many subsequent attempts, as well as waged war against the surface world–sometimes leading the way with mighty tidal waves before his armies swept ashore.

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When revealing your force, turn this character’s dial to the slot before its starting position; this reveals to all players whether or not the character is a Skrull imposter. Use the character card associated with the indicated collector’s number (032a or 032b), and ignore the other character card. Turn the dial to its starting position before the game begins.

Dum Dum Dugan possesses the S.H.I.E.L.D. team symbol. (He doesn’t possess the Skrulls team symbol.)

Monster Squad Modify the attack value of Dum Dum Dugan and all adjacent friendly characters by +1 when they are attacking characters that possess the Giant Size or Colossal Size ability.

HOWLING COMMANDO (Running Shot)

Stealth

POINT VALUE: 75

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Dum Dum Dugan possesses the Skrulls team symbol. (He doesn’t possess the S.H.I.E.L.D. team symbol.)S.W.O.R.D. Fall Before the beginning of the first round, choose one area of elevated terrain or blocking terrain on the map. Blocking terrain is considered clear terrain until the end of the game. Elevated terrain – and any higher level of elevated terrain completely contained within the selected area – is one lower level of elevation until the end of the game.

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POINT VALUE: 149

Eye of Agamatto Dr. Strange ignores the effects of characters and hindering terrain (including team abilities that give hindering terrain bonuses) when determining line of fire.

ASTRAL PROJECTION (Phasing/Teleport)

Winds of Watoomb Dr. Strange can use Phasing/Teleport and Quake.

CRIMSON BANDS OF CYTTORAK (Incapacitate)

FLAMES OF THE FALTINE (Energy Explosion)

SEVEN SONS OF CINNIBUS (Penetrating/Psychic Blast)

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Aquatic Scout Triton can use Charge. When Triton occupies water terrain, any line of fire drawn to him that crosses any square of that water terrain is treated as though it crosses blocking terrain.

FOR ATTILAN! (Charge)

Flurry

TERRIGENESIS (Super Strength)

TERRIGENESIS (Toughness)

Combat Reflexes

POINT VALUE: 72

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POINT VALUE: 109

Cloak Cloak and Dagger can use Phasing/Teleport and Stealth.

THROUGH THE DARKFORCE DIMENSION (Phasing/Teleport)

PIERCING YOUR SOUL (Penetrating/Psychic Blast)

Dagger Cloak and Dagger can use Energy Explosion. Damage Cloak and Dagger deal using Energy Explosion is penetrating damage.

WRAPPED IN DARKNESS (Energy Shield/Deflection)

WARDED BY THE LIGHT (Super Senses)

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POINT VALUE: 249

SIMPLE TRANSLOCATION (Phasing/Teleport)

Away, Gnat When the result of the attack roll in a successful attack by Doom is doubles, immediately after the attack resolves you can put the target in any starting area other than the one used by Doom.

UNTHINKABLE POWER (Penetrating/Psychic Blast)

Doom Will Not Be Forgotten Doom can use Exploit Weakness and Penetrating/Psychic Blast.

SIMPLE WARDS (Impervious)

KNOW WHEN YOU’RE BEATEN (Invulnerability)

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POINT VALUE: 185

When revealing your force, turn this character’s dial to the slot before its starting position; this reveals to all players whether or not the character is a Skrull imposter. Use the character card associated with the indicated collector’s number (042a or 042b), and ignore the other character card. Turn the dial to its starting position before the game begins.Captain Mar-Vell possesses the S.H.I.E.L.D. team symbol. (He doesn’t possess the Skrulls team symbol.)

Running Shot

Charge

Warden Captain Mar-Vell can use Super Strength and the Capture ability.

NEGA-BANDS (Super Strength)

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Captain Mar-Vell possesses the Skrulls team symbol. (He doesn’t possess the S.H.I.E.L.D. team symbol.)

TEAR THROUGH DEFENSES (Penetrating/Psychic Blast)

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Mass Manipulation Psycho-Man can use Mind Control as if he had .

PSYCHIC MANIPULATION (Mind Control)

Control Box Psycho-Man does not take damage based on the point value of his target(s) when he uses Mind Control. Give Psycho-Man a power action and choose one of the following options: 1) Fear. Psycho-Man can use Quake as a free action. 2) Doubt. Choose a target opposing character. Until the beginning of your next turn, the target can’t evade attacks, and damage dealt to the target can’t be reduced to less than 1. 3) Hate. Choose a target opposing character 6 or fewer squares away to which Psycho-Man has a clear line of fire. Deal 1 damage to each other opposing character adjacent to the target.

EXO-ARMOR (Invulnerability)

POINT VALUE: 151

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POINT VALUE: 106

BAMF! (Phasing/Teleport)

Flurry

OPTIC BLAST (Penetrating/Psychic Blast)

CLAWS (Blades/Claws/Fangs)

ARMORED SKIN (Invulnerability)

Toughness

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Undersea Ruler Namor can use Leadership. He can use it normally, or on a result of 5–6 you can add two actions to your action total for the turn; both actions must be given to friendly characters that possess the Atlantis keyword.

IMPERIUS REX! (Exploit Weakness)

POINT VALUE: 150

Avenging Son Namor can use Charge, Flurry, and the Flight ability.

Flurry

ATLANTEAN (Super Strength)

Invulnerability

Toughness

Aquatic Rejuvenation If Namor occupies water terrain, he can use Regeneration.

REAL NAME: Namor MacKenzie™

FIRST APPEARANCE: Motion Picture Funnies Weekly #1/Marvel Comics #1 (1939)BACKGROUND: Born to a human father and an Atlantean mother, Namor possessed humanity’s pink skin and Atlantean strength and abilities. Raised in Atlantis, he came to the surface world to fight alongside the Invaders™. When Namor believed Atlantis and its people destroyed, he fought a vendetta against the surface world he blamed for its destruction. But after Namor was reunited with his people he made a grudging peace with humanity, becoming a protector of both the undersea and surface worlds and joining the Illuminati™, a cabal of Earth’s most powerful beings.

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POINT VALUE: 80

When revealing your force, turn this character’s dial to the slot before its starting position; this reveals to all players whether or not the character is a Skrull imposter. Use the character card associated with the indicated collector’s number (048a or 048b), and ignore the other character card. Turn the dial to its starting position before the game begins.

Elektra possesses the HYDRA team symbol. (She doesn’t possess the Skrulls team symbol.)

Assassin Elektra can use Charge, Flurry, Leap/Climb, and Stealth.

Leap/Climb

SMOKE BOMB (Smoke Cloud)

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Elektra possesses the Skrulls team symbol. (She doesn’t possess the HYDRA team symbol.)

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POINT VALUE: 184

Phasing/Teleport

Charge

Super Strength

TYRANNICAL POWER (Penetrating/Psychic Blast)

COSMIC CONTAINMENT UNIT (Pulse Wave)

Invulnerability

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Shape Change

REAL NAME: (Various)FIRST APPEARANCE: Fantastic Four #18 (1963)BACKGROUND: Though the Skrull™ Empire was an interstellar force for millennia, the Annhiliation Wave and its Harvester of Sorrow quickly decimated the empire and destroyed many of its worlds, including the capital of Tarnax IV. These events gave the Skrull Emperor a new focus on the plans he had been laying for years—plans to conquer a world prophesied to be the new home for his people: Earth.

Stealth

Scheme Skrull Emperor can use Outwit. He can use it normally, or choose a keyword and counter the same power or ability possessed by all opposing characters 10 or fewer squares away that possess the chosen keyword.

Mastermind

Regeneration

Emperor Skrull Emperor can use Enhancement and Leadership. When he uses Leadership, in addition to the normal effects, on a result of 3-6 add an additional action to your action total. Skrull Emperor can use Perplex, but he can target only characters with which he shares a keyword.

POINT VALUE: POINT VALUE: 140

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POINT VALUE: 127

RELENTLESS (Running Shot)

COSMIC CONTROL ROD (Penetrating/Psychic Blast)

THE LIVING DEATH THAT WALKS (Pulse Wave)

CARAPACE (Invulnerability)

EXOSKELETON (Toughness)

CLONAL SCIONS (Regeneration)

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Infiltrator Super-Skrull: Illuminati is a wild card on your turns; on opponent’s turns, he can use only the Skrulls team ability.

Running Shot

Avenging Fury Super-Skrull: Illuminati can use Charge, Flurry, and Plasticity. Once per turn before making a close combat attack roll for Super-Skrull: Illuminati, you can declare that damage from the attack will be penetrating damage.

Elastic Entanglements and Black Bolts Super-Skrull: Illuminati can use Quake. When Super-Skrull: Illuminati succeeds at an attack, roll a d6. On a result of 4 or 5, if a target of the attack has no action tokens, give the target an action token after the attack is resolved. On a result of 6, damage from the attack is penetrating damage.

PSYCHIC STRIKE (Penetrating/Psychic Blast)

POINT VALUE: POINT VALUE: 250

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POINT VALUE: 120

Penetrating/Psychic Blast

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POINT VALUE: 79

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Move actions given to Johnny Storm and friendly characters with the Fantastic Four keyword that are adjacent to Johnny Storm don’t count toward your available actions for the turn, and these characters don’t take pushing damage from being given move actions.

Running Shot

NOVA BLAST (Pulse Wave)

Pour It On! Johnny Storm 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.

Energy Shield/Deflection

FIREBALLS (Ranged Combat Expert)

POINT VALUE: 100

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