 |
| 10th Regiment of Foot |
| Wait Then Fire: If none of the 10th Regiment of Foot move this turn, add 1 die to their attack.
|
| Melee Defense 1: When rollling defense dice against a normal attack from an adjacent figure, a Soldier in the 10th Regiment of Foot adds 1
to his defense dice.
|
| Bayonet Attack 1: When rolling attack dice against an adjacent figure, a Soldier in the 10th Regiment of Foot adds 1 to his attack dice. A Soldier
in the 10th Regiment of Foot can only use Bayonet Attack if he moved at least one space this turn.
|
|
 |
| 4th Massachusetts Line |
| Wait Then Fire: If none of the 4th Massachusetts Line move this turn, add 1 die to their attack.
|
| Valiant Army Defense Bonus: If every Army Card you control has a valiant personality, each soldier in the 4th Massachusetts Line receives 1 additional
defense die.
|
|
 |
| Acolarh |
| Leaf of the Home Tree Aura: When any Elf you control within 8 clear sight spaces of Acolarh recieves enough wounds to be destroyed, you may roll 10 Ullar
Valkyrie dice before removing the figure. If you roll at least 3 Ullar symbols, ignore any wounds that figure just recieved.
Acolarh's Leaf of the Home Tree Aura does not affect Acolarh.
|
| Ullar's Amulet: All friendly figures who follow Ullar and start their turn adjacent to Acolarh may move 2 additional spaces.
|
|
 |
| Agent Carr |
| Phantom Walk: Agent Carr can move through all figures and is never attacked when leaving an engagement.
|
| Sword of Reckoning 4: If Agent Carr is attacking an adjacent figure, add 4 dice to Agent Carr's attack.
|
|
 |
| Agent Skahen |
| Double Attack: When Agent Skahen attacks, she may attack one additional time.
|
| Cover Fire: When attacking an opponent's figure, if Agent Skahen inflicts one or more wounds, you may move one Tricky figure you control
who follows Vydar and is within 8 clear sight spaces of Agent Skahen up to 4 spaces. You cannot use Cover Fire to move Agent
Skahen.
|
| Stealth Dodge: When Agent Skahen rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage.
|
|
 |
| Airborne Elite |
| Grenade Special Attack: Range 5. Lob 12. Attack 2. Use this power once per game. Start the game with a grenade marker on this card. Remove the grenade
marker to throw grenades. One at a time do the following with each Airborne Elite: Choose a figure to attack. No clear line
of sight is needed. Any figures adjacent to the chosen figure are also affected by the Grenade special Attack. Roll 2 attack
dice once for all affected figures. Each figure rolls defense dice separately.
|
| The Drop: Airborne Elite do not start the game on the battlefield. At the start of each round, before you place Order Markers, roll
the 20‑sided die. If you roll a 13 or higher you may place all 4 Airborne Elite figures on any empty spaces. You cannot place
them adjacent to each other or other figures, or on glyphs.
|
|
 |
| Alastair MacDirk |
| Overextend Attack: After taking a turn with Alastair MacDirk, you may place a wound marker on Alastair MacDirk and take another turn with him.
You may only use this power once during a round.
|
|
 |
| Anubian Wolves |
| Unleashed Fury: Before moving, roll the 20‑sided die. If you roll a 1, choose an Anubian Wolf you control and destroy it. If you roll a 2‑6,
add 1 to the attack value of this card. If you roll a 7‑11, add 2 to the attack value of this card. If you roll a 12‑15, add
3 to the attack value of this card. If you roll a 16‑19, add 4 to the attack value of this card. If you roll a 20, add 8 to
the attack value of this card.
|
|
 |
| Arkmer |
| Staff of Lerkintin: When defending with Arkmer, add as many defense dice as the number of Elves you control adjacent to Arkmer.
|
| Engagement Strike 13: If an opponent's small or medium figure moves adjacent to Arkmer, roll the 20-sided die. If you roll a 13 or higher, the opponent's
figure receives one wound. Figures may be targeted only as they move into engagement with Arkmer.
|
|
 |
| Armoc Vipers |
| Ullar Warlord Bonding: Before taking a turn with Armoc Vipers, you may first take a turn with any Warlord you control who follows Ullar.
|
| Slither: Armoc Vipers do not have to stop their movement when entering water spaces.
|
|
 |
| Arrow Gruts |
| Beast Bonding: Before taking a turn with Arrow Gruts, you may first take a turn with any Beast you control.
|
| Disengage: Arrow Gruts are never attacked when leaving an engagement.
|
|
 |
| Ashigaru Harquebus |
| Wait Then Fire: If none of the Ashigaru Harquebus move this turn, add 1 die to their attack.
|
|
 |
| Ashigaru Yari |
| Encircle Special Attack: Range 1. Attack 6. If 3 Ashigaru Yari you control are adjacent to the same enemy figure, they may roll their attack dice as
one combined attack. The defending figure compares height to the lowest Ashigaru Yari to determine any height advantage. If
Encircle Special Attack is used, the 4th figure that moved this turn cannot attack.
|
|
 |
| Aubrien Archers |
| Frenzy: After you take a turn with Aubrien Archers, roll the 20‑sided die. If you roll a 16 or higher, you may take another turn with
Aubrien Archers.
|
|
 |
| Blade Gruts |
| Orc Champion Bonding: Before taking a turn with Blade Gruts, you may first take a turn with any Orc Champion you control.
|
| Disengage: Blade Gruts are never attacked when leaving an engagement.
|
|
 |
| Blastatrons |
| Gladiatron Movement Bonding: Before taking a turn with Blastatrons, you may move 4 Gladiatrons you control up to 5 spaces each.
|
| Homing Device: When attacking a non-adjacent figure, add 1 attack die for every Soulborg you control who follows Vydar that is adjacent to
the defending figure.
|
|
 |
| Braxas |
| Poisonous Acid Breath: Instead of attacking, you may choose up to 3 different small or medium figures within 4 clear sight spaces of Braxas. One
at a time, roll the 20‑sided die for each chosen figure. If the chosen figure is a Squad figure and you roll an 8 or higher,
destroy it. If the chosen figure is a Hero figure and you roll a 17 or higher, destroy the chosen Hero.
|
| Flying: When counting spaces for Braxas's movement, ignore elevations. Braxas may fly over water without stopping, pass over figures
without becoming engaged, and fly over obstacles such as ruins. When Braxas starts to fly, if she is engaged she will take
any leaving engagement attacks.
|
|
 |
| Brunak |
| Carry: Before moving Brunak, choose an unengaged friendly small or medium figure adjacent to Brunak. After you move Brunak, place
the chosen figure adjacent to Brunak.
|
| Blood Hungry Special Attack: Range 1. Attack 4. If Brunak's Blood Hungry Special Attack destroys a figure, Brunak may attack again with his Blood Hungry
Special Attack. Brunak may continue attacking with his Blood Hungry Special Attack until he does not destroy a figure.
|
| Lava Resistant: Brunak never rolls for molten lava damage or lava field damage and he does not have to stop in molten lava spaces.
|
|
 |
| Chardris |
| Fire Strike Special Attack: Range 6. Attack 2 + Special. When Chardris attacks with Fire Strike Special Attack, add 1 to Chardris’ attack dice for every
additional Elf Wizard you control within 3 clear sight spaces of Chardris, up to a maximum of +3 dice.
|
|
 |
| Charos |
| Counter Strike: When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable
hits on the attacking figure.
|
| Flying: When counting spaces for Charos's movement, ignore elevations. Charos may fly over water without stopping. Charos may pass
over figures without becoming engaged. Charos may fly over obstacles such as ruins. When Charos starts to fly, if he is engaged
he will take any leaving engagement attacks.
|
|
 |
| Concan the Kyrie Warrior |
| Knight and Sentinel Enhancement: All friendly Knights and Sentinels adjacent to Concan roll an additiona attack die and an additional defense die.
|
| Flying: When counting spaces for Concan's movement, ignore elevations. Concan may fly over water without stopping, pass over figures
without becoming engaged, and fly over obstacles such as ruins. When Concan starts to fly, if he is engaged he will take any
leaving engagement attacks.
|
|
 |
| Crixus |
| One Shield Defense: When rolling defense dice, if Crixus rolls at least one shield, the most wounds Crixus may take for this attack is one.
|
|
 |
| Cyprien Esenwein |
| Life Drain: Each time Cyprien Esenwein destroys a figure, you may remove a wound marker from this Army Card. Cyprien Esenwein cannot Life
Drain destructible objects.
|
| Chilling Touch: After moving and before attacking, Cyprien Esenwein may attempt a Chilling Touch. To do this, choose a figure adjacent to
Cyprien Esenwein and roll the 20-sided die. If you roll 1-12, nothing happens. If you roll 13-15, the chosen figure receives
1 wound. If you roll 16-17, the chosen figure receives 2 wounds. If you roll 18-19, the chosen figure receives 3 wounds. If
you roll a 20 or higher, the chosen figure receives 6 wounds. Cyprien Esenwein's Chilling Touch does not effect Soulborgs
or destructible objects.
|
| Stealth Flying: When counting spaces for Cyprien Esenwein's movement, ignore elevations. Cyprien Esenwein may fly over water without stopping,
pass over figures without becoming engaged, and fly over obstacles such as ruins. When Cyprien Esenwein starts to fly, if
he is engaged he will not take any leaving engagement attacks.
|
|
 |
| Deadeye Dan |
| Ullar Enhanced Rifle Special Attack: Range 10. Attack 1. Choose a non‑adjacent small or medium figure to attack. The chosen figure cannot roll defense dice when
attacked by Deadeye Dan's Ulllar Enhanced Rifle Special Attack. Deadeye Dan may not use this special attack if he moved this
turn.
|
| Sharpshooter: Instead of attacking, you may choose any non‑adjacent figure within 10 clear sight spaces of Deadeye Dan. Roll the 20‑sided
die. If you roll a 19 or 20, the chosen figure is destroyed. If you roll a 1‑18, you missed. Deadeye Dan may not use this
special power if he moved this turn.
|
|
 |
| Deathreavers |
| Scatter: After a Deathreaver you control rolls defense dice against a normal attack from an opponent's figure, you may move any 2 Deathreavers
you control up to 4 spaces each.
|
| Disengage: Deathreavers are never attacked when leaving an engagement.
|
| Climb X2: When moving up or down levels of terrain, Deathreavers may double their Height.
|
|
 |
| Deathstalkers |
| Maul: When rolling attack dice against a small or medium figure, if a Deathstalker rolls a skull on every die, the defending figure
receives a wound for every skull and cannot roll any defense dice.
|
|
 |
| Deathwalker 7000 |
| Self-Destruct: After moving and instead of attacking, Deathwalker may choose to self‑destruct. Roll the 20 sided die to determine if any
other figures are wounded. If you roll a 1‑3, all adjacent figures are safe. If you roll a 4‑15, each adjacent figure recieves
2 wounds. If you roll a 16‑19, each adjacent figure recieves 4 wounds. If you roll a 20, each adjacent figure receives 8 wounds.
After using this power, Deathwalker is always destroyed.
|
| Stealth Dodge: When a Deathwalker 7000 rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage.
|
|
 |
| Deathwalker 8000 |
| Rapid Fire Special Attack: Range 7. Attack 3. If Deathwalker's Rapid Fire Special Attack inflicts a wound, he may attack again with his Rapid Fire Special
Attack. Deathwalker may continue attacking with his Rapid Fire Special Attack until he does not inflict a wound.
|
|
 |
| Deathwalker 9000 |
| Explosion Special Attack: Range 7. Attack 3. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Explosion
Special Attack. Deathwalker only needs a clear sight shot at the chosen figure. Roll 3 attack dice once for all affected figures.
Each figure rolls defense dice separately. Deathwalker can be affected by his own Explosion Special Attack.
|
| Range Enhancement: Any Soulborg Guards you control with a Range number of 4 or more that are adjacent to Deathwalker 9000 add 2 spaces to their
range.
|
|
 |
| Dumutef Guard |
| Road Strength: Add 1 to Dumutef Guard's attack and defense while on a road space.
|
| Devourer Attack Enhancement: All friendly devourers adjacent to a Dumutef Guard receive an additional attack die.
|
|
 |
| Dund |
| Crippling Gaze 15: Before moving, you may choose a figure within 5 clear sight spaces of Dund. Roll the 20‑sided die. If you roll a 15 or higher
remove all order markers on the chosen figure's army card (or cards if your opponent has more than one common card for that
figure).
|
|
 |
| Dzu-Teh |
| Glacier Traverse: If a Dzu-Teh is adjacent to a Glacier Mountain, the Dzu‑Teh may Glacier Traverse instead of moving normally. You may do this
with any or all Dzu‑Teh you control each turn. To Glacier Traverse, move to any unoccupied space adjacent to that Glacier
Mountain.
|
| Glacier Camouflage: If a Dzu‑Teh is adjacent to a Glacier Mountain, opponents' figures must be adjacent to that Dzu‑Teh to attack it with a normal
attack.
|
| Snow and Ice Enhanced Movement: Slippery Ice and Heavy Snow only count as 1 space when moving.
|
|
 |
| Einar Imperium |
| Double Attack: When each member of the Einar Imperium attacks, he may attack one additional time.
|
| Stealth Flying: When counting spaces for the Einar Imperium's movement, ignore elevations. The Einar Imperium may fly over water without stopping,
pass over figures without becoming engaged, and fly over obstacles such as ruins. When a member of the Einar Imperium starts
to fly, if he is engaged he will not take any leaving engagement attacks.
|
|
 |
| Eldgrim the Viking Champion |
| Overextend Attack: After taking a turn with Eldgrim, you may place a wound marker on Eldgrim and take another turn with him. You may use this
power only once during a round.
|
| Warrior's Swiftness Spirit: When Eldgrim is destroyed, you may place this figure on any Unique Army Card. Eldgrim's spirit adds 1 to the move number on
that card.
|
|
 |
| Elite Onyx Vipers |
| Slither: Elite Onyx Vipers do not have to stop their movement when entering water spaces.
|
| Frenzy: After you take a turn with Elite Onyx Vipers, roll the 20‑sided die. If you roll a 16 or higher you may take another turn
with Elite Onyx Vipers.
|
| Evasive 8: When an Elite Onyx Viper rolls defensive dice against an attacking figure who is not adjacent, add 8 defense dice to the defending
Viper.
|
|
 |
| Emirroon |
| Elven Summoning Spell: After moving and before attacking, you may roll the 20-sided die. Add the number of elves you control adjacent to Emirroon
to your die roll. If you roll 1-4, nothing happens. If you roll 5-11, you may place 1 Elf you control adjacent to Emirroon.
If you roll 12-17, you may place up to 2 Elves you control adjacent to Emirroon. If you roll 18-20, you may place up to 3
Elves you control adjacent to Emirroon. If the summoning Elves are engaged, they will not take any leaving engagement attacks.
Emirroon cannot summon an Elf that he is already adjacent to.
|
|
 |
| Empress Kiova |
| Gift of the Empress Aura: When you roll defense dice for any Kyrie you control that follows Einar and is within 5 clear sight spaces of Empress Kiova,
you may re-roll all defense dice that did not show shields. Gift of the Empress Aura does not affect Empress Kiova.
|
| Stealth Flying: When counting spaces for Empress Kiova's movement, ignore elevations. Empress Kiova may fly over water without stopping, pass
over figures without becoming engaged, and fly over obstacles such as ruins. When Empress Kiova starts to fly, if she is engaged
she will not take any leaving engagement attacks.
|
|
 |
| Finn the Viking Champion |
| Attack Aura 1: All friendly figures adjacent to Finn with a range of 1 add 1 die to their normal attack.
|
| Warrior's Attack Spirit 1: When Finn is destroyed, place this figure on any unique Army Card. Finn's Spirit adds 1 to the normal attack number on that
card.
|
|
 |
| Fortress Door |
| Reinforced Defense: When rolling defensive dice against a normal attack from small or medium figures, add 2 automatic shields to whatever is rolled.
When rolling defensive dice against a normal attack from large or huge figures, add 1 automatic shield to whatever is rolled.
|
|
 |
| Fyorlag Spiders |
| Climb X3: When moving up or down levels of terrain, Fyorlag Spiders may triple their height.
|
| Entangling Web: After moving and before attacking, you may choose any one small or medium opponent's figure that is engaged with at least
three Fyorlag Spiders that you control. Roll the 20-sided die. If you roll a 16 or higher, remove one unrevealed order marker
at random from the chosen figure's Army Card (or cards if your opponent has more than one Common Army Card for that figure).
|
| Predator Bonding: Before taking a turn with Fyorlag Spiders, you may first take a turn with any Predator you control.
|
|
 |
| Gladiatrons |
| Cyberclaw: All small or medium opponent's figures that enter or occupy a space adjacent to any Gladiatron may not move. Figures affected
by the Cyberclaw cannot be moved by any special power on an Army Card or Glyph.
|
| Melee Defense 1: When rollling defense dice against a normal attack from an adjacent figure, a Gladiatron adds 1 die.
|
|
 |
| Gorillinators |
| Tough: When rolling defense dice against a normal attack, Gorillinators always add one extra sheild to whatever is rolled.
|
|
 |
| Grimnak |
| Chomp: Before attacking, choose one medium or small figure adjacent to Grimnak. If the chosen figure is a Squad figure, destroy it.
If the chosen figure is a Hero figure, roll the 20‑sided die. If you roll a 16 or higher, destroy the chosen Hero.
|
| Orc Warrior Enhancement: All friendly Orc Warriors adjacent to Grimnak roll an additional attack die and an additional defense die.
|
|
 |
| Grok Riders |
| Marro Warlord Bonding: Before taking a turn with Grok Riders, you may first take a turn with any Marro Warlord you control.
|
| Mark of the Warlord: When attacking a figure that is adjacent to any Marro Warlord you control, Grok Riders add 2 to their attack dice.
|
| Grok Training: Marro Hive cannot rebirth Grok Riders with its Marro Rebirth special power.
|
|
 |
| Guilty McCreech |
| Double Attack: When Guilty McCreech attacks, he may attack one additional time.
|
|
 |
| Gurei-Oni |
| Evil Eye Defense: When rolling defense dice against a normal attack from a non-adjactent attacking figure, all excess shields count as unblockable
hits on the attacking figure.
|
| Tetsubo Special Attack: Range 1. Attack 3. Choose a figure to attack. You may also choose one figure adjacent to the targeted figure to be affected
by the Tetsubo Special Attack as well. Roll attack once for both figures. Each figure rolls defense dice separately.
|
|
 |
| Hatamoto Taro |
| Heroic Defense Aura: When defending against a normal attack by an adjacent figure with any Samurai or Ashigaru figures you control within 8 clear
sight space of Hatamoto Taro, you may roll Einar Valkyrie dice. Each Einar symbol rolled counts as an additional sheild. Heroic
Defense Aura does not affect Hatamoto Taro.
|
| Adjacent Tough 1: When rolling defense dice for Hatamoto Taro, if Hatamoto Taro is adjacent to at least one figure you control who follows Einar,
add one automatic shield to the defense roll.
|
|
 |
| Heavy Gruts |
| Orc Champion Bonding: Before taking a turn with Heavy Gruts, you may first take a turn with any Orc Champion you control.
|
| Disengage: Heavy Gruts are never attacked when leaving engagements.
|
|
 |
| Isamu |
| Vanish 9: If Isamu is attacked and at least 1 skull is rolled, roll the 20-sided die to vanish. If you roll 1-8, roll defense dice normally.
If you roll a 9 or higher, Isamu takes no damage and may immediately move up to 4 spaces. Isamu can vanish only if he ends
his vanishing move not adjacent to any enemy figures.
|
| Phantom Walk: Isamu can move through all figures and is never attacked when leaving an engagement.
|
| Dishonorable Attack: When attacking a figure who follows Jandar, Isamu rolls 2 additional attack dice.
|
|
 |
| Iskra Esenwein |
| Life Drain: Each time Iskra Esenwein destroys a figure, you may remove a wound marker from this Army Card. Iskra Esenwein cannot Life
Drain destructible objects.
|
| Summon the Rechets of Bogdan: After taking a turn with Iskra Esenwein, you may attempt to summon the Rechets of Bogdan if they are in your army and they
have not yet been successfully summoned. Roll the 20-sided die. If you roll a 14 or higher, you must place all 3 Rechets of
Bogdan on empty spaces within 6 clear sight spaces of Iskra Esenwein. Any Rechets of Bogdan that you cannot place on the battlefield
are immediately destroyed and cannot be summoned again. When the Rechets of Bogdan are summoned, you may immediately take
a turn with them.
|
| Flying: When counting spaces for Iskra Esenwein's movement, ignore elevations. Iskra Esenwein may fly over water without stopping,
pass over figures without becoming engaged, and fly over obstacles such as ruins. When Iskra Esenwein starts to fly, if she
is engaged she will take any leaving engagement attacks.
|
|
 |
| Izumi Samurai |
| Counter Strike: When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable
hits on the attacking figure. This power does not work against other Samurai.
|
|
 |
| James Murphy |
| Shotgun Blast Special Attack: Range 5. Attack 3. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Shotgun Blast
Special Attack. James only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures.
Each figure rolls defense dice separately. James cannot be affected by his own Shotgun Blast Special Attack.
|
| Whip 12: After moving and before attacking, choose a small or medium figure adjacent to James. Roll the 20‑sided die. If you roll a
12 or higher, the chosen figure cannot roll any defense dice if attacked by James this turn.
|
|
 |
| Johnny "Shotgun" Sullivan |
| Shotgun Blast Special Attack: Range 5. Attack 3. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Shotgun Blast
Special Attack. Johnny only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures.
Each figure rolls defense dice separately. Johnny cannot be affected by his own Shotgun Blast Special Attack.
|
|
 |
| Jorhdawn |
| Rain of Flame Special Attack: Range 7. Attack 1 + Special. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the
Rain of Flame Special Attack. Add 1 to Jorhdawn's attack dice for every additional Elf Wizard you control within 3 clear sight
spaces of Jorhdawn, up to a maximum of +3 dice. Roll attack dice once for all affected figures. Each affected figure rolls
defense dice separately. Jorhdawn cannot be affected by her own Rain of Flame Special Attack.
|
|
 |
| Jotun |
| Wild Swing Special Attack: Range 1. Attack 4. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Wild Swing
Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Jotun cannot be
affected by his own Wild Swing Special Attack.
|
| Throw 14: After moving and before attacking, choose one small or medium non‑flying figure adjacent to Jotun. Roll the 20-sided die.
If you roll a 14 or higher, you may throw the figure by placing it on any empty space within 4 spaces of Jotun. The figure
must land within clear sight of Jotun. After the figure is placed, roll the 20‑sided die for throwing damage. If you roll
an 11 or higher, the thrown figure receives 2 wounds. If the figure is thrown onto a level higher than the height of Jotun
or onto water, do not roll for throwing damage. The thrown figure does not take any leaving engagement attacks.
|
|
 |
| Kaemon Awa |
| Quick Release Special Attack: Range 4. Attack 4. When Kaemon Awa attacks with his Quick Release Special Attack, he may attack one additional time.
|
| Counter Strike: When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable
hits on the attacking figure. This power does not work against other Samurai.
|
|
 |
| Kato Katsuro |
| Kato Katsuro's Command: Instead of taking a turn with Kato Katsuro, you may take a turn with one of the following that you control: 1 Samurai Hero;
or 1 Samurai Squad; or 1 Ashigaru Harquebus Squad and/or 1 Ashigaru Yari Squad. You may choose which Squad to activate first.
Any figure in the above list that is taking a turn instead of Kato Katsuro must be within clear sight of Kato Katsuro before
moving.
|
|
 |
| Kee-Mo-Shi |
| Mind Shackle 19: After moving and before attacking, you may choose any unique figure adjacent to Kee‑Mo‑Shi. Roll the 20‑sided die. If you
roll a 19 or 20, take control of the chosen figure and that figure's Army Card. You now control that Army Card and all figures
on it. Remove any Order Markers on the chosen figure's Army Card. If Kee‑Mo‑Shi is destroyed, you retain control of any previously
Mind Shackled Army Cards.
|
| Toxic Skin: After attacking, you must roll the 20‑sided die once for each figure adjacent to Kee‑Mo‑Shi. If you roll a 17 or higher, that
figure receives one wound. Soulborgs are not affectd by Toxic Skin.
|
|
 |
| Kelda the Kyrie Warrior |
| Healing Touch: After moving and before attacking, choose a wounded hero figure adjacent to Kelda. Then roll the 20‑sided die to add or remove
wound markers from the chosen figure card: If you roll 1, add 2 markers. If you roll 2‑5, remove 1 marker. If you roll 6‑17,
remove up to 2 markers. If you roll 18‑20, remove all markers.
|
| Flying: When counting spaces for Kelda's movement, ignore elevations. Kelda may fly over water without stopping, pass over figures
without becoming engaged, and fly over obstacles such as ruins. When Kelda starts to fly, if she is engaged she will take
any leaving engagement attacks.
|
|
 |
| Khosumet the Darklord |
| Relentless Assault: Each friendly figure adjacent to Khosumet with a relentless personality receives an additional attack die.
|
| Unleashed Fury Enhancement: You may add 1 to your die roll when you roll for the Unleashed Fury power on any Army Card.
|
|
 |
| Knights of Weston |
| Human Champion Bonding: Before taking a turn with the Knights of Weston, you may first take a turn with any Human Champion you control.
|
| A Coward's Reward: Knights of Weston roll one additional die against figures leaving an engagement with them.
|
|
 |
| Kozuke Samurai |
| Charging Assault: Any or all Kozuke Samurai may add 3 to their Move number as long as they are unengaged prior to moving. Kozuke Samurai must
be able to move adjacent to an opponent's figure in order to use Charging Assault.
|
| Counter Strike: When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable
hits on the attacking figure. This power does not work against other Samurai.
|
|
 |
| Krav Maga Agents |
| Stealth Dodge: When a Krav Maga Agent rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage.
|
|
 |
| Krug |
| Wounded Smash: When Krug attacks, he receives one extra attack die for each wound marker he has.
|
| Double Attack: When Krug attacks, he may attack one additional time.
|
|
 |
| Kyntela Gwyn |
| Strength of Oak Aura 1: All friendly Elves adjacent to Kyntela Gwyn add 1 to their defense dice.
|
|
 |
| Laglor |
| Vydar's Range Enhancement Aura: All friendly figures with a Range number of 4 or more who follow Vydar and are within 4 clear sight spaces of Laglor add 2
to their Range number. Vydar's Range Enhancement Aura does not affect Laglor.
|
| Autoload Special Attack: Range 7. Attack 3. When attacking with Autoload Special Attack, you may roll Vydar Valkyrie dice. If you roll at least one
Vydar symbol, you may attack again using Autoload Special Attack.
|
|
 |
| MacDirk Warriors |
| Highland Fury: At the start of the game, choose a Human Champion you control. While that champion is in play, MacDirk warriors roll one additional
attack die for each wound marker on the chosen hero. There can be only one Human Champion for all the MacDirk Warriors you
control. MacDirk Warriors cannot attack their chosen Human Champion.
|
| Human Champion Bonding: Before taking a turn with the MacDirk Warriors, you may first take a turn with any Human Champion you control.
|
|
 |
| Major Q10 |
| Machine Pistol Special Attack: Range 7. Attack 2. Major Q10 may use this special attack 4 times in the same turn. Q10 may target the same figure or a different
figure with each attack.
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| Wrist Rocket Special Attack: Range 4. Attack 4. Major Q10 may use this special attack 2 times in the same turn. Q10 may target the same figure or a different
figure with each attack.
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| Major Q9 |
| Queglix Gun Special Attack: Range 6. Attack 1, 2 or 3. Major Q9 starts each turn with 9 attack dice. Choose any figure within range and attack by rolling
1, 2 or 3 attack dice. Major Q9 may keep making special attacks with 1, 2 or 3 attack dice until he has rolled all 9 attack
dice. Major Q9 may target the same or different figures with each attack.
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| Major X17 |
| Improved Cyberclaw: All small, medium or large opponent's figures that enter or occupy a space adjacent to Major X17 may not move. Figures affected
by the Cyberclaw cannot be moved by any special power on an Army Card or Glyph.
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| Melee Defense 4: When rolling defense dice against a normal attack from an adjacent figure, Major X17 adds 4 dice.
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| Marcu Esenwein |
| Life Drain: Each time Marcus Esenwein destroys a figure, you may remove a wound marker from this Army Card. Marcu Esenwein cannot Life
Drain destructible objects.
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| Eternal Hatred: After revealing an order marker on this card, you must roll the 20-sided die. If you roll a 17 or higher, choose an opponent.
That opponent will now control Marcu Esenwein for the remainder of your turn, but will not be able to view any unrevealed
order markers on this card. At the end of that turn, control of Marcu returns to you. All order markers and figures that were
on Marcu's Army Card will stay on his Army Card.
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| Flying: When counting spaces for Marcu Esenwein's movement, ignore elevations. Marcu Esenwein may fly over water without stopping,
pass over figures without becoming engaged, and fly over obstacles such as ruins. When Marcu Esenwein starts to fly, if he
is engaged he will take any leaving engagement attacks.
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| Marcus Decimus Gallus |
| Soldier Leadership: All Soldiers you control move one additional space.
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| Soldier Attack Enhancement: All friendly Soldiers adjacent to Marcus Decimus Gallus receive an additional attack die.
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| Marrden Hounds |
| Wild Pack Movement: Before moving, roll the 20‑sided die. If you roll 1‑3, add 1 to the move value of this card.. If you roll 4‑6, add 3 to the
move value of this card.. If you roll 7‑20, add 7 to the move value of this card.
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| Marro Plague: After moving and before attacking, you must roll the 20‑sided die once for each figure adjacent to any Marrden Hounds you
control. If you roll a 16 or higher, that figure receives a wound. Soulborgs and Wulsinu are not affected by this marro plague.
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| Marrden Nagrubs |
| Hivelord Life Bonding: Before taking a turn with Marrden Nagrubs, you may first take a turn with any Hivelord you control. Before moving the chosen
Hivelord, you may destroy one adjacent Marrden Nagrub you control. If you destroy a Marrden Nagrub with Hivelord Life Bonding
you may remove 1 wound marker from the chosen Hivelord's Army Card.
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| Climb X2: When moving up or down levels of terrain, Marrden Nagrubs may double their Height.
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| Marro Drones |
| Hive Swarm: Before moving Marro Drones, roll the 20‑sided die. If you roll 1‑12, you may move and attack with up to 3 Marro Drones you
control. If you roll 13‑16, you may move and attack with up to 6 Marro Drones you control. If you roll 17‑20, you may move
and attack with up to 9 Marro Drones you control.
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| Marro Drudge |
| Swamp Water Strength: When a Marro Drudge is on a swamp water space, add 1 to its attack and defense.
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| Swamp Water Tunnel: If a Marro Drudge ends its normal movement on a swamp water space, you may immediately place it on any empty same-level swamp
water space within 5 spaces. If a Marro Drudge is engaged when it starts to tunnel, it will take any leaving engagement attacks.
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| Marro Hive |
| Hive Mind: After Revealing an order marker on this Army Card, you may take a turn with any small or medium Common Marro Squad you control
before taking a turn with Marro Hive. Any figure that is taking a turn must be within 12 clear sight spaces of Marro Hive
prior to its movement.
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| Marro Rebirth: After taking a turn with Marro Hive, you may roll the 20-sided die. If you roll a 13 or higher, you may place any previously
destroyed Common Marro Squad figure from your army on an empty space adjacent to Marro Hive.
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| Marro Stingers |
| Stinger Drain: After moving and before attacking, you may roll the 20-sided die. If you roll a 1-4, you must destroy a Marro Stinger you
control and you cannot attack this turn. If you roll a 5 - 9, add 0 to the attack value of this card. If you roll a 10 or
higher, add 1 to the attack value of this card.
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| Marro Warriors |
| Water Clone: Instead of attacking with all of the Marro Warriors, one at a time, roll the 20‑sided die for each Marro Warrior in play.
If you roll a 15 or higher, place a previously destroyed Marro Warrior on a same‑level space adjacent to that Marro Warrior.
Any Marro Warrior on a water space needs a 10 or higher to Water Clone. You may only Water Clone after you move.
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| Master Win Chiu Woo |
| Master's Influence: All Monk Squad figures you control may leap an additional 13 levels up or down when using their Stealth Leap special power.
All Monks you control within 2 clear sight spaces of Master Woo add 1 to their attack dice and 1 to their defense dice.
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| Master's Assault: Master Woo may attack any or all figures adjacent to him. Roll each attack separately.
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| Stealth Leap 25: Instead of his normal move, Master Woo may use Stealth Leap 25. Stealth Leap 25 has a move of 3. When counting spaces for
Stealth Leap 25, ignore elevations. Master Woo may leap over water without stopping, pass over figures without becoming engaged,
and leap over obstacles such as ruins. Master Woo may not leap more than 25 levels up or down in a single leap. If Master
Woo is engaged when he starts his Stealth Leep 25, he will not take any leaving engagement attacks.
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| Me-Burq-Sa |
| Paralyzing Stare 16: After moving and before attacking, choose any small or medium figure within 6 clear site spaces of Me‑Burq‑Sa. Roll the 20‑sided
die. If you roll 16 or higher, the chosen figure cannot roll any defense dice if attacked by Me‑Burq‑Sa this turn.
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| Microcorp Agents |
| Stealth Armor 15: When a Microcorp Agents receives one or more wounds, before removing that agent, roll the 20‑sided die. If you roll a 15 or
higher, ignore any wounds.
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| Water Suits: Microcorp Agents do not have to stop their movement when entering a water space. Add 2 to a Microcorp Agent's defense while
he is on a water space.
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| Sighting: When a Microcorp Agent is attacking with a height advantage, he rolls an additional attack die.
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| Mimring |
| Fire Line Special Attack: Range Special. Attack 4. Choose 8 spaces in a straight line from Mimring. All figures on those spaces who are in line of sight
are affected by Mimring's Fire Line Special Attack. Roll 4 attack dice once for all affected figures. Affected figures roll
defense dice separately.
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| Flying: When counting spaces for Mimring's movement, ignore elevations. Mimring may fly over water without stopping, pass over figures
without becoming engaged, and fly over obstacles such as ruins. When Mimring starts to fly, if he is engaged he will take
any leaving engagement attacks.
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| Minions of Utgar |
| Utgar's Orders: Instead of taking a turn with the Minions of Utgar, you may take a turn with any Kyrie Warrior you control who follows Utgar.
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| Deadly Strike: When attacking with Minions of Utgar all skulls rolled count for one additional hit.
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| Flying: When counting spaces for Minions of Utgar's movement, ignore elevation. Minions of Utgar may fly over water without stopping,
pass over figures without becoming engaged and fly over obstacles such as ruins. When a Minion of Utgar starts to fly, if
he is engaged he will take any leaving engagement attacks.
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| Moriko |
| Phantom Walk: Moriko can move through all figures and is never attacked when leaving an engagement.
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| Saber Storm Special Attack: Range 1. Attack 1, 2, or 3. Moriko starts each turn with 6 attack dice. Choose any adjacent figure and attack by rolling 1,
2 or 3 attack dice. Moriko may keep making special attacks with 1, 2 or 3 attack dice until she has rolled all 6 attack dice.
Moriko may target the same or different figures with each attack.
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| Morsbane |
| Rod of Negation: Start the game with 3 brown Negation Markers on this card. At the end of the turn, if you have at least 1 Negation Marker
on this card, you may choose any opponent's unique figure within 6 clear sight spaces of Morsbane. Roll the 20‑sided die.
If you roll a 1‑15, nothing happens. If you roll a 16‑19, place a Negation Marker on the chosen figure's Army Card. All of
that figure's special powers are negated for the entire game. If you roll a 20, destroy the chosen figure.
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| Nakita Agents |
| Smoke Powder 13: When any Nikita Agent you control, or any figure you control that is adjacent to any Nikita agent you control, is targeted
for a normal attack from a non‑adjacent opponent, you may roll the 20‑sided die. If you roll a 13 or higher, all Nikita Agents
you control and all figures you control that are adjacent to those agents, no longer have any visible hit zones for the duration
of the targeting figure's turn.
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| Engagement Strike 15: If an opponent's small or medium figure moves adjacent to a Nikita Agent, roll the 20‑sided die. If you roll a 15 or higher,
the opponent's figure receives a wound. Figures may be targeted only as they move into engagement with a Nikita Agent.
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| Gorillinator Movement Bonding: Before taking a turn with Nikita Agents, you may move 3 Gorillinators you control up to 7 spaces.
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| Ne-Gok-Sa |
| Mind Shackle 20: After moving and before attacking, you may choose any unique figure adjacent to Ne‑Gok‑Sa. Roll the 20‑sided die. If you roll
a 20, take control of the chosen figure and that figure's Army Card. You now control that Army Card and all figures on it.
Remove any Order Markers on this card. If Ne‑Gok‑Sa is destroyed, you retain control of any previously Mind Shackled Army
Cards.
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| Nerak the Glacian Swog Rider |
| Disengage: Nerak is never attacked when leaving an engagement.
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| Orc Defense Aura 1: All Orc figures you control within 4 clear sight spaces of Nerak add 1 to their defense dice. Nerak's Orc Defensive Aura does
not affect Nerak.
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| Snow Strength: Add 1 to Nerak's attack and defense while on a snow space.
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| Nilfheim |
| Ice Shard Breath Special Attack: Range 5. Attack 4. When Nilfheim attacks with his Ice Shard Breath Special Attack, he may attack 2 additional times. He cannot
attack the same figure more than once.
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| Flying: When counting spaces for Nilfheim's movement, ignore elevations. Nilfheim may fly over water without stopping, pass over figures
without becoming engaged, and fly over obstacles such as ruins. When Nilfheim starts to fly, if he is engaged he will take
any leaving engagement attacks.
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| Ninjas of the Northern Wind |
| Disappearing Ninja: If a Ninja of the Northern Wind is attacked with a normal attack and at least 1 skull is rolled, roll the 20‑sided die to
disappear. If you roll 1 to 11, roll defensive dice normally. If you roll a 12 or higher, that Ninja of the Northern Wind
takes no damage and instead may move up to 4 spaces. Ninjas of the Northern Wind can disappear only if they end their disappearing
move not adjacent to any enemy figures.
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| Phantom Walk: Ninjas of the Northern Wind can move through all figures and are never attacked when leaving an engagement.
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| Obsidian Guards |
| Lava Resistant: Obsidian Guards never roll for molten lava damage or lava field damage and they do not have to stop on molten lava spaces.
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| Lava Throw: When an Obsidian Guard is on a molten lava space it may add 2 to its range.
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| Water Weakness: An Obsidian Guard on a waterspace rolls 2 fewer defense dice.
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| Omnicron Snipers |
| Deadly Shot: When attacking with Omnicron Snipers, all sculls rolled count for one additional hit.
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| Ornak |
| Red Flag of Fury Aura: If order marker 1 is placed on Ornak, then instead of taking that turn with Ornak, you may take a turn with up to 2 Unique
Heroes you control who follow Utgar. Ornak cannot be one of the 2 Unique Heroes. Any Unique Hero that is taking a turn instead
of Ornak must be within 8 clear sight spaces of Ornak prior to its movement.
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| Orc Battle Cry Aura: When attacking with any Orc Warrior figures you control within 2 clear sight spaces of Ornak, you may roll Utgar Valkyrie
dice. Each Utgar symbol rolled counts for an additional skull.
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| Otonashi |
| Tricky Speed 4: If Otonashi starts her turn adjacent to any figure you control who has a tricky personality, she may move 4 additional spaces.
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| Phantom Walk: Otonashi can move through all figures and is never attacked when leaving an engagement.
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| Attack the Wild 2: When attacking a figure who has a wild personality, Otonashi rolls 2 additional attack dice.
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| Parmenio |
| Disciplined Influence: At the start of the game, you may choose any unique Army Card you control. For this game the chosen card's personality is
disciplined, regardless of what is listed on the card.
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| Sacred Band Defy Death 15: When an adjacent Sacred Band figure you control receives one or more wounds, roll the 20-sided die before removing that figure.
If you roll a 15 or higher, ignore any wounds.
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| Raelin the Kyrie Warrior |
| Defensive Aura: All figures you control within 4 clear sight spaces of Raelin add 2 to their defense dice. Raelin's Defensive Aura does not
affect Raelin.
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| Flying: When counting spaces for Raelin's movement, ignore elevations. Raelin may fly over water without stopping, pass over figures
without becoming engaged, and fly over obstacles such as ruins. When Raelin starts to fly, if she is engaged she will take
any leaving engagement attacks.
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| Raelin the Kyrie Warrior |
| Whirlwind Assault: Raelin may attack any or all figures adjacent to her. Roll each attack separately.
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| Extended Defensive Aura: All figures you control within 6 clear sight spaces of Raelin add 1 to their defense dice. Raelin's Extended Defensive Aura
does not affect Raelin.
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| Flying: When counting spaces for Raelin's movement, ignore elevations. Raelin may fly over water without stopping, pass over figures
without becoming engaged, and fly over obstacles such as ruins. When Raelin starts to fly, if she is engaged she will take
any leaving engagement attacks.
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| Rechets of Bogdan |
| Iskra's Summoning: Rechets of Bogdan do not start the game on the battlefield. They must be summoned onto the battlefield by Iskra Esenwein.
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| Lethal Sting: When rolling attack dice against a small or medium figure, if a Rechet of Bogdan rolls a skull on every die , the defending
figure cannot roll any defense dice and is immediately destroyed.
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| Flying: When counting spaces for Rechets of Bogdan's movement, ignore elevations. Rechets of Bogdan may fly over water without stopping,
pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Rechet of Bogdan starts to fly, if
he is engaged he will take any leaving engagement attacks.
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| Retiarius |
| Net Trip 14: After moving and before attacking, roll the 20‑sided die. If you roll a 14 or higher, any small or medium figure attacked
by Retarius this turn may roll no more than 1 die for defense.
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| Roman Archers |
| Arrow Volley Special Attack: Range 6, Attack 6. Three unengaged adjacent Roman Archers on the same level may combine their attacks and roll their attack
dice as one attack. All Roman Archers in the arrow volley must have a clear line of sight on the one target.
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| Roman Legionnaires |
| Warlord Bonding: Before taking a turn with Roman Legionnaires, you may first take a turn with any Warlord you control.
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| Shield Wall: When defending with a Roman Legionnaire, add 1 defense die for each adjacent Roman Legionnaire you control up to a maximum
of +2 dice, for the Shield Wall power.
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| Runa |
| Helm of Mintonsoul Aura: After moving and before attacking, Runa may use her Helm of Mitonsoul Aura. When using the Helm of Mitonsoul Aura, you must
roll the 20‑sided die for all figures within 3 clear sight spaces of Runa, one at a time. If you roll a 20, destroy the figure.
Runa's Helm of Mitonsoul Aura does not affect Runa.
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| Flying: When counting spaces for Runa's movement, ignore elevations. Runa may fly over water without stopping, pass over figures without
becoming engaged, and fly over obstacles such as ruins. When Runa starts to fly, if she is engaged she will take any leaving
engagement attacks.
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| Sacred Band |
| Einar Warlord Bonding: Before taking a turn with Sacred Band, you may first take a turn with any Warlord you control who follows Einar.
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| Disciplined Army Defense Bonus: If every Army Card you control has a disciplined personality, each soldier in the Sacred Band receives 1 additional defense
die.
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| Saylind the Kyrie Warrior |
| Spear of Summoning: After moving and before attacking, chose any figure you control on the battlefield, then roll the 20‑sided die. If you roll
a 1‑8, nothing happens. If you roll a 9‑20, move the chosen figure to any adjacent space next to Saylind. If the summoned
figure is engaged, the figure does not receive any leaving engagement attacks.
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| Flying: When counting spaces for Saylind's movement, ignore elevations. Saylind may fly over water without stopping, pass over figures
without becoming engaged, and fly over obstacles such as ruins. When Saylind starts to fly, if she is engaged she will take
any leaving engagement attacks.
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| Sentinels of Jandar |
| Sheilds of Valor: When defending with Sentinels of Jandar, each sheild rolled counts for one additional block.
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| Flying: When counting spaces for Sentinels of Jandar's movement, ignore elevations. Sentinels of Jandar may fly over water without
stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Setinel of Jandar starts
to fly, if he is engaged he will take any leaving engagement attacks.
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| Sgt. Drake Alexander |
| Thorian Speed: Opponents' figures must be adjacent to Sgt. Drake Alexander to attack him with a normal attack.
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| Grapple Gun 25: Instead of Sgt. Drake Alexander's normal move, he may move only one space. This s | |