Unit

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11 running shot |
11 running shot |
10 phasing/teleport |
10 phasing/teleport |
10 running shot |
9 flurry |
9 flurry |
9 running shot |
KO |
KO |
KO |
KO |
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12 energy explosion |
11 energy explosion |
11 poison |
11 poison |
11 energy explosion |
11 blades/claws/fangs |
11 blades/claws/fangs |
11 poison |
KO |
KO |
KO |
KO |
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18 impervious |
18 impervious |
17 invulnerability |
17 invulnerability |
18 toughness |
17 toughness |
17 special |
18 special |
KO |
KO |
KO |
KO |
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4 outwit |
4 probability control |
3 outwit |
3 probability control |
3 probability control |
3 outwit |
3 outwit |
3 probability control |
KO |
KO |
KO |
KO |
slot | 1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
PUTTING THE HELL IN HELLFIRE CLUB Leadership. When Blackheart uses it and succeeds, you may instead generate a
#006 Hellfire Club Guard on click #1. // POWER: Turn all friendly
#006 Hellfire Club Guards to click #9.
HEART OF DARKNESS If a character has been KO'd since your last turn, Blackheart deals penetrating damage. // FREE: Once per turn for all characters with this trait, KO a friendly
#006 Hellfire Club Guard. If you did, remove all action tokens from Blackheart, heal him 1 click, and after resolutions he can use either Charge or Running Shot as FREE.
THE PRINCE OF HELL STOP. Mastermind. Blackheart has
. When this click is first revealed, generate a
#006 Hellfire Club Guard.
SIGNIFICANT APPEARANCE: DAREDEVIL #270 (1989)