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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 rolling 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. |
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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. |
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Acolarh |
Leaf of the Home Tree Aura: When any Elf you control within 8 clear sight spaces of Acolarh receives 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 received. 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. |
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Agent Carr |
Ghost Walk: Agent Carr can move through all figures. |
Sword of Reckoning 4: If Agent Carr is attacking an adjacent figure, add 4 dice to Agent Carr's attack. |
Disengage: Agent Carr is never attacked when leaving an engagement. |
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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. |
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Air Elemental |
Swirling Vortex: When an opponent's small or medium figure moves onto a space within 2 clear sight
spaces of an Air Elemental you control, that figure must end its move there. Figures
can never move through any figure affected by Swirling Vortex. |
Air Mastery: Figures that have the Flying or Stealth Flying special power subtract 1 from their
defense dice when attacked by an Air Elemental. |
Stealth Flying: When counting spaces for an Air Elemental's movement, ignore elevations. An Air Elemental
may fly over water without stopping, pass over figures without becoming engaged, and
fly over obstacles such as ruins. If an Air Elemental is engaged when it starts to
fly, it will not take any leaving engagement attacks. |
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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. |
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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. |
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Ana Karithon |
Turn Undead Special Attack: Range 4. Attack 4. Turn Undead Special Attack can be used to attack only Undead figures. |
Protection from Evil Aura: All small or medium figures you control within 3 clear sight spaces of Ana Karithon
add 1 to their defense dice when rolling defense against an attack from a figure who
follows Utgar. Ana Karithon's Protection from Evil Aura does not affect Ana Karithon. |
Healing Word: After revealing an Order Marker on a wounded small or medium Hero figure you control
that is adjacent to Ana Karithon, and before using any other special powers on any
Army Card or Glyph, you may first roll the 20-sided die. If you roll a 1-12, nothing
happens. If you roll a 13 or higher, remove up to 2 wound markers from that Hero's
Army Card. |
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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. |
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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. |
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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. |
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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. |
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Ashigaru Harquebus |
Wait Then Fire: If none of the Ashigaru Harquebus move this turn, add 1 die to their attack. |
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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. |
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Atlaga the Kyrie Warrior |
Kyrie Leadership: All Kyrie you control, except Atlaga, move one additional space. |
Ullar's Bolt of the Witherwood: After moving and before attacking with Atlaga, you may choose any opponent's figure
within 5 clear sight spaces of Atlaga. Roll the 20-sided die. If you roll a 1-15,
nothing happens. If you roll a 16 or higher, the chosen figure is destroyed. Atlaga
may attempt to use this power only once per game. |
Flying: When counting spaces for Atlaga's movement, ignore elevations. Atlaga may fly over
water without stopping, pass over figures without becoming engaged, and fly over obstacles
such as ruins. When Atlaga starts to fly, if he is engaged he will take any leaving
engagement attacks. |
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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. |
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Axegrinders of Burning Forge |
Dwarven Strategic Bonding: Before taking a turn with The Axegrinders of Burning Forge, you may first take a turn
with any Dwarf Hero you control. If you do not take a turn with any Dwarf Hero you
control, add 2 to the Axegrinders' move number. |
Fearless Advantage: An Axegrinder of Burning Forge rolls an additional die when attacking or defending
against large or huge figures. |
Climb X2: When moving up or down levels of terrain, The Axegrinders of Burning Forge may double
their Height. |
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Black Wyrmling |
Fledgling Acid Breath: Instead of attacking with a Black Wyrmling, you may choose one small or medium figure
within 4 clear sight spaces of it. Roll the 20-sided die. If you roll a 1-10, nothing
happens. If you roll an 11-15, the chosen figure receives 1 wound. If you roll a 16
or higher, the chosen figure receives 2 wounds. |
Wyrmling Bonding: After revealing an order marker on a Black Wyrmling Army Card, before taking that
Black Wyrmling's turn, you may take a turn with one other Wyrmling you control. |
Flying: When counting spaces for a Black Wyrmling's movement, ignore elevations. A Black Wyrmling
may fly over water without stopping, pass over figures without becoming engaged, and
fly over obstacles such as ruins. If a Black Wyrmling is engaged when it starts to
fly, it will take any leaving engagement attacks. |
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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. |
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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. |
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Blue Wyrmling |
Fledgling Lightning Breath Special Attack: Range 4 + Special. Attack 2. Choose a figure to attack. You may also choose one other
figure within 3 clear sight spaces of the targeted figure to be affected by Fledgling
Lightning Breath Special Attack. Roll attack dice once for both figures. Each figure
rolls defense dice separately. Fledgling Lightning Breath Special Attack does not
affect destructible objects. |
Wyrmling Bonding: After revealing an order marker on a Blue Wyrmling Army Card, before taking that Blue
Wyrmling's turn, you may take a turn with one other Wyrmling you control. |
Flying: When counting spaces for a Blue Wyrmling's movement, ignore elevations. A Blue Wyrmling
may fly over water without stopping, pass over figures without becoming engaged, and
fly over obstacles such as ruins. If a Blue Wyrmling is engaged when it starts to
fly, it will take any leaving engagement attacks. |
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Brandis Skyhunter |
Sky Watcher: If Brandis Skyhunter is attacking a non-adjacent figure that has the Flying or Stealth
Flying special power, add 2 dice to Brandis Skyhunter's attack. |
Archer's Glory: Each time Brandis Skyhunter destroys an opponent's non-adjacent Unique Hero, you may
take another turn with Brandis Skyhunter. |
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Brave Arrow |
Tracking: While moving, Brave Arrow may add 2 to his move number. If he does, he cannot attack
this turn. |
Scout Melee Attack Enhancement: All friendly Scouts adjacent to Brave Arrow receive an additional attack die when
attacking a figure adjacent to them. |
Concealment 10: If Brave Arrow is targeted and receives one or more wounds from an attacking figure
who is not adjacent, you must roll the 20-sided die. Count the minimum number of spaces
between the attacker and Brave Arrow. Add this number to your die roll. If you roll
a 10 or higher, ignore any wounds Brave Arrow just received. |
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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. |
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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. |
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Capuan Gladiators |
Human Gladiator Hero Bonding: Before taking a turn with the Capuan Gladiators, you may first take a turn with any
Human Gladiator Hero you control. |
Initiative Advantage: If all of your order markers are on Gladiator Army Cards, you may add 1 to your initiative
roll for every order marker on the Capuan Gladiators' Army Card, up to a maximum of
+3 for Initiative Advantage. |
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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. |
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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 elevation. 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. |
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Concan the Kyrie Warrior |
Knight and Sentinel Enhancement: All friendly Knights and Sentinels adjacent to Concan roll an additional 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. |
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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. |
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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 affect 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. |
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Darrak Ambershard |
Sneak Attack 2: If Darrak Ambershard is attacking an opponent's figure that is adjacent to at least
one other figure you control, add 2 dice to Darrak Ambershard's attack. |
Disarm Traps: When you roll the 20-sided die for a Treasure Glyph trap with Darrak Ambershard, you
may add 4 to your die roll. |
Hide In Darkness: If Darrak Ambershard is attacked with a normal attack and at least 1 skull is rolled,
roll the 20-sided die. If Darrak Ambershard is on a dungeon space, add 3 to your die
roll. If he is on a shadow space, add 6 to your die roll. If you roll 1-15, roll defense
dice normally. If you roll a 16 or higher, ignore all damage that would be inflicted
by the attack. |
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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 Ullar 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. |
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Death Chasers of Thesk |
Taskmaster Bonding: Before taking a turn with the Death Chasers of Thesk, you may first take a turn with
any large wild Hero you control. |
Orc Battle Rush: At the start of the first round of the game, after all order markers have been placed,
you may move all Death Chasers of Thesk you control up to 5 spaces each. They must
end their Orc Battle Rush movement on an empty space. |
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Death Knights of Valkrill |
Soul Weapons: Figures attacked by a Death Knight of Valkrill subtract 2 from their defense dice.
Destructible objects are not affected by Soul Weapons. |
Unholy Bonding: Before taking a turn with the Death Knights of Valkrill, you may first take a turn
with any small, medium, or large relentless Hero you control. |
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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. |
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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. |
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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 receives 2
wounds. If you roll a 16‑19, each adjacent figure receives 4 wounds. If you roll a
20, each adjacent figure receives 8 wounds. After using this power, Deathwalker is
always destroyed. |
Stealth Dodge: When Deathwalker 7000 rolls defense dice against an attacking figure who is not adjacent,
one shield will block all damage. |
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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. |
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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. |
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Deepwyrm Drow |
Poison Weapons: Each time a Deepwyrm Drow attacks a small, medium, or large Hero with a normal attack
or a leaving engagement attack and inflicts at least 1 wound, roll the 20-sided die.
If you roll a 1-11, nothing happens. If you roll a 12 or higher, add 1 additional
wound to the defending figure. |
Hide In Darkness: If a Deepwyrm Drow is attacked with a normal attack and at least 1 skull is rolled,
roll the 20-sided die. If that Deepwyrm Drow is on a dungeon space, add 3 to your
die roll. If it is on a shadow space, add 6 to your die roll. If you roll 1-15, roll
defense dice normally. If you roll a 16 or higher, ignore all damage that would be
inflicted by the attack. |
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Drow Chainfighter |
Chain Grab: After moving and before attacking with a Drow Chainfighter, you may choose one opponent's
small or medium figure within 3 clear sight spaces whose base is no more than 6 levels
above that Drow Chainfighter's height or 6 levels below that Drow Chainfighter's base.
Roll the 20-sided die. If you roll a 9 or higher, place the chosen figure on any empty
same-level space adjacent to that Drow Chainfighter. If the chosen figure is engaged
when it is moved by Chain Grab, it will not take any leaving engagement attacks. |
Hide In Darkness: If a Drow Chainfighter is attacked with a normal attack and at least 1 skull is rolled,
roll the 20-sided die. If that Drow Chainfighter is on a dungeon space, add 3 to your
die roll. If he is on a shadow space, add 6 to your die roll. If you roll a 1-15,
roll defense dice normally. If you roll a 16 or higher, ignore all damage that would
be inflicted by the attack. |
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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. |
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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). |
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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. |
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Earth Elemental |
Earth Slam Special Attack: Range 1. Attack 3. Any non-flying figure adjacent to this Earth Elemental is affected
by Earth Slam Special Attack. Roll attack dice once for all affected figures. Each
figure rolls defense separately. |
Underground Movement: Instead of moving normally with an Earth Elemental, you may immediately place it on
any empty non-water space that is within 4 spaces of that Earth Elemental and is no
higher than 1 level above that Earth Elemental's height or 3 levels below that Earth
Elemental's base. If an Earth Elemental is engaged when it starts its Underground
Movement, it will take any leaving engagement attacks. |
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Einar Imperium, The |
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. |
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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. |
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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 defense dice against an attacking figure who is not
adjacent, add 8 defense dice to the defending Viper. |
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Eltahale |
Thunder Ram Assault Special Attack: Range 1 + Special. Attack 4. Choose a figure to attack. You may also choose up to
two other figures within 2 clear sight spaces of the targeted figure to be affected
by Thunder Ram Assault Special Attack. Roll attack dice once for all affected figures.
Each figures rolls defense dice separately. You can only use Thunder Ram Assault Special
Attack if Eltahale was not adjacent to the targeted figure at the start of this turn.
You cannot use Thunder Ram Assault Special Attack if you used Thunder Step this turn. |
Thunder Step: Instead of moving Eltahale normally, you may choose an oppnent's figure within 5 clear
sight spaces of Eltahale. Place Eltahale on any empty space adjacent to the chosen
figure. For the duration of Eltahale's turn, add 1 to her attack value. At the end
of her turn, roll 1 attack die. If a skull is rolled, place 1 wound marker on Eltahale's
Army Card. If Eltahale is engaged when she starts Thunder Step, she will not take
any leaving engagement attacks. |
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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. |
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Empress Kiova |
Gift of the Empress Aura: When you roll defense dice for any Kyrie you control who 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 can be used only once for each defense roll.
Empress Kiova's 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. |
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Erevan Sunshadow |
Fire Blast Special Attack: Range 5. Attack Special. Each time you attack with Erevan Sunshadow's Fire Blast Special
Attack, you may choose to roll 2, 3, or 4 attack dice. If a skull is rolled on every
die, you may attack again with Everan Sunshadow's Fire Blast Special Attack. You may
continue attacking with Everan Sunshadow's Fire Blast Special Attack until you do
not roll a skull on every die. |
Fey Step: Once per game, Erevan Sunshadow may use Fey Step. Before moving normally with Erevan
Sunshadow, you may place him on any empty space within 5 spaces of his current location.
If Erevan Sunshadow is engaged when he uses Fey Step, he will not take any leaving
engagement attacks. |
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Estivara |
Venom Ray Special Attack: Range 5. Attack 3. If Estivara inflicts at least 1 wound with Venom Ray Special Attack,
roll the 20-sided die for Venom Damage. If you roll a 1-9, the defending figure receives
no additional wounds for Venom Damage. If you roll a 10-19, add 1 additional wound
marker to the defending figure's Army Card, and roll again for Venom Damage. If you
roll a 20, destroy the defending figure. |
Lolth's Judgement Aura: All Arachnid figures you control within 6 clear sight spaces of Estivara roll 1 additional
attack die when attacking normally. |
Cloud of Darkness: After taking a turn with Estivara, you may roll the 20-sided die. If you roll a 16
or higher, while she remains on that space, Estivara has no visible Hit Zone until
the next time you reveal an order marker. |
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Evar Scarcarver |
Double Assault: When Evar Scarcarver attacks an adjacent figure or destructible object, he may attack
one additional time. |
Frost Rage: When revealing a numbered order marker on Evar Scarcarver's Army Card, you may also
reveal an "X" order marker that is on Evar Scarcarver's Army Card to activate Frost
Rage for the duration of the round. While Frost Rage is active, add 1 to Evar Scarcarver's
Attack and Defense values for each wound marker on his Army Card. |
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Fen Hydra |
Hydra Heads: When this Fen Hydra attacks, it may attack up to 4 times. Reduce the number of times
this Fen Hydra can attack by 1 for each wound marker on this Army Card. |
Reach: If an opponent's figure is within 2 spaces of this Fen Hydra, and its base is no more
than 3 levels above this Fen Hydra's height or 3 levels below this Fen Hydra's base,
this Fen Hydra may add 1 to its Range when attacking that figure. |
Slither: The Fen Hydra does not have to stop its movement when entering water spaces. |
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Feral Troll |
Blood Frenzy: When attacking with this Feral Troll, it receives 1 extra attack die for each wound
marker on the defending figure's Army Card, to a maximum of 3 additional attack dice
for Blood Frenzy. |
Regenerate: After taking a turn with this Feral Troll, remove 1 Wound Marker from this Feral Troll's
Army Card. |
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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. |
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Fire Elemental |
Lava Resistant: A Fire Elemental never rolls for molten lava damage or lava field damage and it does
not have to stop on molten lava spaces. |
Searing Intensity: After moving and before attacking, you must roll the 20-sided die once for each figure
adjacent to at least one Fire Elemental you control. If you roll a 14 or higher, that
figure receives 1 wound. Figures with the Lava Resistant special power are not affected
by Searing Intensity. |
Negative Element: A Fire Element can never roll defense dice while it is on a water space. |
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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. |
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Frost Giant of Morh |
Indomitable: If this Frost Giant of Morh begins its turn unengaged, add 2 to its Move value this
turn. If it begins its turn engaged, add 2 to its Attack value this turn. |
Battle Frenzy: After attacking with this Frost Giant of Morh, roll the 20-sided die. If you roll
a 16 or higher, you may attack again with this Frost Giant of Morh. |
Dying Swipe: If this Frost Giant of Morh is attacked with a normal attack by an opponent's figure
and receives enough wounds to be destroyed, roll 3 attack dice. One at a time for
each skull rolled, you may inflict 1 wound on any figure that is adjacent to this
Frost Giant of Morh. Figures affected by Dying Swipe cannot roll any defense dice
and can receive more than 1 wound each. After using Dying Swipe, remove this Frost
Giant of Morh from the battlefield. |
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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. |
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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 rolling defense dice against a normal attack from an adjacent figure, a Gladiatron
adds 1 die. |
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Goblin Cutters |
Mob Attack: When attacking with a Goblin Cutter you control, if the defending figure is engaged
with at least 2 other Goblin Cutters you control, it subtracts 2 from its defense
dice. |
Scurry: When a Goblin Cutter you control is destroyed by a normal attack from an opponent's
figure, you may move any 2 Goblin Cutters you control up to 4 spaces each, and all
Goblin Cutters you control no longer have any visible Hit Zones for the duration of
the attacking figure's turn while they remain unengaged. Goblin Cutters will never
take any leaving engagement attacks while using Scurry. |
Scale: When moving up or down levels of terrain, Goblin Cutters may add 2 to their height. |
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Gorillinators |
Tough: When rolling defense dice against a normal attack, Gorillinators always add one automatic
shield to whatever is rolled. |
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Granite Guardians |
Rock Throw: If a Granite Guardian has a height advantage on an opponent's figure, it may add 2
to its range when attacking that figure. |
Landslide: A Granite Guardian with a height advantage on an adjacent opponent's figure rolls
an additional attack die when attacking that figure. |
Gain High Ground: After taking a turn with Granite Guardians, you may move each Granite Guardian you
control up to 1 space. This space may be up to 4 levels higher. |
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Greater Ice Elemental |
Ice Cold: While a Greater Ice Elemental is on a water or ice space, that space and all same-level
water spaces adjacent to that Greater Ice Elemental are considered normal ice spaces.
Figures do not have to stop their movement on normal ice spaces. |
Ice Spikes 15: If an opponent's figure moves adjacent to this Greater Ice Elemental, roll the 20-sided
die. If this Greater Ice Elemental is on at least one ice or snow space, add 2 to
your die roll. If you roll a 15 or higher, the opponent's figure receives 1 wound.
Figures can be affected by Ice Spikes only as they move into engagement with this
Greater Ice Elemental. |
Cold Healing: After taking a turn with this Greater Ice Elemental, if it is on at least one snow
or ice space, remove 1 wound marker from this Greater Ice Elemental's Army Card. |
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Greenscale Warriors |
Loyalty to the Lizard King: At the start of the game, choose a Unique Lizardfolk Hero you control, or a Unique
large or huge Dragon Hero you control, to be the Greenscale Warriors' Lizard King.
A Greenscale Warrior rolls 1 additional attack and defense die when its chosen Lizard
King is within 2 clear sight spaces. You can choose only one Lizard King for all the
Greenscale Warriors you control. |
Lizard King Bonding: Before taking a turn with the Greenscale Warriors, you may first take a turn with
their chosen Lizard King if it is still under your control. |
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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. |
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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. |
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Guilty McCreech |
Double Attack: When Guilty McCreech attacks, he may attack one additional time. |
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Gurei-Oni |
Evil Eye Defense: When rolling defense dice against a normal attack from a non-adjacent 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 dice once for both figures. Each figure rolls defense dice separately. |
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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 shield. 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. |
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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. |
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Heirloom |
Force Orb Special Attack: Range 5. Attack 3. Choose an opponent's figure to attack. Each opponent's figure adjacent
to the chosen figure is also affected by Force Orb Special Attack. Roll attack dice
once for all affected figures. Each figure rolls defense dice separately. |
Mage Hand: After moving and before attacking with Heirloom, you may choose a Treasure Glyph on
an unoccupied space within 4 spaces of Heirloom. You may move that Treasure Glyph
onto any empty same-level space adjacent to Heirloom. Symbol-side-up Treasure Glyphs
cannot be revealed, and a power-side-up Treasure Glyph must be placed power-side-up
when moved by Mage Hand. |
Warforged Resolve: When rolling defense dice against a normal or special attack, Heirloom always adds
1 automatic shield to whatever is rolled. |
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Horned Skull Brutes |
Expendable Rabble: If a Horned Skull Brute you control is attacked with a normal attack by an opponent's
figure and receives 1 or more wounds, you may destroy a small Goblin figure you control
that is adjacent to that Horned Skull Brute to ignore any wounds that Horned Skull
Brute just received. |
Barge into Battle: After moving and before attacking, if a Horned Skull Brute you control ends its movement
unengaged, you may choose an engaged small or medium friendly Squad figure within
3 clear sight spaces of that Horned Skull Brute whose base is no more that 2 levels
higher or lower than the base of that Horned Skull Brute. You may switch that Horned
Skull Brute with the chosen Squad figure. Figures moved by Barge into Battle never
take any leaving engagement attacks. |
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Ice Troll Berserker |
Ice Troll Charge: After moving and before attacking with this Ice Troll Berserker, roll the 20-sided
die. If this Ice Troll Berserker is on a snow or ice space, add 3 to your die roll.
If you roll a 13 or higher, you may move this Ice Troll Berserker again. |
Cold Regenerate: After taking a turn with this Ice Troll Berserker, remove 1 wound marker from this
Ice Troll Berserker's Army Card. If it is on a snow or ice space, remove 1 additional
wound marker. |
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Iron Golem |
Iron Tough: When rolling defense dice against a special attack, this Iron Golem always adds 2
automatic shields to whatever is rolled. |
Lava Resistant: This Iron Golem never rolls for molten lava damage or lava field damage, and it does
not have to stop on molten lava spaces. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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's
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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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Kumiko |
Ninjutsu Barrage Special Attack: Range 1. Attack 3. Instead of moving and attacking normally with Kumiko, you may move
Kumiko up to 3 spaces. Kumiko can attack up to 3 times with Ninjutsu Barrage Special
Attack at any point before, during, or after this move as long as Kumiko is on a space
where she could end her movement. Kumiko cannot attack the same figure more than once
on a single turn. |
Phantom Walk: Kumiko can move through all figures and is never attacked when leaving an engagement. |
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Kurrok the Elementalist |
Summon Elemental: After moving and before attacking with Kurrok the Elementalist, you may roll the 20-sided
die. If you roll an 11 or higher, you may if possible, place one of your previously
destroyed small or medium Elementals on an empty space within 3 clear sight spaces
of Kurrok the Elementalist. |
Master of the Elements: After revealing an order marker on Kurrok the Elementalist, instead of taking that
turn with Kurrok, you may take a turn with up to three small or medium Elementals
you control that are within 8 clear sight spaces of Kurrok the Elementalist. |
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Kyntela Gwyn |
Strength of Oak Aura 1: All friendly Elves adjacent to Kyntela Gwyn add 1 to their defense dice. |
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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. |
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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. |
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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. |
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. |
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. |
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. |
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. |
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. |
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, remove
1 wound marker from the chosen Hivelord's Army Card. |
Climb X2: When moving up or down levels of terrain, Marrden Nagrubs may double their Height. |
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Marro Dividers |
Cell Divide: When a Marro Divider you control receives one or more wounds from a Normal or Special
Attack by an opponent's figure, you may roll the 20-sided die before removing that
figure. If you roll a 17 or higher, ignore any wounds that figure just received and,
if possible, place one of your previously destroyed Marro Dividers on a same-level
space adjacent to the defending Marro Divider. |
Self-Replicating: Marro Hive cannot rebirth Marro Dividers with its Marro Rebirth special power. |
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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. |
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. |
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. |
Master's Assault: Master Woo may attack any or all figures adjacent to him. Roll each attack separately. |
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 Leap
25, he will not take any leaving engagement attacks. |
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Master of the Hunt |
Mortal Strike: After attacking an opponent's Unique Hero with this Master of the Hunt's normal attack,
roll 1 attack die for each wound inflicted in that attack. For each additional skull
rolled, place 1 additional wound marker on the defending figure's Army Card. |
Javelin: After moving and before attacking with this Master of the Hunt, you may roll the 20-sided
die. If you roll a 16 or higher, add 3 to this Master of the Hunt's Range value for
the duration of its turn. |
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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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Mezzodemon Warmongers |
Poison Cloud: When a Mezzodemon Warmonger attacks a common figure, add 1 to its Attack value. |
Exoskeleton: At the start of the game, place 1 copper Exoskeleton marker on a Mezzodemon Warmongers
Army Card for each Mezzodemon Warmonger figure in your Army. After a Mezzodemon Warmonger
rolls defense dice against a normal attack, you may remove 1 Exoskeleton marker from
its Army Card to ignore all wounds inflicted by that attack. |
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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. |
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. |
Sighting: When a Microcorp Agent is attacking with a height advantage, he rolls an additional
attack die. |
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Migol Ironwill |
Deadly Strike: When attacking with Migol Ironwill, each skull rolled counts as one additional hit. |
One Shield Defense: When rolling defense dice, if Migol Ironwill rolls at least one shield, the most wounds
Migol Ironwill can take for this attack is one. |
Climb X2: When moving up or down levels of terrain, Migol Ironwill may double his Height. |
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Mika Connour |
Shadow Ambush: If Mika Connour starts her turn unengaged and on a shadow space, add 3 dice to her
attack this turn. |
Shadow Dance: If Mika Connour starts her turn on a shadow space, instead of moving normally, you
may place her on any other empty shadow space within 8 spaces of her current location.
If Mika Connour is engaged when she starts her Shadow Dance, she will take any leaving
engagement attacks. |
Blend Into Shadow: Mika Connour starts each game with up to 2 shadow tiles on her Army Card. If Mika
Connour ends her turn on an empty land space, you may place a shadow tile from her
Army Card onto the space she occupies if the shadow tile fits normally onto that space. |
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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. |
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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Mind Flayer Mastermind |
Psionic Blast Special Attack: Range 3. Attack 3. This Mind Flayer Mastermind does not need clear line of sight to
attack with Psionic Blast Special Attack. If a figure receives 1 or more wounds from
Psionic Blast Special Attack, remove one unrevealed order marker at random from that
figure's Army Card (or cards if your opponent has more than one Common card for the
figure). |
Enslave 17: When revealing an order marker on this Mind Flayer Mastermind, after taking this Mind
Flayer Mastermind's turn, you may choose any Unique Hero figure within 4 clear sight
spaces of this Mind Flayer Mastermind. Roll the 20-sided die. If you roll a 17 or
higher, take temporary control of the chosen Hero and immediately take a turn with
that Hero. At the end of that turn, control of the chosen Hero returns to its previous
owner. All order markers that were on the figure's Army Card will stay on the Army
Card. Enslave does not affect Mind Flayers. |
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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. |
Deadly Strike: When attacking with Minions of Utgar all skulls rolled count for one additional hit. |
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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Mogrimm Forgehammer |
Combat Leader: If at least one order marker is on Mogrimm Forgehammer, you may add 3 to your initiative
roll. |
Commander's Strike: After moving and before attacking with Mogrimm Forgehammer, you may choose any opponent's
figure within 5 clear site spaces that is engaged with any other figure you control.
Roll the 20-sided die. If you roll a 15 or higher, the chosen figure receives 1 wound. |
Tough: When rolling defense dice against a normal attack, Mogrimm Forgehammer always adds
1 automatic shield to whatever is rolled. |
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Mohican River Tribe |
Battle Fury: If a Mohican River Tribesman is engaged, add 1 to his attack dice and 2 to his defense
dice. |
War Cry: After taking a turn with the Mohican River Tribe, if at least two Mohican River Tribesmen
you control are engaged, you may immediately take a turn with one Unique Tribesman
Hero you control. |
Concealment 19: If a Mohican River Tribesman you control is targeted and receives one or more wounds
from an attacking figure who is not adjacent, you must roll the 20-sided die. Count
the minimum number of spaces between the attacker and the Mohican River Tribesman.
Add this number to your die roll. If you roll a 19 or higher, ignore any wounds the
Mohican River Tribesman just received. |
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Moltenclaw |
Burning Breath Special Attack: Range 4 + Special. Attack 4. Choose a figure to attack. You may also choose 4 spaces
in a straight line from the targeted figure. All figures on those spaces that are
within line of sight of Moltenclaw are affected by Burning Breath Special Attack.
Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
Moltenclaw is not affected by Burning Breath Special Attack. |
Lava Resistant: Moltenclaw never rolls for molten lava damage or lava field damage, and he does not
have to stop on molten lava spaces. |
Flying: When counting spaces for Moltenclaw's movement, ignore elevations. Moltenclaw may
fly over water without stopping, pass over figures without becoming engaged, and fly
over obstacles such as ruins. If Moltenclaw is engaged when he starts to fly, 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. |
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 Nakita Agent you control, or any figure you control that is adjacent to any
Nakita 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 Nakita Agents you control,
and all figures you control that are adjacent to those Nakita Agents, no longer have
any visible hit zones for the duration of the targeting figure's turn. |
Engagement Strike 15: If an opponent's small or medium figure moves adjacent to a Nakita 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 Nakita Agent. |
Gorillinator Movement Bonding: Before taking a turn with Nakita Agents, you may move 3 Gorillinators you control
up to 7 spaces each. |
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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. |
Orc Defensive 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. |
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. |
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 1‑11, 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. |
Ghost Walk: Ninjas of the Northern Wind can move through all figures. |
Disengage: Ninjas of the Northern Wind 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. |
Lava Throw: When an Obsidian Guard is on a molten lava space it may add 2 to its range. |
Water Weakness: An Obsidian Guard on a waterspace rolls 2 fewer defense dice. |
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Ogre Pulverizer |
Double Attack: When this Ogre Pulverizer attacks, it may attack one additional time. |
Lumbering Bully: When attacking with this Ogre Pulverizer, all excess shields rolled by the defending
figure count as unblockable hits inflicted by the defending figure on this Ogre Pulverizer. |
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Ogre Warhulk |
Flail Hurricane: After moving and before attacking with this Ogre Warhulk, you must roll the 20-sided
die. If you roll a 1-10, it may attack normally. If you roll an 11 or higher, instead
of attacking normally, it must attack each figure adjacent to it, if possible. Roll
each attack separately. |
Mine!: When you roll the 20-sided die for a Treasure Glyph trap with this Ogre Warlhulk,
you must subtract 4 from your role. |
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Omnicron Repulsors |
Circuitry Overload: After moving and before attacking, you must roll the 20-sided die once for each Soulborg
figure adjacent to any Omnicron Repulsors you control. If the figure is a Squad figure
and you roll a 13 or higher, destroy that figure. If the figure is a Hero figure and
you roll a 16 or higher, that figure receives a wound. Omnicron Repulsors are not
affected by Circuitry Overload. |
Targeting Beacon: When attacking a non-adjacent figure, all Soulborg figures you control who follow
Jandar add 1 die to their attack if at least one Omnicron Repulsor you control is
adjacent to the defending figure. |
EMP Response: If an Omnicron Repulsor you control successfully defends against an attack by a Soulborg
figure, you must roll the 20-sided die. If you roll a 14 or higher, the attacking
figure must immediately end its turn and all order markers must be removed from its
Army Card (or cards if your opponent has more than one Common Army Card for that figure). |
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Omnicron Snipers |
Deadly Shot: When attacking with Omnicron Snipers, all skulls 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. |
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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Othkurik The Black Dragon |
Acid Spray Special Attack: Range 4. Attack 4. Choose a figure to attack. You may also choose up to two other
figures adjacent to the targeted figure to be affected by Acid Spray Special Attack.
Roll attack once for all affected figures. Each figure rolls defense dice seperately. |
Lurking Ambush: If Othkurik starts his turn unengaged and on at least one shadow or swamp water space,
for this turn add 1 to Othkurik's movement and add 3 to his attack value. |
Flying: When counting spaces for Othkurik's movement, ignore elevations. Othkurik may fly
over water without stopping, pass over figures without becoming engaged, and fly over
obstacles such as ruins. If Othkurik is engaged when he starts to fly, he will take
any leaving engagement attacks. |
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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. |
Phantom Walk: Otonashi can move through all figures and is never attacked when leaving an engagement. |
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. |
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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Pelloth |
Lolth's Wrath Special Attack: Range Special. Attack 3. Choose a Drow figure you control that is within 5 clear sight
spaces of Pelloth and roll 3 attack dice. One at a time for each skull rolled, you
may inflict 1 wound on any small or medium figure that is within 2 clear sight spaces
of the chosen Drow figure. You may inflict more than 1 wound on a single figure using
Lolth's Wrath Special Attack. Figures affected by Lolth's Wrath Special Attack cannot
roll any defense dice. After attacking with Lolth's Wrath Special Attack, destroy
the chosen Drow figure. |
Lurk In The Shadows: If Pelloth is on a shadow space, opponent's figures must be adjacent to attack him
with a normal attack. |
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Phantom Knights |
Insubstantial 3: A Phantom Knight adds 3 additional defense dice when rolling defense against a normal
attack from a figure who is not adjacent. |
Stealth Flying: When counting spaces for a Phantom Knight's movement, ignore elevations. A Phantom
Knight may fly over water without stopping, pass over figures without becoming engaged,
and fly over obstacles such as ruins. If a Phantom Knight is engaged when it starts
to fly, it will not take any leaving engagement attacks. |
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Protectors of Ullar |
Combined Arbalest: When attacking with a Protector of Ullar, roll 1 additional attack die for every wound
that has been inflicted on the defending figure this turn by Protectors of Ullar you
control. |
Flying: When counting spaces for a Protector of Ullar's movement, ignore elevations. A Protector
of Ullar may fly over water without stopping, pass over figures without becoming engaged,
and fly over obstacles such as ruins. When a Protector of Ullar starts to fly, if
he is engaged he will take any leaving engagement attacks. |
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Quasatch Hunters |
Feral Rage: When a Quasatch Hunter attacks, it may attack up to 2 additional times. A Quasatch
Hunter cannot attack the same figure more than once per turn. |
Techno Hatred: When attacking a Soulborg figure, Quasatch Hunters receive 1 additional attack die. |
Jungle Tracking: If a Quasatch Hunter begins its turn adjacent to an Evergreen Tree or Jungle Piece,
it may move 2 additional spaces. |
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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. |
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. |
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. |
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. |
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. |
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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Red Wyrmling |
Fledgling Fires Special Attack: Range 5. Attack 3. Common Squad figures roll 2 fewer defense dice against Fledgling
Fires Special Attack. |
Wyrmling Bonding: After revealing an order marker on a Red Wyrmling Army Card, before taking that Red
Wyrmling's turn, you may take a turn with one other Wyrmling you control. |
Flying: When counting spaces for a Red Wyrmling's movement, ignore elevations. A Red Wyrmling
may fly over water without stopping, pass over figures without becoming engaged, and
fly over obstacles such as ruins. If a Red Wyrmling is engaged when it starts to fly,
it 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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Rhogar Dragonspine |
Dragon Breath Special Attack: Range Special. Attack 3. Choose 3 spaces in a straight line from Rhogar Dragonspine.
All figures on those spaces that are in line of sight are affected by Dragon Breath
Special Attack. Roll attack dice once for all affected figures. Each figure rolls
defense dice separately. |
Lay on Hands: After moving and before attacking with Rhogar Dragonspine, you may choose a wounded
friendly Hero figure adjacent to Rhogar Dragonspine and roll the 20-sided die. If
you roll a 6 or higher, remove 1 wound marker from the chosen figure's Army Card. |
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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. |
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. |
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. |
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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Sahuagin Raider |
Blood Frenzy: When attacking with a Sahuagin Raider, it receives 1 extra attack die for each wound
marker on the defending figure's Army Card, to a maximum of 3 additional attack dice
for Blood Frenzy. |
Amphibious: While a Sahuagin Raider is on a water space, add 2 to its Defense. If a Sahuagin Raider
starts its turn on a water space, add 1 to its movement for that turn. A Sahuagin
Raider does not have to stop its movement when entering a water space. |
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Samuel Brown |
Fire and Rush Special Attack: Range Special. Attack Special. If Samuel Brown begins his turn unengaged, instead
of moving and attacking normally, he may use his Fire and Rush Special Attack. Choose
a figure within 5 spaces of Samuel Brown to attack and roll 3 attack dice. If the
defending figure receives one or more wounds from that attack, you may move Samuel
Brown up to 5 spaces. If Samuel Brown ends that move engaged, he may attack again
by rolling 4 attack dice. |
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Saylind the Kyrie Warrior |
Spear of Summoning: After moving and before attacking, choose 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 space adjacent to Saylind. If the summoned figure is
engaged, the figure does not receive any leaving engagement attacks. |
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 |
Shields of Valor: When defending with Sentinels of Jandar, each shield rolled counts for one additional
block. |
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 Sentinel 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. |
Grapple Gun 25: Instead of Sgt. Drake Alexander's normal move, he may move only one space. This space
may be up to 25 levels higher. When using the Grapple Gun, all engagement rules still
apply. |
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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. |
Grapple Arm: Instead of his normal move, Sgt. Drake Alexander may use his Grapple Arm. Grapple
Arm has a move of 4. When counting spaces for Grapple Arm ignore elevations. Drake
may grapple over water without stopping, over figures without becoming engaged, and
over obstacles such as ruins. Drake may not grapple more than 45 levels up or down
in a single Grapple Arm move. If Drake is engaged when he starts his Grapple Arm move,
he will take any leaving engagement attacks. |
Pistol Fire Special Attack: Range 5. Attack 3. Drake may not use Pistol Fire Special Attack to attack a figure
who follows Jandar. |
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Shades of Bleakwoode |
Soul Devour: Before moving, each Shade of Bleakwoode you control may choose an adjacent unique
hero. Roll the 20‑sided once for each Shade. If you roll 19 or 20, destroy the Shade
of Bleakwoode figure, then take control of the chosen unique hero and remove any Order
Markers on its card. You now control that Army Card. |
Stealth Flying: When counting spaces for Shades of Bleakwoode's movement, ignore elevations. Shades
of Bleakwoode may fly over water without stopping, pass over figures without becoming
engaged, and fly over obstacles such as ruins. When a Shade of Bleakwoode starts to
fly, if it is engaged it will not take any leaving engagement attacks. |
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Shaolin Monks |
Shaolin Assault: A Shaolin Monk may attack any or all figures adjacent to him. Roll each attack separately. |
Stealth Leap: Instead of their normal move, any or all Shaolin Monks may Stealth Leap. Stealth Leap
has a move of 3. When counting spaces for a Monk's leaping movement, ignore elevations.
A Monk may leap over water without stopping, pass over figures without becoming engaged,
and leap over obstacles such as ruins. A Monk may not leap more than 12 levels up
or down in a single leap. If a Monk is engaged when he starts to leap, he does not
take any leaving engagement attacks. |
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Sharwin Wildborn |
Arcane Bolt Special Attack: Range 5 + Special. Attack 3. The first target of Arcane Bolt Special Attack must be
within a Range of 5. After attacking with Arcane Bolt Special Attack, if the defending
figure receives at least 1 wound, you may choose a figure that was adjacent to the
defending figure at the beginning of that attack and attack that chosen figure with
Arcane Bolt Special Attack. You may continue attacking with Arcane Bolt Special Attack
in this manner until you fail to inflict a wound. A figure cannot be attacked more
than once in a turn with Arcane Bolt Special Attack. |
Arcane Riposte: When Sharwin Wildborn rolls defense dice against a normal attack, all excess shields
count as unblockable hits on the attacking figure. |
Shocking Grasp: When rolling attack dice for a normal attack, Sharwin Wildborn always adds 1 automatic
skull to whatever is rolled. |
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Shiori |
Concentrated Will: If Shiori has only one unrevealed order marker on her Army Card, add 1 to her attack
and defense. |
Phantom Walk: Shiori can move through all figures and is never attacked when leaving an engagement. |
Shuriken Special Attack: Range 5. Attack Special. If Shiori is attacking a small or medium figure, roll 3 attack
dice for Shuriken Special Attack. If Shiori is attacking a figure of a different size
or a destructible object, roll 2 attack dice for Shuriken Special Attack. |
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Shurrak |
Sweeping Sword Special Attack: Range 1. Attack 5. Choose a figure to attack. Any figures adjacent to both Shurrak
and the chosen figure are also affected by Sweeping Sword Special Attack. Roll attack
dice once for all affected figures. Each figure rolls defense dice separately. |
Knockback 14: When a small or medium figure rolls defense dice and is not destroyed by a normal
or special attack by Shurrak, immediately roll the 20-sided die. If you roll a 14
or higher, you may Knockback the figure by placing it on any empty space within 3
clear sight spaces of Shurrak. The space must be on the same level as or lower than
its current location. A figure moved by Knockback never takes any leaving engagement
attacks. A non-flying figure moved lower by Knockback can receive any falling damage
that may apply. |
Lava Resistant: Shurrak never rolls for molten lava damage or lava field damage, and he does not have
to stop on molten lava spaces. |
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Siege |
Crag of Steel: When revealing a numbered order marker on Siege's Army Card, you may also reveal an
"X" order marker that is on Siege's Army Card to activate Crag of Steel for the duration
of the round. While Crag of Steel is active, add 3 to Siege's Defense value and subtract
2 from Siege's Attack and Move values. When Siege attacks while Crag of Steel is active,
he may attack any or all figures adjacent to him. Roll each attack separately. |
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Sir Denrick |
A Coward's Reward: Sir Denrick rolls one additional die against each figure leaving an engagement with
him. |
Giant Killer: When Sir Denrick attacks huge figures, add 2 attack dice. |
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Sir Dupuis |
Knight's Courage: Add 1 to Sir Dupuis' attack dice for every Knight you control within 4 clear sight
spaces of Sir Dupuis up to a maximum of +3 dice. |
Tactical Disengagement 7: When Sir Dupuis receives one or more wounds from a leaving engagement attack, immediately
roll the 20-sided die. If you roll a 7 or higher, ignore any wounds from that leaving
engagement attack. |
Chalice of Fortitude: If Sir Dupuis has 4 or more wounds on his Army Card, add 1 to his defense dice. |
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Sir Gilbert |
Jandar's Dispatch: After you take a turn with Sir Gilbert, you may roll 12 Jandar Valkyrie dice. Move
up to 4 squad figures you control who follow Jandar up to X spaces. X equals the number
of Jandar symbols rolled. Any squad figures moved with Jandar's Dispatch must be within
8 clear sight spaces of Sir Gilbert prior to moving. |
Attack Aura 1: All friendly figures adjacent to Sir Gilbert with a range of 1 add 1 die to their
normal attack. |
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Sir Hawthorne |
Blind Rage Special Attack: Range 1. Attack 3. If Sir Hawthorne rolls at least 2 skulls with his Blind Rage Special
Attack, Sir Hawthorne may attack again with his Blind Rage Special Attack. Sir Hawthorne
may continue attacking with his Blind Rage Special Attack until he rolls fewer than
2 skulls. |
Stab In the Back: After you take a turn with Sir Hawthorne, you must roll the 20‑sided die. If you roll
a 1, choose an opponent. That opponent now controls Sir Hawthorne. Remove any order
markers on this Army Card, then give the card to that opponent. |
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Sonlen |
Dragon Healing: Before moving, you may choose a wounded Hero figure within 4 clear sight spaces of
Sonlen. Roll the 20-sided die. If you roll a 15 or higher, remove one wound marker
from the chosen Hero's Army Card. Sonlen's Dragon can use its Dragon Healing on Sonlen. |
Dragon Swoop: After moving and before attacking, you may choose any figure within 4 clear sight
spaces of Sonlen. Roll the 20-sided die. If you roll a 15 or higher, the chosen figure
receives one wound. |
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Sonya Esenwein |
Life Drain: Each time Sonya Esenwein destroys a figure, you may remove a wound marker from this
Army Card. Sonya Esenwein cannot Life Drain destructible objects. |
Eternal Strength: Anytime you roll the 20-sided die for Cyprien Esenwein's Chilling Touch, you may add
2 to your die roll. |
Eternal Heartbreak: If you control Cyprien Esenwein and he is destroyed, Sonya Esenwein immediately receives
2 wounds. |
Flying: When counting spaces for Sonya Esenwein's movement, ignore elevations. Sonya Esenwein
may fly over water without stopping, pass over figures without becoming engaged, and
fly over obstacles such as ruins. When Sonya Esenwein starts to fly, if she is engaged
she will take any leaving engagement attacks. |
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Spartacus |
Gladiator Inspiration: If all Order Markers for a round are placed on Gladiator Army Cards, and at least
one Order Marker is placed on Spartacus, then all Gladiators you control (except Spartacus)
become inspired. Inspired Gladiators add one to their Move number and 1 extra attack
die and defense die for the rest of the round. |
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Su-Bak-Na |
Hive Supremacy: Any time you roll the 20‑sided die for a Marro or Wulsinu Army Card, you may add 1
to your die roll. |
Flying: When counting spaces for Su‑Bak‑Na's movement, ignore elevation. Su‑Bak‑Na may fly
over water without stopping. Su‑Bak‑Na may pass over figures without becoming engaged.
Su‑Bak‑Na may fly over obstacles such as ruins. When Su‑Bak‑Na starts to fly, if he
is engaged he will take any leaving engagement attacks. |
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Sudema |
Stare of Stone: Instead of attacking, choose any figure within 4 clear sight spaces of Sudema. Roll
the 20‑sided die. If the chosen figure is a Squad figure and you roll a 7 or higher,
destroy it. If the chosen figure is a Hero figure and you roll a 17 or higher, destroy
the chosen Hero. |
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Sujoah |
Poison Sting Special Attack: Range 1. Attack 4. If Sujoah inflicts at least 1 wound with Poison Sting Special Attack,
roll the 20-sided die for Poison Damage. If you roll a 1-9, the defending figure received
no additional wounds for Poison Damage. If you roll a 10-19, add 1 additional wound
marker to the defending figures Army Card, and roll again for Poison Damage. If you
roll a 20, destroy the defending figure. |
Flying: When counting spaces for Sujoah's movement, ignore elevations. Sujoah may fly over
water without stopping, pass over figures without becoming engaged, and fly over obstacles
such as ruins. When Sujoah starts to fly, if he is engaged he will take any leaving
engagement attacks. |
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Swog Rider |
Disengage: Swog Rider is never attacked when leaving an engagement. |
Orc Archer Enhancement: All friendly Orc Archers adjacent to a Swog Rider receive an additional attack die
and an additional defense die. |
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Syvarris |
Double Attack: When Syvarris attacks, he may attack one additional time. |
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Taelord the Kyrie Warrior |
Attack Aura: All figures you control within 4 clear sight spaces of Taelord get +1 to attack. Taelord's
Attack Aura does not affect Taelord. |
Stealth Flying: When counting spaces for Taelord's movement, ignore elevations. Taelord may fly over
water without stopping, pass over figures without becoming engaged, and fly over obstacles
such as ruins. When Taelord starts to fly, if he is engaged he will not take any leaving
engagement attacks. |
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Tagawa 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. |
Bloodlust: For every opponent's figure a Tagawa Samurai destroys, place a purple Experience Marker
on this card. When attacking with Tagawa Samurai, roll one additional attack die for
each Experience Marker on this card. A maximum of 3 Experience Markers can be placed
on this card. |
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Tagawa Samurai Archers |
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. |
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Tandros Kreel |
+2 Broadsword: If Tandros Kreel is attacking an adjacent figure, add 2 dice to Tandros Kreel's attack. |
Cleave: When Tandros Kreel attacks an adjacent figure, you may choose one Squad figure that
is also adjacent to Tandros Kreel. If the defending figure receives any wounds from
Tandros Kreel's attack, the chosen figure receives one wound. |
Combat Challenge: If an opponent's figure that is adjacent to Tandros Kreel attacks with a normal or
special attack, it must attack Tandros Kreel. |
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Tarn Viking Warriors |
Berserker Charge: After moving and before attacking, roll the 20‑sided die. If you roll a 15 or higher,
you may move all Tarn Viking Warriors again. |
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Templar Cavalry |
Galloping Charge: A Templar Cavalry Knight receives 2 additional attack dice when attacking any figure
that was at least 4 clear sight spaces away from that Knight at the start of his turn. |
Dismiss the Rabble: When rolling defense dice against adjacent attacking small or medium Squad figures,
Templar Cavalry Knights receive 1 additional defense die. |
Righteous Smite: When attacking an opponent's figure who follows Utgar, Templar Cavalry Knights receive
1 additional attack die. |
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Theracus |
Carry: Before moving Theracus, choose an unengaged friendly small or medium figure adjacent
to Thercus. After you move Theracus, place the chosen figure adjacent to Theracus. |
Flying: When counting spaces for Theracus's movement, ignore elevations. Theracus may fly
over water without stopping, pass over figures without becoming engaged, and fly over
obstacles such as ruins. When Theracus starts to fly, if he is engaged he will take
any leaving engagement attacks. |
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Thorgrim the Viking Champion |
Defensive Aura 1: All friendly figures adjacent to Thorgrim add 1 die to their defense. |
Warrior's Armor Spirit 1: When Thorgrim is destroyed, place this figure on any unique Army Card. Thorgrim's
Spirit adds 1 to the defense number on that card. |
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Tor-Kul-Na |
Trample Stomp: At any point while moving, Tor-Kul-Na may choose a small or medium figure that is
adjacent, on the same level, and on a space where Tor-Kul-Na may end his movement.
Roll the 20-sided die. If you roll 1-7, the figure is safe and Tor-Kul-Na's movement
ends. If you roll 8-20, the chosen figure receives one wound. If the wound destroys
the figure, move Tor-Kul-Na on the space that the figure occupied, and you may continue
Tor-Kul-Na's movement. If the chosen figure is not destroyed, Tor-Kul-Na's movement
ends. Tor-Kul-Na must be on a space where he can end movement each time he uses this
power. |
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Torin |
Battleaxe: If Torin is attacking a small or medium figure, add 2 dice to Torin's attack. |
Evil Eye Protection: When Torin, or any friendly small or medium Utgar figure adjacent to Torin, rolls
defense dice against a normal attack from a non-adjacent attacking figure, all excess
shields count as unblockable hits inflicted by Torin on the attacking figure. |
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Tornak |
Disengage: Tornak is never attacked when leaving an engagement. |
Orc Warrior Enhancement: All friendly Orc Warriors adjacent to Tornak receive an additional attack die and
an additional defense die. |
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Tul-Bak-Ra |
Mind Blast Special Attack: Range 3. Attack 3. Tul-Bak-Ra does not need clear line of sight to attack with Mind
Blast Special Attack. |
Teleportation: Instead of moving Tul-Bak-Ra normally, you may choose any empty space that is on the
same level and within 10 spaces of Tul-Bak-Ra. Place Tul-Bak-Ra on the chosen space.
When Tul-Bak-Ra starts to Teleport, if he is engaged he will not take any leaving
engagement attacks. |
Teleport Reinforcements: When Tul-Bak-Ra receives one or more wounds from an opposing figure's Normal or Special
Attack but is not destroyed, you may choose one friendly Marro Squad figure for every
wound Tul-Bak-Ra just received. Place the chosen figure(s) on any empty space(s) adjacent
to Tul-Bak-Ra. If the teleported figure(s) are engaged, they will not take any leaving
engagement attacks. |
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Ulginesh |
Mind Link: Instead of taking a turn with Ulginesh, you may take a turn with up to 2 different
Elf Wizards you control. Ulginesh cannot be one of the 2 Elf Wizards. Any Elf Wizard
that is taking a turn instead of Ulginesh must be within 6 clear site spaces of Ulginesh
before moving. |
Flying: When counting spaces for Ulginesh's movement, ignore elevations. Ulginesh may fly
over water without stopping, pass over figures without becoming engaged, and fly over
obstacles such as ruins. When Ulginesh starts to fly, if he is engaged he will take
any leaving engagement attacks. |
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Valguard |
First Assault 3: When attacking with Valguard, if the defending figure was not adjacent to Valguard
at the start of this turn, Valguard receives 3 additional attack dice. |
Berserker Charge Enhancement: Add 1 to your die roll when you roll for the Berserker Charge power on any Army Card. |
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Venoc Vipers |
Slither: Venoc Vipers do not have to stop their movement when entering water spaces. |
Frenzy: After you take a turn with Venoc Vipers, roll the 20‑sided die. If you roll a 16 or
higher you may take another turn with Venoc Vipers. |
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Venoc Warlord |
Scout Leadership: All scouts you control can move an additional 2 spaces. |
Frenzy Enhancement: Add 1 to your die roll when you roll for the Frenzy power on any Army Card. |
Slither: Venoc Warlord does not have to stop his movement when entering water spaces. |
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Warden 816 |
Evisceraxe Special Attack: Range 1. Attack 5. The Evisceraxe Special Attack cannot be used on small figures. |
Guard Leadership: All Guards you control move one additional Space. |
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Warforged Soldiers |
Tactical Switch: When a Warforged Soldier you control attacks an opponent's small or medium figure,
before rolling the attack dice, you may switch that Warforged Soldier with the defending
figure. After switching spaces, the Warforged Soldier must continue the attack, if
possible, and cannot attack any other figure this turn. Figures moved by Tactical
Switch never take any leaving engagement attacks. An opponent's figure may be moved
by Tactical Switch only once per turn. |
Warforged Resolve: When rolling defense dice against a normal or special attack, a Warforged Soldier
always adds 1 automatic shield to whatever is rolled. |
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Warriors of Ashra |
Defensive Agility: When a Warrior of Ashra rolls defensive dice against a normal attack from an adjacent
figure, one shield will block all damage. |
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Water Elemental |
Water Mastery: While a Water Elemental is on a water space, add 1 to its Attack and Defense. |
Water Tunnel: If a Water Elemental ends its normal movement on a water space, you may immediately
place it on any empty same-level water space within 5 spaces. If a Water Elemental
is engaged when it starts its Water Tunnel, it will not take any leaving engagement
attacks. |
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Werewolf Lord |
Lycanthropy: This Werewolf Lord starts the game with 3 green Lycanthropy markers on its Army Card.
If an opponent's Unique Hero receives at least 1 wound from this Werewolf Lord, you
may place a Lycanthropy marker on that figure's Army Card. For the duration of the
game, that figure loses its Species, Class, and Personality. Instead, it has the following
characteristics: Species: Hybrid, Class: Hunter, Personality: Tormented. Lycanthropy
never affects Constructs, Lycanthropes, Soulborgs, and destructible objects. |
Moon Frenzy: After revealing an order marker on this Werefolf Lord, before taking this Werewolf
Lord's turn, roll the 20-sided die. If you roll an 11 or higher, you may first take
a turn with any Hybrid Hero in play. If you take a turn with an opponent's Hybrid
Hero, you control that hero for the duration of its turn. At the end of its turn,
control of the Hybrid Hero returns to its previous owner. All order markers that were
on the figure's Army Card will stay on the Army Card. |
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White Wyrmling |
Fledgling Ice Shards Special Attack: Range 5. Attack 2. When a White Wyrmling attacks with its Fledgling Ice Shards Special
Attack, it may attack 1 additional time. It cannot attack the same figure more than
once this turn. |
Wyrmling Bonding: After revealing an order marker on a White Wyrmling Army Card, before taking that
White Wyrmling's turn, you may take a turn with one other Wyrmling you control. |
Flying: When counting spaces for a White Wyrmling's movement, ignore elevations. A White Wyrmling
may fly over water without stopping, pass over figures without becoming engaged, and
fly over obstacles such as ruins. If a White Wyrmling is engaged when it starts to
fly, it will take any leaving engagement attacks. |
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Wo-Sa-Ga |
Coil Crush: When attacking a small, medium or large figure, if Wo-Sa-Ga inflicts at least 2 wounds,
roll the 20-sided die. If you roll a 15 or higher, destroy the defending figure. |
Slither: Wo-Sa-Ga does not have to stop her movement when entering water spaces. |
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Wolves of Badru |
Darklord Bonding: Before taking a turn with Wolves of Badru, you may first take a turn with any Darklord
you control. |
Climb X2: When moving up or down levels of terrain, Wolves of Badru may double their height. |
Pounce Special Attack: Range 3. Attack 5. A Wolf of Badru that moved but did not attack normally may use
Pounce Special Attack. To pounce, choose a non-adjacent small or medium figure whose
base is not higher or lower than 5 levels from the base of the attacking Wolf. If
the figure is destroyed, immediately place the attacking Wolf on the space the figure
occupied. If the figure is not destroyed, destroy the attacking Wolf. |
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Wyvern |
Talon Grab: While this Wyvern is flying, you may choose one opponent's small or medium figure
that it passed over this turn. Place the chosen figure on an empty same-level space
adjacent to this Wyvern at the end of its move. If the chosen figure is engaged when
it is moved by Talon Grab, it will not take any leaving engagement attacks. Figures
under overhangs can never be moved by Talon Grab. |
Venomous Sting: When rolling attack dice, if this Wyvern rolls a skull on every die, the defending
figure cannot roll any defense dice. Venomous Sting does not affect destructible objects. |
Flying: When counting spaces for a Wyvern's movement, ignore elevations. A Wyvern may fly
over water without stopping, pass over figures without becoming engaged, and fly over
obstacles such as ruins. If a Wyvern is engaged when it starts to fly, it will take
any leaving engagement attacks. |
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Zelrig |
Majestic Fires Special Attack: Range 7. Attack 3. Choose a figure to attack. Any figures adjacent to the targeted
figure are also affected by Majestic Fires Special Attack. Common Squad figures roll
2 less defense dice against Majestic Fires Special Attack. Roll attack dice once for
all affected figures. Each figure rolls defense dice separately. Zelrig cannot be
affected by his own Majestic Fires Special Attack. |
Flying: When counting spaces for Zelrig's movement, ignore elevations. Zelrig may fly over
water without stopping, pass over figures without becoming engaged, and fly over obstacles
such as ruins. When Zelrig starts to fly, if he is engaged he will take any leaving
engagement attacks. |
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Zetacron |
Deadly Shot: When attacking with Zetacron, each skull rolled counts for one additional hit. |
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Zettian Guards |
Zettian Targeting: When attacking, if your second Zettian Guard attacks the same figure as the first
Zettian Guard, add one attack die to the second Zettian Guard's attack. |
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Zombies of Morindan |
Horde Movement: You may move up to 6 Zombies of Morindan that you control each turn. However, you
may attack with only 3 Zombies of Morindan. You may attack with any 3 Zombies of Morindan,
even Zombies of Morindan that you did not move this turn. |
Zombie Onslaught Special Attack: Range 1. Attack 6. Three Zombies of Morindan on the same level may combine their attacks
and roll their attack dice as one attack. All Zombies of Morindan in the attack must
be engaged to the targeted figure. |
Zombies Rise Again: If a Zombie of Morindan that you control destroys an opponent's small or medium figure,
replace that figure immediately, if possible, with one of your own previously destroyed
Zombies of Morindan. Newly placed Zombies of Morindan cannot attack this turn. Undead
are not affected by Zombies Rise Again. |
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Abomination |
Super Leap: Instead of his normal move, Abomination may Super Leap. Super Leap has a move of 10.
When counting spaces for Abomination's Super Leap movement, ignore elevations. Abomination
may leap over water without stopping, leap over figures without becoming engaged,
and leap over obstacles such as ruins. Abomination may not leap more than 50 levels
up or down in a single leap. If Abomination is engaged when he starts to leap, he
will take any leaving engagement attacks. Abomination rolls 3 less attack dice on
any turn that he chooses to Super Leap. |
Stomp Special Attack: Range 1. Attack 3. Any figure adjacent to Abomination is affected by the Stomp Special
Attack. Roll 3 attack dice once for all affected figures. Each figure rolls defense
separately. Abomination cannot attack using his Stomp Special Attack on the same turn
he uses Super Leap. |
Super Strength: Abomination does not roll for damage from a fall or major fall, but does roll for
damage from an extreme fall (see Master Game Guide). Abomination ignores any automatic
shields when attacking a Destructible Object. |
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Breakable Wall Section |
Strong Defense: When rolling defensive dice against a normal attack from small or medium figures,
add 1 automatic shield to whatever is rolled. |
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Captain America |
Shield Throw Special Attack: Range 5. Attack 4. When Captain America attacks with his Shield Throw Special Attack,
he may attack 2 additional times. He cannot attack the same figure more than once. |
Tactician: All friendly figures adjacent to Captain America add 1 extra die to their attack,
and 1 extra die to their defense. |
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. |
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Doctor Doom |
Mind Exchange 17: After taking a turn with Doctor Doom, you may choose any Unique Hero figure within
4 clear sight spaces of Doctor Doom. Roll the 20-sided die. If you roll a 17 or higher,
take temporary control of that hero and immediately take a turn with the chosen Hero.
At the end of that turn, control of the chosen Hero returns to the player who controlled
the Hero before the Mind Exchange. All Order Markers that were on the chosen Hero's
card will stay on the card. |
Flying: When counting spaces for Doctor Doom's movement, ignore elevations. Doctor Doom may
fly over water without stopping, pass over figures without becoming engaged, and fly
over obstacles such as ruins. When Doctor Doom starts to fly, if he is engaged he
will take any leaving engagement attacks. |
Super Strength: Doctor Doom does not roll for damage from a fall or major fall, but does roll for
damage from an extreme fall (see Master Game Guide). Doctor Doom ignores any automatic
shields when attacking a Destructible Object. |
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Incredible Hulk |
Rage Smash 5: When Incredible Hulk attacks using a normal attack, he receives one extra attack die
for each Wound Marker he has, up to a maximum of 5 extra attack dice for Rage Smash. |
Super Leap: Instead of his normal move, Incredible Hulk may Super Leap. Super Leap has a move
of 10. When counting spaces for Hulk's Super Leap movement, ignore elevations. Hulk
may leap over water without stopping, leap over figures without becoming engaged,
and leap over obstacles such as ruins. Hulk may not leap more than 50 levels up or
down in a single leap. If Hulk is engaged when he starts to leap, he will take any
leaving engagement attacks. Hulk rolls 3 less attack dice on any turn that he chooses
to Super Leap. |
Stomp Special Attack: Range 1. Attack 3. Any figure adjacent to Incredible Hulk is affected by the Stomp
Special Attack. Roll 3 attack dice once for all affected figures. Each figure rolls
defense separately. Hulk cannot attack using his Stomp Special Attack on the same
turn he uses Super Leap. |
Super Strength: Incredible Hulk does not roll for damage from a fall or major fall, but does roll
for damage from an extreme fall (see Master Game Guide). Incredible Hulk ignores any
automatic shields when attacking a Destructible Object. |
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Iron Man |
Double Attack: When Iron Man attacks, he may attack one additional time. |
Flying: When counting spaces for Iron Man's movement, ignore elevations. Iron Man may fly
over water without stopping, pass over figures without becoming engaged, and fly over
obstacles such as ruins. When Iron Man starts to fly, if he is engaged he will take
any leaving engagement attacks. |
Super Strength: Iron Man does not roll for damage from a fall or major fall, but does roll for damage
from an extreme fall (see Master Game Guide). Iron Man ignores any automatic shields
when attacking a Destructible Object. |
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Red Skull |
Master Manipulator: After revealing an Order Marker on Red Skull's card, instead of taking that turn with
Red Skull, you may take a turn with any Unique Hero you control within clear sight
of Red Skull. |
Dust-of-Death: After moving and before attacking, you may either 1) Roll the 20-sided die once for
each figure adjacent to Red Skull, or 2) Roll the 20-sided die once for any one figure
up to 3 clear sight spaces away. If you roll a 19 or higher, that figure is destroyed. |
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Silver Surfer |
Stealth Flying: When counting spaces for Silver Surfer's movement, ignore elevations. Silver Surfer
may fly over water without stopping, pass over figures without becoming engaged, and
fly over obstacles such as ruins. When Silver Surfer starts to fly, if he is engaged
he will not take any leaving engagement attacks. |
Cosmic Force Blast Special Attack: Range 6. Attack 6. If an opponent's Unique Hero receives at least one wound from the
Cosmic Force Blast Special Attack, roll the 20-sided die. If you roll a 16 or higher,
you may remove one unrevealed Order Marker at random from that Unique Hero's Army
Card. |
Hyper Speed 5: After taking a turn with Silver Surfer, Silver Surfer may move up to an additional
5 spaces. Silver Surfer cannot use Hyper Speed 5 if he attacked with his Cosmic Force
Blast Special Attack during that turn. |
Super Strength: Silver Surfer does not roll for damage from a fall or major fall, but does roll for
damage from an extreme fall (see Master Game Guide). Silver Surfer ignores any automatic
shields when attacking a Destructible Object. |
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Spider-Man |
Spidey-Sense 11: If Spider-Man is attacked by an opponent's figure and at least 1 skull is rolled,
roll the 20-sided die. If you roll 1-10, roll defense dice normally. If you roll 11-20,
Spider-Man takes no damage and may immediately move using his Swing Line 4 Special
Power |
Swing Line 4: Instead of a normal move, Spider-Man may use his Swing Line. Swing Line has a move
of 4. When counting spaces for Spider-Man's Swing Line movement, ignore elevations.
Spider-Man may swing over water without stopping, swing over figures without becoming
engaged, and swing over obstacles such as ruins. Spider-Man may not Swing Line more
than 40 levels up or down in a single Swing Line. If Spider-Man is engaged when he
starts to Swing Line, he will not take any leaving engagement attacks. |
Web Special Attack: Range 4. Attack 3. Figures roll 1 less defense die when defending against Spider-Man's
Web Special Attack. |
Super Strength: Spider-Man does not roll for damage from a fall or major fall, but does roll for damage
from an extreme fall (see Master Game Guide). Spider-Man ignores any automatic shields
when attacking a Destructible Object. |
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Thanos |
Rejected by Death: At the start of each of your turns after Thanos has been destroyed, roll the 20-sided
die. If you roll a 19 or higher, immediately place Thanos on a space adjacent to any
figure you control and remove all Wound Markers on Thanos' card. |
Flying: When counting spaces for Thanos' movement, ignore elevations. Thanos may fly over
water without stopping, pass over figures without becoming engaged, and fly over obstacles
such as ruins. When Thanos starts to fly, if he is engaged he will take any leaving
engagement attacks. |
Super Strength: Thanos does not roll for damage from a fall or major fall, but does roll for damage
from an extreme fall (see Master Game Guide). Thanos ignores any automatic shields
when attacking a Destructible Object. |
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Venom |
Spider-Sense 14: If Venom is attacked by an opponent's figure and at least 1 skull is rolled, roll
the 20-sided die. If you roll 1-13, roll defense dice normally. If you roll 14-20,
Venom takes no damage and instead may immediately move using his Swing Line 4 Special
Power |
Swing Line 4: Instead of a normal move, Venom may use his Swing Line. Swing Line has a move of 4.
When counting spaces for Venom's Swing Line movement, ignore elevations. Venom may
swing over water without stopping, swing over figures without becoming engaged, and
swing over obstacles such as ruins. Venom may not Swing Line more than 40 levels up
or down in a single Swing Line. If Venom is engaged when he starts to Swing Line,
he will not take any leaving engagement attacks. |
Web Special Attack: Range 4. Attack 3. Figures roll 1 less defense die when defending against Venom's
Web Special Attack. |
Super Strength: Venom does not roll for damage from a fall or major fall, but does roll for damage
from an extreme fall (see Master Game Guide). Venom ignores any automatic shields
when attacking a Destructible Object. |
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20th Maine Volunteers |
Hold Ground: If there is only one unrevealed Order Marker on any 20th Maine Volunteers army card
you control, all 20th Maine Volunteers you control add 2 to their defense dice. |
Downhill Attack: A 20th Maine Volunteer with a height advantage on an adjacent opponent's figure rolls
an additional attack die when attacking that figure. |
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8th Infantry Pathfinder |
Marching Orders: When revealing an Order Marker on the Army Card of a Unique Soldier Hero you control
that follows Jandar, and after taking that Unique Soldier Hero's turn, you may move
each 8th Infantry Pathfinder figure you control up to 5 spaces. A Pathfinder must
be able to move adjacent to a Unique Soldier figure you control that follows Jandar
in order to use Marching Orders. |
Firefight: After revealing an Order Marker on an 8th Infantry Pathfinder, instead of taking a
turn with a Pathfinder, you may choose up to three Pathfinders you control. One at
a time, take a turn with each Pathfinder. During these turns, the chosen Pathfinders
may not move. |
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Achillean Gladiatrix |
Skewer: When an Achillean Gladiatrix attacks an adjacent figure, you may choose one small
or medium figure that is adjacent to the defending figure but is not adjacent to that
Achillean Gladiatrix. If the defending figure is destroyed by that Achillean Gladiatrix's
attack, the chosen figure receives one wound. |
Javelin: After moving and before attacking with an Achillean Gladiatrix, you may roll the 20-sided
die. If you roll a 16 or higher, add 3 to that Achillean Gladiatrix's Range value
for the duration of her turn. |
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Akumaken |
Demonblade: For every opponent's figure Akumaken destroys, place a Soul Marker on this card. Before
attacking with Akumaken, you may remove any number of Soul Markers from this card.
For each marker removed, add 1 automatic skull to whatever is rolled. A maximum of
2 Soul Markers can be placed on this card. Akumaken cannot use Demonblade on destructible
objects. |
Mask of Terror: When a Squad figure adjacent to Akumaken attacks using a normal attack, it subtracts
1 from its attack dice. Figures with the fearless personality are not affected by
Mask of Terror. |
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 Samurai. |
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Arashara Goshiri |
Shifting Sands: After moving and before attacking, choose two small or medium figures on land spaces
within 4 clear sight spaces of Arashara Goshiri and within 4 spaces of each other.
Roll the 20-sided die. If you roll a 10 or higher, you may switch the two chosen figures.
Figures moved by Shifting Sands never take leaving engagement attacks. Arashara Goshiri
may be moved by Shifting Sands. |
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Arktos |
Hunter Attack Enhancement: All friendly Hunters adjacent to Arktos receive an additional attack die. |
Hunter's Aim Spirit: When Arktos is destroyed, place this figure on any Unique Army Card with a Range number
of 4 or more. Arktos's Spirit adds 2 to the Range number of that card. |
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Asterios |
Furious Charge Special Attack: Range 1. Attack 3. Instead of moving and attacking normally with Asterios, you may
move Asterios up to 5 spaces. Asterios can attack up to 3 times with Furious Charge
Special Attack at any point before, during, or after this move as long as Asterios
is on a space where he can end his movement. Asterios cannot attack the same figure
more than once on a single turn. Asterios will never take any leaving engagement attacks
from small or medium Squad figures while using Furious Charge Special Attack. |
Legendary Creature 3: When rolling defense dice against a normal attack from small or medium Squad figures,
Asterios receives 3 additional defense dice. |
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Augamo |
Ramming 6: When a small or medium figure rolls defense die and is not destroyed by a normal or
special attack from Augamo, immediately roll the 20-sided die. If you roll a 6 or
higher, you may Ram the figure. The player who controls the Rammed figure must place
that figure, if possible, on an empty space within two spaces of it's current location,
within clear sight of Augamo but not adjacent to him. The space must be on the same
level as or lower then it's current location. A Rammed figure never takes any leaving
engagement attacks. A non-flying figure moved lower by Ramming can receive any falling
damage that may apply. |
Headlong Charge Special Attack: Range 1. Attack 4. Instead of moving and attacking normally with Augamo, you may move
Augamo up to 4 spaces. Augamo may attack up to 2 times with Headlong Charge Special
Attack at any point before, during or after this move as long as Augamo is on a space
where he could end his movement. |
Stony Resistance 3: Augamo rolls 3 additional defense dice when defending against a special attack. |
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Azurite Warlord |
Furious Wrath: When Azurite Warlord attacks, you may add 3 to his Attack number. If you do, at the
end of Azurite Warlord's turn place 1 wound marker on Azurite Warlord's Army Card. |
Slither: Azurite Warlord does not have to stop his movement when entering water spaces. |
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B-11 Resistance Corps |
To The Last Man: Add 1 to the B-11 Resistance Corps' Attack and Defense values for each previously
destroyed B-11 Resistance Corps fighter on this Army Card. A B-11 Resistance Corps
fighter may not attack other friendly B-11 Resistance Corps fighters. |
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Bahadur |
Easy Prey: Small Squad figures attacked by Bahadur subtract 2 from their defense dice. Medium
Squad figures attacked by Bahadur subtract 1 from their defense dice. |
Warrior's Melee Attack Spirit: When Bahadur is destroyed, place this figure on any Unique Army Card with a Range
of 1. Bahadur’s Spirit adds 1 to the normal Attack number on that card. |
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Beakface Sneaks |
Flocking: After taking a turn with the Beakface Sneaks, if at least one Beakface Sneak attacked
an opponent's figure, you may move up to two Raptorians you control that did not move
or attack this turn up to 6 spaces each. |
Evasive 3: When a Beakface Sneak rolls defense dice against an attacking figure who is not adjacent,
add 3 defense dice to the defending Sneak. |
Glide: Beakface Sneaks never roll for falling damage. |
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Beorn Boltcutter |
Sabotage: Destructible objects and opponents' Soulborg figures subtract 2 from their defense
dice when adjacent to Beorn Boltcutter. |
Upgrade: Start the game with 3 Upgrade Markers on this card. Instead of attacking, you may
choose a friendly Unique Soulborg Hero adjacent to Beorn Boltcutter that does not
have an Upgrade Marker on its Army Card. Place an Upgrade Marker from this card on
the chosen hero's Army Card. For the duration of the game, that Soulborg adds 1 to
its Move and Attack numbers as long as that Upgrade Marker is on its Army Card. If
that Soulborg defends against a normal attack and no excess shields are rolled, remove
the Upgrade Marker from its Army Card. |
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Bloodburst Thrall |
Mindless Pack: After revealing an order marker on this card, roll the 20-sided die. If you roll a
1-5, you may take a turn with 1 Thrall you control. If you roll a 6-15, you may take
a turn with up to 2 Thralls you control. If you roll a 16 or higher, you may take
a turn with up to 3 Thralls you control. |
Engorge: When a Bloodburst Thrall attacks, you may add 1 to its Attack number. If you do, and
the defending figure is destroyed, you must roll the 20-sided die. If you roll a 13
or lower, destroy that Bloodburst Thrall. |
Rupture: When a Bloodburst Thrall you control receives one or more wounds from a normal attack
by an opponent's figure, you may choose an opponent's figure adjacent to that Bloodburst
Thrall and roll the 20-sided die before removing that figure. If you roll a 14 or
higher, the chosen figure receives 1 wound. |
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Bramcephys |
Hack and Slash Special Attack: Range 1, Attack 4. When Bramcephys attacks with his Hack and Slash Special Attack,
he may attack one additional time. He cannot attack the same figure more than once
this turn. |
Enraged: When revealing an Order Marker on Bramcephys, after taking Bramcephys's turn, if there
are six or more wound markers on this card you may take one additional turn with Bramcephys. |
Evil Eye Glare: When rolling defense dice against a normal attack from a non-adjacent opponent, if
there are any excess shields, you may choose either the attacking figure or a figure
adjacent to the attacking figure to receive one wound. |
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Brimstone |
Growing Heat: After taking a turn with Brimstone, you must place a Growing Heat Marker on this card,
up to a maximum of 4 Growing Heat Markers. |
Heat Blast Special Attack: Range 2. Attack Special. Heat Blast Special Attack affects all figures within 2 clear
sight spaces of Brimstone. Roll one attack die for each Growing Heat Marker on this
Army Card. Roll attack dice once for all affected figures. Each figure rolls defense
dice seperately. Heat Blast Special Attack does not affect Brimstone or figures with
the Lava Resistant special power. After attacking with Heat Blast Special Attack,
remove all Growing Heat Markers from this Army card. |
Flying: When counting spaces for Brimstone's movement, ignore elevations. Brimstone may pass
over water, without stopping, pass over figures without becoming engaged, and fly
over obstacles such as ruins. When Brimstone starts to fly, if he is engaged he will
take any leaving engagement attacks. |
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Calibrax the Kyrie Warrior |
Double Attack: When Calibrax attacks, he may attack one additional time. |
Life Transfer Aura: Each time Calibrax destroys an adjacent figure which is not a destructible object,
you may choose a wounded Hero figure you control within 3 clear sight spaces of Calibrax.
Remove one wound marker from the chosen Hero's Army Card. Calibrax cannot remove wound
markers from his own Army Card. |
Flying: When counting spaces for Calibrax's movement, ignore elevations. Calibrax may fly
over water without stopping, pass over figures without becoming engaged, and fly over
obstacles such as ruins. If Calibrax is engaged when she starts to fly, she will take
any leaving engagement attacks. |
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Capt. John Varan |
Purple Heart: When a Human you control who follows Jandar and is adjacent to Capt. John Varan receives
one or more wounds from an attacking figure who is not adjacent, you may instead place
all of those wound markers on this Army Card. |
Battle Valor Special Attack: Range 5. Attack 2. Instead of moving and attacking normally, Capt. John Varan may
use Battle Valor Special Attack. When using Battle Valor Special Attack, Capt. John
Varan may move up to 3 spaces before attacking. When moving and attacking with Battle
Valor Special Attack, Capt. John Varan may move and attack one additional time for
each wound marker on this Army Card. |
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Cathar Spearmen |
Reach: If an opponent's figure is within 2 spaces of a Cathar Spearman, and its base is no
more than 3 levels above that Cathar Spearman's height or 3 levels below that Cathar
Spearman's base, that Cathar Spearman may add 1 to his Range when attacking that figure. |
Braced Spear 16: If an opponent's figure moves adjacent to a previously unengaged Cathar Spearman,
roll the 20-sided die. If you roll a 16 or higher, the opponent's figure receives
one wound. |
Impale: When attacking a non-adjacent figure, a Cathar Spearman receives an additional attack
die. |
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Command Courier |
Command Dispatch: After taking a turn with a Command Courier, if that Command Courier did not attack,
you may choose an adjacent small or medium Unique Hero you control that follows Vydar
and take a turn with that Hero. |
Fleet Footed: If a Command Courier is attacked with a normal attack by an opponent's figure and
at least 1 skull is rolled, roll the 20-sided die. If you roll 1-10, roll defense
dice normally. If you roll an 11 or higher, that Command Courier takes no damage and
instead may move up to 4 spaces. A figure moving with Fleet Footed never takes any
leaving engagement attacks. A Command Courier can use Fleet Footed only if he ends
his move not adjacent to any enemy figures. |
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Count Raymond |
Devout Leadership: All figures you control with a devout personality move one additional space. |
Maneuver 9: When Count Raymond, or any friendly human figure who follows Einar within 5 clear
sight spaces of Count Raymond, receives one or more wounds from a leaving engagement
attack, immediately roll the 20-sided die. If you roll a 9 or higher, ignore any wounds
from that leaving engagement attack. |
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Crypt Guardian |
Curse of the Mummy: When you choose an opponent's figure and roll the 20-sided die for a special power
on any Undead Army Card, you may add 2 to the roll if the chosen figure is engaged
with this Crypt Guardian. |
Royal Escort: When Revealing an Order Marker on this Crypt Guardian, after taking this Crypt Guardian's
turn, you may take a turn with one other Guard Hero or Queen Hero you control. |
Tough: When rolling defense dice against a normal attack, this Crypt Guardian always add
one automatic shield to what is rolled. |
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Cxurg'gyath |
Psionic Explosion Special Attack: Range 4. Attack 3. Choose a figure to attack. Each opponent's figure adjacent to the
chosen figure is also affected by the the Psionic Explosion Special Attack. Cxurgy'gyath
does not need clear line of sight to attack with Psionic Explosion Special Attack.
Roll 3 attack dice once for all affected figures. Each figure rolls defense dice separately. |
Enslave Enhancement: Add 1 to your die roll when you roll for the Enslave power on any Army Card. |
Lurk In Shadows: If Cxurg'gyath is on a shadow space, opponents' figures must be adjacent to him to
attack him with a normal attack. |
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Deathcommander Mark 3 |
Heavy Support Command Beacon: When revealing an order marker on Deathcommander Mark 3's card, after taking his turn,
if Deathcommander Mark 3 is engaged, you may immediately take a turn with another
Unique or Large Soulborg Hero or Squad you control that follows Utgar. |
Marked For Destruction: When a Soulborg figure that you control who follows Utgar attacks a figure engaged
with Deathcommander Mark 3 with a normal attack, before defense dice are rolled, you
may re-roll one attack die that did not show a skull. Marked for Destruction can only
be used once for each attack. Marked for Destruction does not affect Deathcommander
Mark 3. |
Explosive Rounds Special Attack: Range 5. Attack 3. Choose a figure to attack. You may also choose one other figure
adjacent to the targeted figure to be affected by Explosive Rounds Special Attack.
Roll attack dice once for both figures. Each figure rolls defense dice separately.
When Deathcommander Mark 3 attacks with his Explosive Rounds Special Attack, he may
attack one additional time. |
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Deathstrike Thrall |
Mindless Pack: After revealing an order marker on this card, roll the 20-sided die. If you roll a
1-5, you may take a turn with 1 Thrall you control. If you roll a 6-15, you may take
a turn with up to 2 Thralls you control. If you roll a 16 or higher, you may take
a turn with up to 3 Thralls you control. |
Return to the Grave Special Attack: Range 1. Attack 6. After attacking with Return to the Grave Special Attack, destroy
the attacking Deathstrike Thrall. |
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Dreadgul Raiders |
Wild Strategic Bonding: Before taking a turn with the Dreadgul Raiders, you may first take a turn with any
wild Human or Giant Hero you control. If you do not take a turn with any Human or
Giant Hero you control, add 1 to the Attack value of this card. |
Berserker Charge: After moving and before attacking, roll the 20-sided die. If you roll a 15 or higher,
you may move the same Dreadgul Raiders again. |
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Ebon Armor |
Defensive Positioning: While an Ebon Armor is engaged, it has no visible Hit Zone. |
Animated Materiel: When an Ebon Armor you control is destroyed, you may place it on a Unique Human Army
Card in your army that does not already have an Ebon Armor on it. |
Eternal War: For the entire game, when a Unique Human Hero or Squad figure you control is destroyed
by a normal or special attack or leaving engagement attack by an opponent's figure,
you may replace it with your previously destroyed Ebon Armor from that figure's Army
Card, if possible. |
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Eilan Sidhe |
Through the Green: Before taking a turn with the Eilan Sidhe, all Eilan Sidhe you control adjacent to
a tree or bush may use Through the Green. To use Through the Green, place the Eilan
Sidhe on any unoccupied space adjacent to any tree or bush within 4 clear sight spaces
of that Eilan Sidhe. If an Eilan Sidhe is engaged when it uses Through the Green,
it will not take any leaving engagement attacks. |
Horde Attack: You may attack with any 2 Eilan Sidhe you control, even Eilan Sidhe that did not move
this turn. |
Nature's Protection: When an Eilan Sidhe rolls defense dice while adjacent to a tree or bush, one shield
will block all damage. |
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Elaria the Pale |
Slippery 6: If an opponent's Squad figure moves adjacent to Elaria the Pale and onto a space where
that Squad figure can end its movement, you may roll the 20-sided die. If you roll
a 6 or higher, Elaria the Pale may immediately move up to 4 spaces. Elaria the Pale
will not take any leaving engagement attacks when moving with Slippery. Elaria the
Pale can use this power only if she ends her Slippery move not adjacent to any enemy
figures. You may not roll for Slippery more than once during any turn. |
Queen of Thieves: After a tricky figure you control within 6 clear sight spaces of Elaria the Pale rolls
the 20-sided die for a special power on its Army Card, you may add 1 to your die roll.
Queen of Thieves does not affect Elaria the Pale. |
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Emperor Andask |
Orb of Vengeance Aura: When a figure you control within 4 clear sight spaces of Emperor Andask attacks an
adjacent figure with a normal attack, before defense dice are rolled, you may re-roll
all attack dice that did not show skulls. Orb of Vengeance Aura does not affect Emperor
Andask. Orb of Vengeance Aura may only be used once per turn. |
Kyrie Supremacy: Any time you roll the 20-sided die for a Kyrie army card, you may add 1 to your roll. |
Flying: When counting spaces for Emperor Andask's movement, ignore elevations. Emperor Andask
may fly over water without stopping, pass over figures without becoming engaged, and
fly over obstacles such as ruins. If Emperor Andask is engaged when she starts to
fly, she will take any leaving engagement attacks. |
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Garrett Burns |
Fight the Law: When attacking a Lawman, Garrett Burns rolls 1 additional attack die. |
Quick Draw 13: When Garrett Burns is targeted for a normal attack from an opponent's non-adjacent
figure within 7 clear sight spaces of Garrett Burns, you may roll the 20-sided die.
If you roll a 13 or higher, the opponent's figure receives 1 wound. |
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Gorillitroopers |
Primadon Strategic Attack Bonding: Before taking a turn with the Gorillitroopers, you may first take a turn with any
Primadon Hero you control. That Primadon Hero may only attack during its turn. If
you take a turn with any Primadon Hero you control, the Gorillitroopers cannot use
their Autocannons special power this turn. |
Autocannons: Before attacking, you may add 4 to the Range number and subtract 2 from the Attack
number of this Army Card for the duration of this turn. When using Autocannons, a
Gorillitrooper that did not move this turn may attack one additional time. |
Tough: When rolling defense dice against a normal attack, Gorillitroopers always add one
automatic shield to whatever is rolled. |
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Grigor & Rogirg |
Split Decision: At the start of Grigor & Rogirg's turn, if there are 3 or fewer wound markers on this
Army Card, you must roll the 20-sided die. If you roll a 6 or lower, Grigor & Rogirg
cannot attack if they move this turn. |
Two Heads Are Better Than One: After attacking with Grigor & Rogirg, if there are 3 or fewer wound markers on this
Army Card, they may attack one additional time. |
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Haduc |
Aegis of the Crimson Sigil: When Haduc, or any Elf Wizard you control adjacent to Haduc, rolls defense dice, add
one automatic shield to whatever is rolled for each revealed order marker on Haduc's
Army Card. |
Elven Supremacy: Any time you roll the 20-sided die for an Elf Army Card, you may add 1 to your die
roll. |
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Havech Eradicators |
Plasma Surge: After attacking a non-adjacent figure with a Havech Eradicator you control, you must
roll the 20-sided die. If you roll a 1-6, destroy that Havech Eradicator. If you roll
a 7-17, that Havech Eradicator is safe. If you roll an 18-20, you may attack again
with that Havech Eradicator. |
Mechanical Components: Marro Hive cannot rebirth Havech Eradicators with its Marro Rebirth special power. |
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Hoplitron |
Shield Push 13: After moving and before attacking with a Hoplitron, you may choose one small or medium
figure adjacent to that Hoplitron. Roll the 20-sided die. If you roll a 13 or higher,
move the chosen figure up to 1 space. Figures moved by Shield Push never take any
leaving engagement attacks. A non-flying figure moved lower by Shield Push can receive
any falling damage that may apply. |
Melee Soulborg Bonding: After revealing an Order Marker on a Hoplitron Army Card, before taking that Hoplitron's
turn, you may take a turn with one other Soulborg Hero you control with a Range of
1. |
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Jarek Guy |
Exosuit 15: If Jarek Guy is attacked and at least 1 skull is rolled, roll the 20-sided die. If
you roll 1-14, roll defense dice normally. If you roll a 15 or higher, ignore all
damage that would be inflicted by the attack. |
Plasma Grenade Special Attack: Range 3. Lob 20. Attack 3. Choose a figure to attack. No clear line of sight is needed.
Any figures adjacent to the chosen figure are also affected by Plasma Grenade Special
Attack. Roll attack dice once for all affected figures. Each figure rolls defense
dice separately. Jarek Guy can be affected by his own Plasma Grenade Special Attack. |
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Josie Whistlestop |
Quick Shot: When Josie Whistlestop attacks, she may attack up to 2 additional times. Subtract
1 from Josie's Attack value on her second attack and subtract 2 from her Attack value
on her third attack. |
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Kantono Daishi |
Dishonorable Leadership: When revealing an Order Marker on Kantono Daishi, after taking Kantono Daishi's turn,
if Kantono Daishi is unengaged, you may take a turn with one of the following that
you control: 1 Ninja Squad, or up to 2 Ninja Heroes. Any figure that is taking a turn
with Dishonorable Leadership must be within clear sight of Kantono Daishi before moving. |
Phantom Walk: Kantono Daishi can move through all figures and is never attacked when leaving an
engagement. |
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 Samurai. |
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Kira Jax |
Exploit Weakness: At any point before, during, or after movement, you may choose one opponent's figure
within 6 clear sight spaces of Kira Jax. All of the special powers on the chosen figure's
card (or cards if your opponent has more than one Common Army Card for that figure)
are negated until the end of Kira Jax's turn. Kira Jax can only use Exploit Weakness
once per turn. |
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Knights of Blackgaard |
Blackgaard Surge: If no Knights of Blackgaard you control are engaged, you must subtract 3 from your
initiative roll. If at least one Order Marker is on the Knights of Blackgaard, you
may add 1 to your initiative roll for each engaged Knight of Blackgaard you control. |
Relentless Army Attack Bonus: If every army card you control has a relentless personality, each Knight of Blackgaard
receives one additional attack die. |
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Kursus |
Sonic Fists Special Attack: Range 4. Attack 5. Choose a non-adjacent figure to attack that is not a destructible
object and whose base is not higher or lower than 15 levels from Kursus' base. Any
figures adjacent to the chosen figure are also affected by Sonic Fists Special Attack.
Roll attack dice once for all affected figures. After attacking, immediately place
Kursus on a space one of the destroyed figures occupied, if possible. If Kursus did
not destroy a figure or cannot be placed, destroy Kursus. |
Bound: Instead of his normal move, Kursus may use Bound. Bound has a move of 4. When counting
spaces for Bound, ignore elevations. Kursus may bound over water without stopping,
pass over figures without becoming engaged, and over obstacles such as ruins. Kursus
may not bound more than 15 levels up or down in a single bound. If Kursus is engaged
when he starts to bound, he will receive any leaving engagement attacks. |
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M-43 Resistance Fighters |
Priority Targeting: An engaged M-43 Resistance Fighter may target and attack non-adjacent figures unless
that M-43 Resistance Fighter is engaged with a hero figure. |
Guerrilla Tactics: After taking a turn with the M-43 Resistance Fighters, for each M-43 Resistance Fighter
you control that attacked an opponent's figure this turn, you may move any Mariedian
figure you control that did not attack this turn up to 3 spaces. A Mariedian figure
may only be moved by Guerrilla Tactics once per turn. |
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Major J15 |
Guided Cannon Special Attack: Range 4. Attack 4. Major J15 may target and attack non-adjacent figures with his Guided
Cannon Special Attack while engaged. |
Breaching Scythe: When rolling attack dice for a normal attack against large or huge figures or destructible
objects, Major J15 always adds 1 automatic skull to whatever is rolled. |
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Manauvi |
Charging Assault: Manauvi may add 3 to his Move number as long as he is unengaged prior to moving. Manauvi
must be able to move adjacent to an opponent's figure in order to use Charging Assault. |
Battle Frenzy: After attacking with Manauvi, roll the 20-sided die. If you roll a 16 or higher, you
may attack again with Manauvi. |
Warrior's Charging Spirit: When Manauvi is destroyed, place this figure on a Unique Army Card with a Range of
1. Manauvi's Spirit adds 2 to the Move number of that card. |
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Marro Gnids |
Cling: If a Marro Gnid inflicts one or more wounds on an opponent's Unique Hero, you may
place that Marro Gnid on the affected figure's card. Subtract 1 from that Hero's Move
and Defense values for each Marro Gnid on the figure's card. A maximum of 3 Marro
Gnids can be placed on any Hero's card. |
Scale 1: When moving up or down levels of terrain, Marro Gnids may add 1 to their height. |
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Martial La Hire |
Reckless Second Swing: When Martial La Hire wounds a figure with his normal attack, he must attack one additional
time, if possible. |
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Microcorp Troopers |
Heavy Weapon Special Attack: Range 6. Attack 4. Up to one Microcorp Trooper that was activated but did not move
or attack normally this turn may attack with Heavy Weapon Special Attack. |
Hard Targets: Figures attacking a Microcorp Trooper never have height advantage. |
Snow and Ice Enhanced Movement: Slippery Ice and Heavy Snow only count as 1 space when moving. |
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Mok |
Dwarven Gunners: Instead of attacking with a Dwarf Squad figure you control that is unengaged and adjacent
to Mok, you may remove that figure from the battlefield and place it on this card.
There can be a maximum of two Dwarf figures on this card. |
Gunner Casualties: If there is at least one Dwarf figure on Mok's card when Mok receives one or more
wounds from an attack by a non-adjacent figure, you must roll the 20-sided die. If
you roll a 15 or higher, remove one Dwarf figure from Mok's card and ignore any wounds. |
Gunner Special Attack: Range 5. Attack 3. After attacking normally, Mok may attack with Gunner Special attack
once for each Dwarf figure on this card. While engaged, Mok may target and attack
non-adjacent figures with Gunner Special Attack. Mok cannot attack the same figure
twice with Gunner Special Attack. |
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Morgoloth |
Double Attack: When Morgoloth attacks, he may attack one additional time. |
Swarming Vermin: Friendly small figures who follow Utgar or Valkrill are never attacked when leaving
engagement with a figure within 5 clear sight spaces of Morgoloth. |
Demon Leadership: All Demons you control, except Morgoloth, move one additional space. |
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Myrddin |
Call Lightning Special Attack: Range 6. Attack 3. Choose a figure to attack. Any figures adjacent to the chosen figure
are also affected by Call Lightning Special Attack. Myrddin only needs a clear sight
shot at the chosen figure. Roll attack dice once for all affected figures. Each figure
rolls defense dice separately. Myrddin can be affected by his own Call Lightning Special
Attack. Figures under overhangs cannot be targeted with Call Lightning Special Attack. |
Mystic Sacrifice: After rolling the 20-sided die for the Army Card of a Small, Medium, or Large Unique
Hero you control within 4 clear sight spaces of Myrddin, you may place 1 or 2 wound
markers on Myrddin's Army Card. Add 1 to your 20-sided die roll for each wound marker
you placed, even if this was enough wounds to destroy Myrddin. |
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Nhah Scirh Cultists |
Fanatical Advance: A Nhah Scirh Cultist is never attacked when leaving an engagement with a Squad figure. |
Dragonkind Enmity: A Nhah Scirh Cultist rolls an additional attack die when attacking a Dragon. |
Iron Resolve: When rolling defense dice against a special attack, a Nhah Scirh Cultist always adds
1 automatic shield to whatever is rolled. |
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Nicholas Esenwein |
Bloodborn Rising: Each time Nicholas Esenwein destroys a figure, you may remove a wound marker from
this Army Card. If the destroyed figure was small or medium, and not undead, replace
that figure immediately, if possible, with one of your own previously destroyed Thralls.
Nicholas Esenwein may not use Bloodborn rising on destructible object. |
Overextend Attack: After taking a turn with Nicholas Esenwein, you may place a wound marker on Nicholas
Esenwein and take another turn with him. You may only use this power once per round. |
Flying: When counting spaces for Nicholas Esenwein's movement, ignore elevations. Nicholas
Esenwein may fly over water without stopping, pass over figures without becoming engaged,
and fly over obstacles such as ruins. When Nicholas Esenwein starts to fly, if he
is engaged he will take and leaving engagement attacks. |
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Omegacron |
Double Attack: When Omegacron attacks, he may attack one additional time. |
Omnicron Mobilization: Instead of moving with Omegacron, you may move up to 3 other Soulborg figures you
control who follow Jandar up to 5 spaces each. |
Directed Fire: Instead of attacking with Omegacron this turn, you may choose up to 3 unengaged Soulborg
Squad figures you control who follow Jandar. Take a single turn with the chosen figures,
during which the chosen figures may only attack. Omegacron must also have line of
sight to any figure attacked using Directed Fire. |
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Preyblood Thrall |
Mindless Pack: After revealing an order marker on this card, roll the 20-sided die. If you roll a
1-5, you may take a turn with 1 Thrall you control. If you roll a 6-15, you may take
a turn with up to 2 Thralls you control. If you roll a 16 or higher, you may take
a turn with up to 3 Thralls you control. |
Blood Hunger: Before moving a Preyblood Thrall, you may choose an opponent's figure. Add 1 to the
Preyblood Thrall's Move and Attack values for each wound marker on the chosen figure's
Army Card to a maximum of +3 for each. To use Blood Hunger, the Preyblood Thrall must
end its move adjacent to the chosen figure and must attack that figure if possible.
If the Preyblood Thrall does not inflict at least one wound on the chosen figure,
destroy the Preyblood Thrall. |
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Prince al'Kahora |
Razorpetal Stance: If Prince al'Kahora did not move this turn, he may attack one additional time. |
Strike of the Puma: When attacking with Prince al'Kahora, if the defending figure was not adjacent to
Prince al'Kahora at the start of this turn, the defending figure rolls 2 fewer defense
dice. |
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Priscus |
Grapple Special Attack: Range 1. Attack 3. A small or medium figure attacked with Grapple Special Attack rolls
one less defense die. |
Taste of Freedom: If all of your order markers are on Gladiators, and at least one order marker is on
Priscus, all friendly Gladiators adjacent to Priscus add 1 die to their normal attack. |
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Quahon |
Lightning Breath Special Attack: Range 4+ Special. Attack 4. Choose a figure to attack. You may also choose a second
figure within 3 clear sight spaces of the targeted figure and a third figure within
2 clear sight spaces of the second figure to be affected by Lightning Breath Special
Attack. Roll attack dice once for all figures. Each figure rolls defense dice seperately.
Lightning Breath Special Attack does not affect destructable objects. |
Flying: When counting spaces for Quahon's movement, ignore elevations. Quahon may fly over
water without stopping, pass over figures without becoming engaged, and fly over obstacles
such as ruins. If Quahon is engaged when she starts to fly, she will take any leaving
engagement attacks. |
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Quorik Warwitch |
Orb of Pain Special Attack: Range 4. Attack 1, 2 or 3. Quorik Warwitch starts each turn with 6 attack dice. Choose
any non-adjacent figure within range and attack by rolling 1, 2 or 3 attack dice.
Quorik Warwitch may keep making special attacks with 1, 2 or 3 attack dice until she
has rolled all 6 attack dice. Quorik Warwitch may target the same or different figures
with each attack. |
Flutter: If Quorik Warwitch is attacked by an adjacent opponent's figure and at least 1 skull
is rolled, roll the 20-sided die. If you roll 1-9, roll defense dice normally. If
you roll a 10 or higher, Quorik Warwitch takes no damage and may immediately move
up to 2 spaces. If Quorik Warwitch is engaged when she starts to flutter, she will
not take any leaving engagement attacks. |
Flying: When counting spaces for Quorik Warwitch's movement, ignore elevations. Quorik Warwitch
may fly over water without stopping, pass over figures without becoming engaged, and
fly over obstacles such as ruins. When Quorik Warwitch starts to fly, if she is engaged
she will take any leaving engagement attacks. |
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Racheim |
Frost Breath Special Attack: Range 6. Attack 4. Figures with the Lava Resistant special power roll 2 less defense
dice when attacked by Racheim's Frost Breath Special Attack. |
Triple Attack: When Racheim attacks with a normal attack, he may attack two additional times. |
Flying: When counting spaces for Racheim's movement, ignore elevations. Racheim may fly over
water without stopping, pass over figures without becoming engaged, and fly over obstacles
such as ruins. When Racheim starts to fly, if he is engaged he will take any leaving
engagement attacks. |
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Red Ants of Aunstrom |
Horde Attack: You may attack with any 4 Red Ants of Aunstrom you control, even Ants that did not
move this turn. |
Cutting Mandibles: Each Red Ant of Aunstrom that did not move this turn may add 1 die to its attack. |
Climb X3: When moving up or down levels of terrain, Red Ants of Aunstrom may triple their height. |
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Rygarn |
Chrono-Key: Once per round, before revealing a numbered marker on an Army Card in your army, you
may choose this Army Card or an Army Card that has at least one figure you control
within 6 spaces of Rygarn. Move that numbered Order Marker to the chosen Army Card
and reveal it on that Army Card instead. |
Temporal Jump: When Rygarn receives one or more wounds from a normal or special attack by an opponent's
figure, you may roll the 20-sided die. If you roll a 15 or higher, choose an empty
space within 4 spaces of Rygarn. Place Rygarn on the chosen space to ignore any wounds
he just received. If Rygarn is engaged when he uses Temporal Jump, he will not take
any leaving engagement attacks. |
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Seleena |
Feral Swipe: If Seleena is attacking an adjacent figure, add 1 die to Seleena's attack. If that
figure is a Hybrid, add one additional die to Seleena's attack. |
Acrobatic: When Seleena rolls defense dice against a normal attack, one shield will block all
damage. |
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Shieldsmiths of Granite Keep |
Indomitable: If a Shieldsmith of Granite Keep begins his turn unengaged, add 2 to his Move value
this turn. If he begins his turn engaged, add 2 to his Attack value this turn. |
Steadfast: Shieldsmiths of Granite Keep cannot be moved by any special power on any opponent's
Army Card. |
Climb X2: When moving up or down levels of terrain, Shieldsmiths of Granite Keep may double
their height. |
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Siiv |
Quick Stab Special Attack: Range 1. Attack 2. Small and medium figures may not roll defense dice when attacked
by Quick Stab Special Attack. |
Disengage: Siiv is never attacked when leaving an engagement. |
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Sir Orrick |
A Brother's Call: Sir Orrick may add 1 to his Move number for each engaged Human you control who follows
Jandar other than Sir Orrick, up to a maximum of +3 for A Brother's Call. |
A Coward's Reward: Sir Orrick rolls one additional die against each figure leaving an engagement with
him. |
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Skeletons of Annellintia |
Necromancy: When a Skeleton of Annellintia you control is destroyed, roll the 20-sided die. If
you roll an 11 or higher, place that Skeleton of Annellintia on the army card of any
Unique Lord, Lady, Duke or Duchess you control. |
Reanimation: After revealing an order marker on this Army Card, before taking a turn with the Skeletons
of Annellintia, you may remove one previously destroyed Skeleton of Annellintia from
the Army Card of one Unique Hero you control and place it on any empty space adjacent
to that Hero. |
Undead Legion: After taking a turn with the Skeletons of Annellintia, you may move two unengaged
Skeletons of Annellintia you control who did not move or attack this turn up to 4
spaces each. |
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Skull Demon |
Frightening Presence: Common figures attacking this Skull Demon with a normal attack subtract 1 from their
attack dice. |
Valkrill Attack Aura 1: All friendly figures adjacent to this Skull Demon with a range of 1 who follow Valkrill
add 1 die to their normal attack. |
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Tomb Skeleton Archers |
Shambling Horde: You may move up to 4 Tomb Skeleton Archers you control each turn. If more than 2 of
the Tomb Skeleton Archers move this turn, no Tomb Skeleton Archers may attack. If
none of the Tomb Skeleton Archers move this turn, you may attack with up to 4 Tomb
Skeleton Archers you control. |
Clear Shot: When attacking a figure that is not engaged, a Tomb Skeleton Archer rolls 1 additional
attack die. |
Skeletal Form: When rolling defense dice against an attack from a figure with a range number of 4
or more that is not a Cleric or Wizard, a Tomb Skeleton Archer adds 1 die. |
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Tomb Skeletons |
Flanking: When attacking with a Tomb Skeleton you control, if the defending figure is engaged
with at least 1 other figure you control, it subtracts 1 from its defense dice. |
Skeletal Form: When rolling defense dice against an attack from a figure with a Range number of 4
or more that is not a Cleric or a Wizard, a Tomb Skeleton adds 1 die. |
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Tomoe Gozen |
Samurai Life Debt: After revealing an Order Marker on a Unique Samurai Squad you control that has at
least one previously destroyed Samurai on its Army Card, before taking that squad's
turn, you may first take a turn with Tomoe Gozen. |
Defensive Formation: If Tomoe Gozen is adjacent to at least one other Samurai you control, add 1 die to
the Defense of Tomoe Gozen and all Samurai you control adjacent to Tomoe Gozen. |
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. |
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Tyrian the Kyrie Warrior |
Double Attack: When Tyrian attacks, he may attack one additional time. |
Flying: When counting spaces for Tyrian's movement, ignore elevations. Tyrian may fly over
water without stopping, pass over figures without becoming engaged, and fly over obstacles
such as ruins. When Tyrian starts to fly, if he is engaged he will take any leaving
engagement attacks. |
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Ulfrid Hornwrangler |
Grim Determination Special Attack: Range 1. Attack 4. If Grim Determination Special Attack does not destroy a figure,
Ulfrid Hornwrangler receives a wound and must attack that figure again with his Grim
Determination Special Attack, if possible. |
Shield of Valor: When defending with Ulfrid Hornwrangler, each shield rolled counts for one additional
block. |
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Van Nessing |
Silver Bolts Special Attack: Range 5. Attack 3. When a Lycanthrope or Hybrid figure receives one or more wounds
from Silver Bolts Special Attack, that figure receives one additional wound. |
Divine Mission: After revealing an order marker on Van Nessing's Army Card, after taking Van Nessing's
turn, you may reveal an "X" order marker that is on Van Nessing's Army Card and take
another turn with Van Nessing. During this additional turn, Van Nessing adds 2 to
his normal attack against Undead figures. |
Holy Relic: When the 20-sided die is rolled for a special power on an opponent's Undead Army Card
and at least one of the figures from that Army Card is within 3 clear sight spaces
of Van Nessing, subtract 3 from the die roll. |
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VarJa, The |
Phantom Walk: The Varja can move through all figures and is never attacked when leaving an engagement. |
Living Storm: At any point while moving, when the Varja leaves a space occupied by another figure,
you must roll the 20 sided die. If you roll a 17 or higher, remove all Order Markers
from that figure's Army Card (or cards if that figure has more than one Common card
for that figure). Figures may not be affected by Living Storm more than once per turn. |
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Varkaanan Blade Dancers |
Varkaanan Blade Defense: A Varkaanan Blade Dancer rolls one additional defense die for each opponent's figure
she is engaged to. |
Defensive Vault: After a Varkaanan Blade Dancer rolls defense dice against a normal attack from an
adjacent opponent's figure, if she is still adjacent to the attacking figure, you
may place that Varkaanan Blade Dancer on any other space adjacent to the attacking
figure, if possible. A Varkaanan Blade Dancer does not take any leaving engagement
attacks when using Defensive Vault. |
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Varkaanan Darkclaws |
Wolf Pack: After revealing an Order Marker on the Varkaanan Darkclaws' card, before taking that
turn with the Darkclaws, you may choose one other Unique Wolf Army Card you control
and take a turn with it. You may not attack with more figures from the chosen Army
Card than the number of destroyed Varkaanan Darkclaws on this card. |
Dual Strike: When a Varkaanan Darkclaw attacks, he may attack one additional time. A Varkaanan
Darkclaw cannot attack the same figure more than once per turn. |
Shadow Masters: A Varkaanan Darkclaw rolls 1 additional defense die while on a shadow space and 1
additional attack die when attacking a figure that is not a destructible object on
at least one shadow space. |
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Varkaanan Greyspears |
Wolf Pack: After revealing an Order Marker on the Varkaanan Greyspears' card, before taking that
turn with the Greyspears, you may choose one other Unique Wolf Army Card you control
and take a turn with it. You may not attack with more figures from the chosen Army
Card than the number of destroyed Varkaanan Greyspears on this card. |
Tracking: While moving, the Varkaanan Greyspears may add 2 to their Move number. If they do,
the Varkaanan Greyspears cannot attack this turn. |
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Varkaanan Quickblades |
Wolf Pack: After revealing an Order Marker on the Varkaanan Quickblades' card, before taking
that turn with the Quickblades, you may choose one other Unique Wolf Army Card you
control and take a turn with it. You may not attack with more figures from the chosen
Army Card than the number of destroyed Varkaanan Quickblades on this card. |
Vault: After moving and before attacking, any or all unengaged Varkaanan Quickblades may
Vault. Choose an opponent's figure within 2 clear sight spaces and place that Quickblade
on any unoccupied space adjacent to the chosen figure. A Quickblade may not vault
more than 7 levels up or down in a single vault. |
Lighting Slash Special Attack: Range 1. Attack 3. A Varkaanan Quickblade that did not attack normally may use Lightning
Slash Special Attack. Defending figures that were not adjacent to this Varkaanan Quickblade
at the start of its turn subtract 1 from their defense dice for each skull rolled
with Lightning Slash Special Attack. |
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Varkaanan Swiftfangs |
Wolf Pack: After revealing an Order Marker on the Varkaanan Swiftfangs' card, before taking that
turn with the Swiftfangs, you may choose one other Unique Wolf Army Card you control
and take a turn with it. You may not attack with more figures from the chosen Army
Card than the number of destroyed Varkaanan Swiftfangs on this card. |
First Strike: When Order Marker 1 is revealed on the Varkaanan Swiftfangs, add 2 to their Move number
and 1 extra attack die for that turn. |
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Vulcanmech Incendiborgs |
Redundant Systems: Start the game with 3 Redundant Systems markers on this army card. After a Vulcanmech
Incendiborg receives one or more wounds, you may remove 1 Redundant Systems marker
from this card to ignore all wounds. |
Flamethrower Special Attack: Range Special. Attack 4. A Vulcanmech Incendiborg that does not attack normally may
use Flamethrower Special Attack. Choose 2 spaces in a straight line from the attacking
Vulcanmech Incendiborg. All figures on those spaces that are in line of sight are
affected by Flamethrower Special Attack. Roll attack dice once for all affected figures.
Each figure rolls defense dice separately. |
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Xualtiaca Fire Ants |
Swarming: After moving and before attacking with Xualtiaca Fire Ants, count the number of engaged
Xualtiaca Fire Ants you control. You may move this number of unengaged Xualtiaca Fire
Ants you control that you did not move this turn up to 3 spaces each. |
Swarm Sting 16: Instead of attacking, Xualtiaca Fire Ants may use Swarm Sting 18. Once for each opponent's
figure adjacent to at least one Xualtiaca Fire Ant you control, roll the 20-sided
die for stinging damage. Add 1 to your die roll for each Xualtiaca Fire Ant you control
engaged with that figure. If you roll an 18 or higher, that figure receives one wound.
If the wound was inflicted and the figure was not destroyed, roll again for stinging
damage for that figure. Swarm Sting does not affect destructible objects. |
Climb X3: When moving up or down levels of terrain, Xualtiaca Fire Ants may triple their height. |
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Zaeus |
Gorillinator Attack Bonding: After revealing an order marker on Zaeus, you may take a turn with a squad of Gorillinators
you control before taking a turn with Zaeus. The Gorillinators cannot move during
this turn. |
Rail Gun Special Attack: Range 7. Attack 4. When Zaeus attacks an opponent's figure that is not adjacent with
his Rail Gun Special Attack, you must choose a figure adjacent to the targeted figure,
if possible. If Zaeus inflicts more wounds than needed to destroy the targeted figure,
all excess wounds count as unblockable hits on the chosen figure. |
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Zettian Deathwings |
Detonation Special Attack: Range 1. Attack 5. A Zettian Deathwing that moved but did not attack normally may
use Detonation Special Attack. Any figures adjacent to the attacking Zettian Deathwing
are affected by Detonation Special Attack. Roll 5 attack dice for all affected figures.
Destroy the attacking Zettian Deathwing before each figure rolls defense dice separately. |
Evasive 2: When a Zettian Deathwing rolls defense dice against an attacking figure who is not
adjacent, add 2 defense to the defending Zettian Deathwing. |
Flying: When counting spaces for a Zettian Deathwing's movement, ignore elevations. A Zettian
Deathwing may fly over water without stopping, pass over figures without becoming
engaged, and fly over obstacles such as ruins. When a Zettian Deathwing starts to
fly, if it is engaged it will take any leaving engagement attacks. |
Hyper Speed Burst 3: After moving and attacking with Zettian Deathwings, each Zettian Deathwing you activate
this turn may move up to 3 spaces. |
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Zettian Infantry |
Utgar Soulborg Bonding: Before taking a turn with Zettian Infantry, you may take a turn with any Soulborg
Hero you control who follows Utgar. |
Circuitry Replacement: If a friendly Soulborg Hero who follows Utgar receives one or more wounds from a special
power that is not an attack, you may destroy a guard in the Zettian Infantry you control
that is adjacent to that Hero to ignore any wounds that Hero just received. |
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Zogross Hardscale |
Tribal Protection: An opponent's figure that is engaged to one or more Warriors or Protectors you control
who follow Ullar may not attack Zogross Hardscale. |
Opportunity Strike 15: If an opponent's figure that is engaged with Zogross Hardscale targets any other figure
you control with a normal attack, roll the 20-sided die. If you roll a 15 or higher,
no dice are rolled for this attack, no defense dice are rolled, and the attacking
figure receives one wound. |
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Zombie Hulk |
Horde Shriek: After revealing an order marker and before taking a turn with this Zombie Hulk, if
this Zombie Hulk is not engaged, you may first take a turn with another Undead Savage
Hero or Squad that you control. |
Paralyzing Fear: Figures attacked by any Undead subtract one from their defense dice for every Zombie
Hulk they are engaged to. |
Zombie Rises Again: If an Undead Savage that you control destroys an opponent's large or huge figure,
replace that figure immediately, if possible, with one of your own previously destroyed
Zombie Hulks, and remove all markers other than order markers on that card. Undead
are not affected by Zombie Rises Again. |
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