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 Special Powers sorted by Character Name with Hitzone Image

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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.