Unit
FL028 Tarpit
0

115 points
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6 special |
6 charge |
6 special |
5 charge |
5 |
5 |
KO |
KO |
KO |
KO |
KO |
KO |
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10 special |
10 special |
10 special |
9 poison |
9 poison |
9 poison |
KO |
KO |
KO |
KO |
KO |
KO |
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17 invincible |
17 toughness |
18 toughness |
18 toughness |
17 regeneration |
17 regeneration |
KO |
KO |
KO |
KO |
KO |
KO |
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3 shape change |
3 empower |
3 empower |
2 empower |
2 shape change |
2 shape change |
KO |
KO |
KO |
KO |
KO |
KO |
slot | 1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
Keywords:
Injustice League
, Monster
, Rogues
, Secret Society of Super-Villains

Improved Movement: Ignores Hindering Terrain, Ignores Characters

When an opposing character targets Tar Pit with a close combat attack, after that attack resolves, roll a d6 and place Living Tar tokens on the attacker's card equal to half of the result. Once, for all characters with this trait, characters decrease their attack value by 1 for each Living Tar token on their card and may be given a power action to remove all Living Tar tokens from their card.

Tar Pit can use Plasticity. When Tar Pit is given a move action, place Tar markers into the squares that Tar Pit has moved through. Other characters that enter a square with a Tar marker must immediately end their movement. At the beginning of your turn, remove all Tar markers placed by this character.

Tar Pit can use Poison and Super Strength.