Aquaman

Aquaman is actually really useful. Draft him.

Traits/Attributes
Atlantean

Unique Hero

King

Valiant

Medium Height

Super Strength

Special Powers
POWER OF THE DEEP Aquaman does not stop his movement when entering water spaces. Add 2 to Aquaman's attack, defense, and range while he is on a water space.

WATER LEAP If Aquaman ends his normal movement on a water space, he may Water Leap. Water Leap has a move of 3. When counting spaces for Water Leap, ignore elevations. Aquaman may leap over figures without becoming engaged, and leap over obstacles such as ruins. Aquaman may not leap more than 10 levels up or down in a single leap. When Aquaman starts to Water Leap, he will not take any leaving engagement attacks.

HAND OF THE WATERBEARER After taking a turn with Aquaman, you may roll the 20-sided die, adding 6 to the roll if Aquaman is on a water space. If you roll 12 or higher, you may remove 1 Wound Marker from Aquaman's card or an adjacent figure's card.