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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 |
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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