006 Zombie[
C] Clicks 4 and 8 of the dial should show all KO symbols and click 5 and 9 should each have a green starting line.
012 Frenchie[
E]
RIDE LIKE THE WIND: At the beginning of the game, you may choose
another friendly character with the Vehicle keyword that hasn't been chosen by another WOV #012 Frenchie. If you do, turn Frenchie to any click and place him on the chosen character's card. This game, that character can use the powers displayed on Frenchie's dial and, when the chose character is KO'd, place Frenchie into the square that character last occupied on click #1.
019 N'Kantu[
C] The damage value of click #1 on the character card should be 3 instead of 4.
020 Werewolf By Night[
E]
IN SEARCH OF THE DARKHOLD: Leadership. When Werewolf by Night uses it and succeeds, after resolutions you may move a friendly
character with the Monster keyword 1 square. If Werewolf by Night is 80 points, he may instead move any number of friendly character
s with the Monster keyword 1 square.
023 Hellcycle[
E]
LARGE OBJECT: If Hellcycle is on the map, characters can't occupy its squares
except to move through it. // Adjacent characters can be given a POWER to equip Hellcycle as if they were in its square. // Hellcycle is not Unique. //
When Hellcycle is unequipped, if it can't be legally placed, your opponent places it in unoccupied squares nearest to the character that last had it equipped, or in the nearest unoccupied squares that character last occupied.024 Motorcycle[
C] This equipment's card should show Combat Reflexes as a defense power instead of Defend.
[
E]
LARGE OBJECT: If Motorcycle is on the map, characters can't occupy its squares
except to move through it. // Adjacent characters can be given a POWER to equip Motorcycle as if they were in its square. // Motorcycle is not Unique. //
When Motorcycle is unequipped, if it can't be legally placed, your opponent places it in unoccupied squares nearest to the character that last had it equipped, or in the nearest unoccupied squares that character last occupied.030 Blackheart[
E]
PRINCE OF THE UNDERWORLD: POWER: Choose up to two adjacent friendly characters with the Monster or Mystical keyword. Place Blackheart in a square of hindering terrain within range, then place the chosen characters adjacent to Blackheart.
Characters placed this way can’t be given costed actions this turn.055 Capwolf[
E]
WEREWOLF AND SUPER SOLDIER: Energy Shield
/Deflection, Invulnerability, Super Senses.
098 Ghost Rider[
C] The rarity tab color on the figure's base should be bronze.
099 Werewolf by Night[
C] The rarity tab color on the figure's base should be bronze.
100 Blade[
C] The rarity tab color on the figure's base should be bronze.
L004 Ghost Rider[
E]
PILOT: GHOST RIDER, FUTURE: When revealing your force, you may choose a single base character on your Sideline that is named Ghost Rider or has the Future keyword and turn it to any click. Ghost Rider can use the standard attack and damage powers displayed on
that character's dial. // When Ghost Rider is KO'd, before removing him from the map generate the chosen character from your Sideline on its last non-KO click. This game that character can't be healed or replaced, and isn't scored when KO'd. Protected: Pulse Wave.
L042 Jennifer Kale[
E]
GROVE OF THE MAN-THINGS When establishing themed teams, friendly characters with "Man-Thing" in their name gain all of Jennier Kale's keywords. // When Jennifer Kale would be hit, you may place a friendly character with "Man-Thing" in its name in an adjacent square and it becomes the
hit target of the attack instead (even if Man-Thing would be an illegal target).
L043 Black Talon[
C] The damage values on clicks 4 and 5 of his card are 1, to match his dial.
L047 Man-Thing and Howard the Duck[
C] The
PILOT: HOWARD THE DUCK, ANIMAL: effect is a trait (
) and not a speed special power (
).
L054 Daredevil[
C] The card should indicate there should be a starting line on click #10 and all starting lines should be green. The point values listed should all be colored white and not different colors.
[
E]
PUNCH ME AS HARD AS YOU CAN: When Daredevil starts the game, turn him to any starting line and give him a Stunt token for every 10 points of his cost. //
When Daredevil would be KO'd, if he has any Stunt tokens instead remove one and turn him to any starting line. If you do, roll a d6.
: Give Daredevil an action token.
-
: Daredevil gains Immune until your next turn. // Daredevil is not scored when KO'd. When a Stunt token is removed from him, your opponent scores 10 points. Protected: Pulse Wave.
035 Moon Knight, 037 Electra, 044 Ghost Rider, 046 Headless Horseman, 047 Blade, 052 Sleipnir, 054 Wolverine, 055 Capwolf, L004 Ghost Rider, L047 Man-Thing and Howard the Duck[
E]
All Pilot Traits: The end of every Pilot trait is changed as follows: (...)This game that character can’t be healed or replaced, and
is removed from the game without being scored if it would take damage. Protected: Pulse Wave.