GREEN GOBLIN (Norman Osborn)

(Entry)
Type: model
Categories: Character, Criminal Syndicate, Spider-Foes
EntryId: 58a1-4978-5fe6-5ade
Hidden: false
Costs: 4 Threat Level

Constraints:

max: 1

Profiles:

Character StaminaSpeedSizeThreatPhysical DefenseEnergy DefenseMystic Defense
Healthy

7

M

3

4

4

3

3

Injured

5

M

3

4

3

3

5

Attacks TypeRangeStrengthCost
PUMPKIN BOMBS

Phys

4

5

0

  • After this attack is resolved, this character gains {PWR} equal to the {DMG} dealt.
    - Before choosing a target, this character chooses whether this attack's type is {PHYS} or {ENRG}.
    - {WILD} Bag of Tricks: Before damage is dealt, the enemy character gains one of the following special conditions: Bleed, Poison, or Incinerate.
PUMPKIN BOMBS - Injured

Phys

4

6

0

  • After this attack is resolved, this character gains {PWR} equal to the {DMG} dealt.
    - Before choosing a target, this character chooses whether this attack's type is {PHYS} or {ENRG}.
    - {WILD} Bag of Tricks: Before damage is dealt, the enemy character gains one of the following special conditions: Bleed, Poison, or Incinerate.
NIGHT OF THE GOBLIN

Phys

3

7

4

  • Before choosing a target, this character chooses whether this attack's type is {PHYS} or {ENRG}.
    - If this attack deals {DMG}, after this attack is resolved the target character gains the Poison and Incinerate special conditions.
NIGHT OF THE GOBLIN - Injured

Phys

3

7

3

  • Before choosing a target, this character chooses whether this attack's type is {PHYS} or {ENRG}.
    - If this attack deals {DMG}, after this attack is resolved the target character gains the Poison and Incinerate special conditions.
Leadership
OSCORP WEAPONRY (AFFILIATION: SPIDER-FOES)

Once per turn, while an allied character is attacking, during the Modify Opponent's Dice step, it may reroll 1 opposing defense die.

Active Superpowers TypeCost
HIT AND RUN - Healthy

Active

2

Action: This character immediately makes an attack action followed by a move action. This superpower can be used only once per turn.

GLIDER RAM - Injured

Active

3

This character is thrown {M}. It does not suffer damage if it collides with another character or terrain feature. This superpower may be used only once per turn.

Reactive Superpowers TypeCost
TRICK OR TREAT - Healthy

Reactive

3

When an enemy character ends an advance or is placed within {RNG} 4 of this character, this character may use this superpower. Choose an interactive terrain feature of Size 3 or less within {RNG} 2 of the enemy character that was advanced or placed. Destroy that terrain feature. The enemy character suffers a collision as if the terrain feature had collided with it.

Innate Superpowers TypeCost
ARCHNEMESIS (PETER PARKER)

Innate

-

When attacking Peter Parker, this character may modify or reroll {FAIL} results and may reroll any number of attack dice. At the start of this character's activation, if there is a non-dazed enemy Peter Parker within {RNG} 3 of this character, this character's first action must be an attack action targeting that Peter Parker, if possible.

UNSTABLE PSYCHE - Injured

Innate

-

This character cannot interact with or hold objective tokens. During the Power Phase, roll 5 dice. For each {CRIT}, {WILD}, and {HIT} rolled, this character gains 1 {PWR}.

FLIGHT

Innate

-

When placing the movement tool during an advance, this character counts as Size 5.

Used By (1)
MCP Inventory(Catalogue)