Character  Power  Similar |  Move  Range  Attack  Defense |  Works With  Team |  Unique |  Size |  Normal |  D20 |  Order Marker |  Dest Obj 
 Special Powers that can Benefit Other Characters. Once a synergy benefits 10+ characters, it becomes "Many Characters".

Rechets of Bogdan (3) Iskra's Summoning  M 
Rechets of Bogdan do not start the game on the battlefield. They must be summoned onto the battlefield by Iskra Esenwein. Works with: Iskra Esenwein
Iskra Esenwein Summon the Rechets of Bogdan  M 
 A 
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. Works with: Rechets of Bogdan
Chardris Fire Strike Special Attack  R 
 A 
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. Works with: Arkmer, Acolarh, Emirroon, Jorhdawn, Kyntela Gwyn, Morsbane, Ulgenish, VC: Haduc
Jorhdawn Rain of Flame Special Attack  R 
 A 
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. Works with: Arkmer, Acolarh, Chardris, Emirroon, Kyntela Gwyn, Morsbane, Ulgenish, VC: Haduc
Pelloth Lolth's Wrath Special Attack  R 
 A 
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. Works with: Deepwyrm Drow, Drow Chainfighter, Estivara
Omnicron Repulsors (3) Targeting Beacon  A 
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. Works with: Omnicron Snipers, Zetacron, VC: Omegacron
Blastatrons (4) Homing Device  R 
 A 
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. Works with: Blastatrons, Gladiatrons, Major Q9, Major X17
Grok Riders (3) Mark of the Warlord  A 
When attacking a figure that is adjacent to any Marro Warlord you control, Grok Riders add 2 to their attack dice. Works with: Me-Burq-Sa, Ne-Gok-Sa
MacDirk Warriors (4) Highland Fury  A 
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. Works with: Alastair MacDirk, Eldgrim, Finn, Sir Denrick, Sir Gilbert, Sir Hawthorne, Thorgrim
Greenscale Warriors (3) Loyalty to the Lizard King  R 
 A 
 D 
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. Works with: Braxas, Charos, Mimring, Nilfheim, Orthkurik, Zelrig, VC: Quahon, Zogross Hardscale
Hatamoto Taro Adjacent Tough 1  D 
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. Works with: Many Characters
Sacred Band (4) Disciplined Army Defense Bonus  D 
If every Army Card you control has a disciplined personality, each soldier in the Sacred Band receives 1 additional defense die. Works with: Many Characters
4th Massachusetts Line (4) Valiant Army Defense Bonus  D 
If every Army Card you control has a valiant personality, each soldier in the 4th Massachusetts Line receives 1 additional defense die. Works with: Many Characters
Arkmer Staff of Lerkintin  D 
When defending with Arkmer, add as many defense dice as the number of Elves you control adjacent to Arkmer. Works with: Many Characters
Parmenio Sacred Band Defy Death 15  D 
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. Works with: Sacred Band
Horned Skull Brutes (3) Expendable Rabble  D 
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. Works with: Goblin Cutters
Acolarh Leaf of the Home Tree Aura  R 
 D 
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. Works with: Many Characters
Ana Karithon Healing Word  D 
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. Works with: Many Characters
Kurrok the Elementalist Summon Elemental  D 
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. Works with: Air Elemental, Earth Elemental, Fire Elemental, Water Elemental
Marro Hive Marro Rebirth  D 
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. Works with: Marro Drones, Marro Drudge, Marro Stingers, VC: Marro Gnids
Sonya Esenwein Eternal Heartbreak If you control Cyprien Esenwein and he is destroyed, Sonya Esenwein immediately receives 2 wounds. Works with: Cyprien Esenwein
Minions of Utgar (3) Utgar's Orders  M 
 A 
Instead of taking a turn with the Minions of Utgar, you may take a turn with any Kyrie Warrior you control who follows Utgar. Works with: Taelord, Runa
Ulginesh Mind Link  M 
 R 
 A 
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. Works with: Acolarh, Arkmer, Chardris, Emirroon, Jorhdawn, Kyntela Gwyn, Morsbane, VC: Haduc
Ornak Red Flag of Fury Aura  M 
 R 
 A 
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. Works with: Many Characters
Kato Katsuro Kato Katsuro's Command  M 
 R 
 A 
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. Works with: Ashigaru Harquebus, Ashigaru Yari, Hatamoto Taro, Izumi Samurai, Kaemon Awa, Kozuke Samurai, Tagawa Samurai, Tagawa Samurai Archers
Marro Hive Hive Mind  M 
 R 
 A 
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. Works with: Marro Dividers, Marro Drones, Marro Drudge, Marro Stingers, VC: Havech Eradicators, Marro Gnids
Kurrok the Elementalist Master of the Elements  M 
 R 
 A 
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. Works with: Air Elemental, Earth Elemental, Fire Elemental, Water Elemental
Marrden Nagrubs (3) Hivelord Life Bonding  M 
 A 
 D 
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. Works with: Su-Bak-Na, Tor-Kul-Na, Wo-Sa-Ga
Arrow Gruts (3) Beast Bonding  M 
 A 
Before taking a turn with Arrow Gruts, you may first take a turn with any Beast you control. Works with: Ice Troll Berserker, Krug, Mimring, Swog Rider
Greenscale Warriors (3) Lizard King Bonding  M 
 A 
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. Works with: Braxas, Charos, Mimring, Nilfheim, Orthkurik, Zelrig, VC: Quahon, Zogross Hardscale
Blade Gruts (4) Orc Champion Bonding  M 
 A 
Before taking a turn with Blade Gruts, you may first take a turn with any Orc Champion you control. Works with: Grimnak, Nerak, Orak, Tornak
Heavy Gruts (4) Orc Champion Bonding  M 
 A 
Before taking a turn with Heavy Gruts, you may first take a turn with any Orc Champion you control. Works with: Grimnak, Nerak, Ornak, Tornak
Wolves of Badru (3) Darklord Bonding  M 
 A 
Before taking a turn with Wolves of Badru, you may first take a turn with any Darklord you control. Works with: Khosumet, Werewolf Lord, VC: Morgoloth
Fyorlag Spiders (3) Predator Bonding  M 
 A 
Before taking a turn with Fyorlag Spiders, you may first take a turn with any Predator you control. Works with: Sujoah, Wyvern, VC: Quahon
Roman Legionnaires (4) Warlord Bonding  M 
 A 
Before taking a turn with Roman Legionnaires, you may first take a turn with any Warlord you control. Works with: Marcus Decimus Gallus, Me-Burq-Sa, Mogrimm Forgehammer, Ne-Gok-Sa, Parmenio, Valguard, Venoc Warlord, VC: Arashara Goshiri, Zogross Hardscale
Sacred Band (4) Einar Warlord Bonding  M 
 A 
Before taking a turn with Sacred Band, you may first take a turn with any Warlord you control who follows Einar. Works with: Marcus Decimus Gallus, Parmenio, Valguard, VC: Arashara Goshiri
Grok Riders (3) Marro Warlord Bonding  M 
 A 
Before taking a turn with Grok Riders, you may first take a turn with any Marro Warlord you control. Works with: Me-Burq-Sa, Ne-Gok-Sa
Armoc Vipers (3) Ullar Warlord Bonding  M 
 A 
Before taking a turn with Armoc Vipers, you may first take a turn with any Warlord you control who follows Ullar. Works with: Venoc Warlord, VC: Zogross Hardscale
Knights of Weston (4) Human Champion Bonding  M 
 A 
Before taking a turn with the Knights of Weston, you may first take a turn with any Human Champion you control. Works with: Alastair MacDirk, Eldgrim, Finn, Sir Denrick, Sir Gilbert, Sir Hawthorne, Thorgrim
MacDirk Warriors (4) Human Champion Bonding  M 
 A 
Before taking a turn with the MacDirk Warriors, you may first take a turn with any Human Champion you control. Works with: Alastair MacDirk, Eldgrim, Finn, Sir Denrick, Sir Gilbert, Sir Hawthorne, Thorgrim
Capuan Gladiators (3) Human Gladiator Hero Bonding  M 
 A 
Before taking a turn with the Capuan Gladiators, you may first take a turn with any Human Gladiator Hero you control. Works with: Crixus, Retiarius, Spartacus, VC: Priscus
Death Chasers of Thesk (3) Taskmaster Bonding  M 
 A 
Before taking a turn with the Death Chasers of Thesk, you may first take a turn with any large wild Hero you control. Works with: Me-Burq-Sa, Nerak, Ogre Pulverizer, Ogre Warhulk, Swog Rider
Death Knights of Valkrill (2) Unholy Bonding  M 
 A 
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. Works with: Air Elemental, Dumutef Guard, Khosumet, Sir Hawthorne, Taelord, Venoc Warlord, VC: Skull Demon
Axegrinders of Burning Forge (4) Dwarven Strategic Bonding  M 
 A 
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. Works with: Migol Ironwill, Mogrimm Forgehammer, VC: Ulfrid Hornwrangler
Mohican River Tribe (3) War Cry  M 
 A 
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. Works with: Brave Arrow
Blastatrons (4) Gladiatron Movement Bonding  M 
Before taking a turn with Blastatrons, you may move 4 Gladiatrons you control up to 5 spaces each. Works with: Gladiatrons
Nakita Agents (3) Gorillinator Movement Bonding  M 
Before taking a turn with Nakita Agents, you may move 3 Gorillinators you control up to 7 spaces each. Works with: Gorillinators
Agent Skahen Cover Fire  M 
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. Works with: Agent Carr, Dund, Gorillinators, Krav Maga Agents, Microcorp Agents, Nakita Agents, Otonashi, VC: Command Courier
Sir Gilbert Jandar's Dispatch  M 
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. Works with: Many Characters
Brunak Carry  M 
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. Works with: Many Characters
Theracus Carry  M 
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. Works with: Many Characters
Saylind the Kyrie Warrior Spear of Summoning  M 
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. Works with: Many Characters
Emirroon Elven Summoning Spell  M 
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. Works with: Many Characters
Tul-Bak-Ra Teleport Reinforcements  M 
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. Works with: Grok Riders, Marro Dividers, Marro Drones, Marro Drudge, Marro Stingers, Marro Warriors, VC: Havech Eradicators, Marro Gnids
Jotun Throw 14  M 
 R 
 A 
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. Works with: Many Characters
Warden 816 Guard Leadership  M 
All Guards you control move one additional Space. Works with: Blastatrons, Drow Chainfighter, Dumutef Guard, Granite Guardians, Gurei-Oni, Marrden Nagrubs, Obsidian Guards, Zettian Guards, VC: Zettian Infantry
Atlaga the Kyrie Warrior Kyrie Leadership  M 
All Kyrie you control, except Atlaga, move one additional space. Works with: Many Characters
Venoc Warlord Scout Leadership  M 
All scouts you control can move an additional 2 spaces. Works with: Elite Onyx Vipers, Fyorlag Spiders, Mohican River Tribe, Theracus, Venoc Vipers, Zetacron
Marcus Decimus Gallus Soldier Leadership  M 
All Soldiers you control move one additional space. Works with: 10th Regiment of Foot, 4th Massachusetts Line, Airborne Elite, Einar Imperium, Roman Legionnaires, Sacred Band, Sgt. Drake Alexander, Warforged Soldiers, VC: Capt. John Varan
Master Win Chiu Woo Master's Influence  M 
 A 
 D 
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. Works with: Shaolin Monks
Spartacus Gladiator Inspiration  M 
 A 
 D 
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. Works with: Capuan Gladiators, Crixus, Retiarius, VC: Priscus
Acolarh Ullar's Amulet  M 
All friendly figures who follow Ullar and start their turn adjacent to Acolarh may move 2 additional spaces. Works with: Many Characters
Otonashi Tricky Speed 4  M 
If Otonashi starts her turn adjacent to any figure you control who has a tricky personality, she may move 4 additional spaces. Works with: Many Characters
Deathwalker 9000 Range Enhancement  R 
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. Works with: Zettian Guards, Blastatrons, VC: Zettian Infantry
Laglor Vydar's Range Enhancement Aura  R 
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. Works with: Agent Carr, Blastatrons, Gorillinators, James Murphy, Krav Maga Agents, Major Q9, Microcorp Agents, Nakita Agents, VC: Command Courier
Khosumet the Darklord Relentless Assault  A 
Each friendly figure adjacent to Khosumet with a relentless personality receives an additional attack die. Works with: Many Characters
Dumutef Guard Devourer Attack Enhancement  A 
All friendly Devourers adjacent to a Dumutef Guard receive an additional attack die. Works with: Anubian Wolves, Marcu Esenwein, Rechets of Bogdan, Shades of Bleakwoode
Marcus Decimus Gallus Soldier Attack Enhancement  A 
All friendly Soldiers adjacent to Marcus Decimus Gallus receive an additional attack die. Works with: 10th Regiment of Foot, 4th Massachusetts Line, Airborne Elite, Einar Imperium, Roman Legionnaires, Sacred Band, Sgt. Drake Alexander, Warforged Soldiers, VC: Capt. John Varan
Brave Arrow Scout Melee Attack Enhancement  A 
All friendly Scouts adjacent to Brave Arrow receive an additional attack die when attacking a figure adjacent to them. Works with: Elite Onyx Vipers, Fyorlag Spiders, Mohican River Tribe, Theracus, Venoc Vipers, Zetacron, VC: Kira Jax
Finn the Viking Champion Attack Aura 1  A 
All friendly figures adjacent to Finn with a range of 1 add 1 die to their normal attack. Works with: Many Characters
Sir Gilbert Attack Aura 1  A 
All friendly figures adjacent to Sir Gilbert with a range of 1 add 1 die to their normal attack. Works with: Many Characters
Thorgrim the Viking Champion Defensive Aura 1  D 
All friendly figures adjacent to Thorgrim add 1 die to their defense. Works with: Many Characters
Kyntela Gwyn Strength of Oak Aura 1  D 
All friendly Elves adjacent to Kyntela Gwyn add 1 to their defense dice. Works with: Many Characters
Concan the Kyrie Warrior Knight and Sentinel Enhancement  A 
 D 
All friendly Knights and Sentinels adjacent to Concan roll an additional attack die and an additional defense die. Works with: Knights of Weston, Phantom Knights, Sentinals of Jandar, Templar Cavalry, Sir Dupuis
Swog Rider Orc Archer Enhancement  R 
 A 
 D 
All friendly Orc Archers adjacent to a Swog Rider receive an additional attack die and an additional defense die. Works with: Arrow Gruts
Grimnak Orc Warrior Enhancement  A 
 D 
All friendly Orc Warriors adjacent to Grimnak roll an additional attack die and an additional defense die. Works with: Blade Gruts, Heavy Gruts
Tornak Orc Warrior Enhancement  A 
 D 
All friendly Orc Warriors adjacent to Tornak receive an additional attack die and an additional defense die. Works with: Blade Gruts, Heavy Gruts
Ornak Orc Battle Cry Aura  R 
 A 
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. Works with: Blade Gruts, Heavy Gruts
Nerak the Glacian Swog Rider Orc Defensive Aura 1  D 
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. Works with: Arrow Gruts, Blade Gruts, Grimnak, Heavy Gruts, Swog Rider, Ornak, Tornak
Hatamoto Taro Heroic Defense Aura  R 
 D 
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. Works with: Ashigaru Harquebus, Ashigaru Yari, Izumi Samurai, Kaemon Awa, Kozuke Samurai, Tagawa Samurai, Tagawa Samurai Archers
Ana Karithon Protection from Evil Aura  R 
 D 
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. Works with: Many Characters
Estivara Lolth's Judgement Aura  R 
 A 
All Arachnid figures you control within 6 clear sight spaces of Estivara roll 1 additional attack die when attacking normally. Works with: Fyorlag Spiders
Taelord the Kyrie Warrior Attack Aura  R 
 A 
All figures you control within 4 clear sight spaces of Taelord get +1 to attack. Taelord's Attack Aura does not affect Taelord. Works with: Many Characters
Raelin the Kyrie Warrior Defensive Aura  R 
 D 
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. Works with: Many Characters
Raelin the Kyrie Warrior Extended Defensive Aura  R 
 D 
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. Works with: Many Characters
Empress Kiova Gift of the Empress Aura  R 
 D 
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. Works with: Einar Imperium
Sir Dupuis Knight's Courage  R 
 A 
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. Works with: Knights of Weston, Phantom Knights, Templar Cavalry
Eldgrim the Viking Champion Warrior's Swiftness Spirit  M 
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. Works with: Many Characters
Finn the Viking Champion Warrior's Attack Spirit 1  A 
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. Works with: Many Characters
Thorgrim the Viking Champion Warrior's Armor Spirit 1  D 
When Thorgrim is destroyed, place this figure on any unique Army Card. Thorgrim's Spirit adds 1 to the defense number on that card. Works with: Many Characters
Su-Bak-Na Hive Supremacy  A 
Any time you roll the 20‑sided die for a Marro or Wulsinu Army Card, you may add 1 to your die roll. Works with: Many Characters
Valguard Berserker Charge Enhancement  M 
Add 1 to your die roll when you roll for the Berserker Charge power on any Army Card. Works with: Tarn Viking Warriors
Sonya Esenwein Eternal Strength  A 
Anytime you roll the 20-sided die for Cyprien Esenwein's Chilling Touch, you may add 2 to your die roll. Works with: Cyprien Esenwein
Venoc Warlord Frenzy Enhancement  M 
 A 
Add 1 to your die roll when you roll for the Frenzy power on any Army Card. Works with: Aubrien Archers, Elite Onyx Vipers, Venoc Vipers
Khosumet the Darklord Unleashed Fury Enhancement  A 
You may add 1 to your die roll when you roll for the Unleashed Fury power on any Army Card. Works with: Anubian Wolves
Captain America Tactician  A 
 D 
All friendly figures adjacent to Captain America add 1 extra die to their attack, and 1 extra die to their defense. Works with: Many Characters
Morgoloth Swarming Vermin  M 
 D 
Friendly small figures who follow Utgar or Valkrill are never attacked when leaving engagement with a figure within 5 clear sight spaces of Morgoloth. Works with: Deathreavers, Goblin Cutters, Marrden Nagrubs, Wolves of Badru, VC: Marro Gnids
Deathstrike Thrall Mindless Pack  M 
 A 
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. Works with: VC: Preyblood Thrall
Preyblood Thrall Mindless Pack  M 
 A 
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. Works with: VC: Deathstrike Thrall
Mok Gunner Special Attack  A 
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. Works with: Axegrinders of Burning Forge
Zombie Hulk Paralyzing Fear  A 
Figures attacked by any Undead subtract one from their defense dice for every Zombie Hulk they are engaged to. Works with: Many Characters
M-43 Resistance Fighters (3) Guerrilla Tactics  M 
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. Works with: VC: Kira Jax
Haduc Aegis of the Crimson Sigil  D 
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. Works with: Acolarh, Arkmer, Chardris, Emirroon, Jorhdawn, Kyntela Gwyn, Morsbane, Ulginesh
Mok Gunner Casualties  D 
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. Works with: Axegrinders of Burning Forge
Deathcommander Mark 3 Marked For Destruction  A 
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. Works with: Many Characters
Zogross Hardscale Tribal Protection  D 
An opponent's figure that is engaged to one or more Warriors or Protectors you control who follow Ullar may not attack Zogross Hardscale. Works with: Armoc Vipers, Protectors of Ullar, Greenscale Warriors, Jotun, Saylind
Capt. John Varan Purple Heart  R 
 A 
 D 
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. Works with: Many Characters
Zettian Infantry (2) Circuitry Replacement  A 
 D 
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. Works with: Deathwalker 7000, Deathwalker 8000, Deathwalker 9000, Warden 816, VC: Deathcommander Mark 3
Nicholas Esenwein Bloodborn Rising  D 
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. Works with: VC: Deathstrike Thrall, Preyblood Thrall
Zombie Hulk Zombie Rises Again  D 
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. Works with: Zombies of Morindan
Skeletons of Annellintia (4) Necromancy  D 
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. Works with: Cyprien Esenwein, Sonya Esenwein, Iskra Esenwein, VC: Nicholas Esenwein
Command Courier Command Dispatch  M 
 A 
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. Works with: Many Characters
Omegacron Directed Fire  A 
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. Works with: Omnicron Repulsors, Omnicron Snipers
Zaeus Gorillinator Attack Bonding  A 
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. Works with: Gorillinators
Zombie Hulk Horde Shriek  M 
 A 
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. Works with: Zombies of Morindan
Zettian Infantry (2) Utgar Soulborg Bonding  M 
 A 
Before taking a turn with Zettian Infantry, you may take a turn with any Soulborg Hero you control who follows Utgar. Works with: Deathwalker 7000, Deathwalker 8000, Deathwalker 9000, Warden 816, VC: Deathcommander Mark 3
Deathcommander Mark 3 Heavy Support Command Beacon  M 
 A 
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. Works with: Deathstalkers, Deathwalker 7000, Deathwalker 8000, Deathwalker 9000, Warden 816, VC: Zettian Guards, Excutioner 616
Omegacron Omnicron Mobilization  M 
Instead of moving with Omegacron, you may move up to 3 other Soulborg figures you control who follow Jandar up to 5 spaces each. Works with: Omnicron Repulsors, Omnicron Snipers, Zetacron
Mok Dwarven Gunners  M 
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. Works with: Axegrinders of Burning Forge
Morgoloth Demon Leadership  M 
All Demons you control, except Morgoloth, move one additional space. Works with: Mezzodemon Warmongers, VC: Skull Demon
Priscus Taste of Freedom  A 
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. Works with: Capuan Gladiators, Crixus, Retiarius, Spartacus
Skull Demon Valkrill Attack Aura 1  A 
All friendly figures adjacent to this Skull Demon with a range of 1 who follow Valkrill add 1 die to their normal attack. Works with: Death Chasers of Thesk, Death Knights of Valkrill, Horned Skull Brutes, VC: Deathstrike Thrall, Morgoloth, Nicholas Esenwein, Preyblood Thrall, Racheim
Myrddin Mystic Sacrifice  R 
 A 
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. Works with: Many Characters
Elaria the Pale Queen of Thieves  R 
 A 
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. Works with: Many Characters
Haduc Elven Supremacy  A 
Any time you roll the 20-sided die for an Elf Army Card, you may add 1 to your die roll. Works with: Many Characters
Cxurg'gyath Enslave Enhancement  A 
Add 1 to your die roll when you roll for the Enslave power on any Army Card. Works with: Mind Flayer Mastermind
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