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 Special Powers sorted by Similarity

Death Chasers of Thesk (3) Orc Battle Rush  M 
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.
Airborne Elite (4) The Drop  M 
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.
Rechets of Bogdan (3) Iskra's Summoning  M 
Rechets of Bogdan do not start the game on the battlefield. They must be summoned onto the battlefield by Iskra Esenwein.
Iskra Esenwein Summon the Rechets of Bogdan  M 
 A 
After taking a turn with Iskra Esenwein, you may attempt to summon the Rechets of Bogdan if they are in your army and they have not yet been successfully summoned. Roll the 20-sided die. If you roll a 14 or higher, you must place all 3 Rechets of Bogdan on empty spaces within 6 clear sight spaces of Iskra Esenwein. Any Rechets of Bogdan that you cannot place on the battlefield are immediately destroyed and cannot be summoned again. When the Rechets of Bogdan are summoned, you may immediately take a turn with them.
Armoc Vipers (3) Slither  M 
Armoc Vipers do not have to stop their movement when entering water spaces.
Elite Onyx Vipers (3) Slither  M 
Elite Onyx Vipers do not have to stop their movement when entering water spaces.
Fen Hydra Slither  M 
The Fen Hydra does not have to stop its movement when entering water spaces.
Venoc Vipers (3) Slither  M 
Venoc Vipers do not have to stop their movement when entering water spaces.
Venoc Warlord Slither  M 
Venoc Warlord does not have to stop his movement when entering water spaces.
Wo-Sa-Ga Slither  M 
Wo-Sa-Ga does not have to stop her movement when entering water spaces.
Microcorp Agents (3) Water Suits  M 
 D 
Microcorp Agents do not have to stop their movement when entering a water space. Add 2 to a Microcorp Agent's defense while he is on a water space.
Sahuagin Raider Amphibious  M 
 D 
While a Sahuagin Raider is on a water space, add 2 to its Defense. If a Sahuagin Raider starts its turn on a water space, add 1 to its movement for that turn. A Sahuagin Raider does not have to stop its movement when entering a water space.
Greater Ice Elemental Ice Cold  M 
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.
Brunak Lava Resistant  M 
 D 
Brunak never rolls for molten lava damage or lava field damage and he does not have to stop in molten lava spaces.
Fire Elemental Lava Resistant  M 
 D 
A Fire Elemental never rolls for molten lava damage or lava field damage and it does not have to stop on molten lava spaces.
Iron Golem Lava Resistant  M 
 D 
This Iron Golem never rolls for molten lava damage or lava field damage, and it does not have to stop on molten lava spaces.
Moltenclaw Lava Resistant  M 
 D 
Moltenclaw never rolls for molten lava damage or lava field damage, and he does not have to stop on molten lava spaces.
Obsidian Guards (3) Lava Resistant  M 
 D 
Obsidian Guards never roll for molten lava damage or lava field damage and they do not have to stop on molten lava spaces.
Shurrak Lava Resistant  M 
 D 
Shurrak never rolls for molten lava damage or lava field damage, and he does not have to stop on molten lava spaces.
Mika Connour Blend Into Shadow Mika Connour starts each game with up to 2 shadow tiles on her Army Card. If Mika Connour ends her turn on an empty land space, you may place a shadow tile from her Army Card onto the space she occupies if the shadow tile fits normally onto that space.
Dzu-Teh (3) Snow and Ice Enhanced Movement  M 
Slippery Ice and Heavy Snow only count as 1 space when moving.
Mika Connour Shadow Dance  M 
If Mika Connour starts her turn on a shadow space, instead of moving normally, you may place her on any other empty shadow space within 8 spaces of her current location. If Mika Connour is engaged when she starts her Shadow Dance, she will take any leaving engagement attacks.
Dzu-Teh (3) Glacier Traverse  M 
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.
Marro Drudge (3) Swamp Water Tunnel  M 
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.
Water Elemental Water Tunnel  M 
If a Water Elemental ends its normal movement on a water space, you may immediately place it on any empty same-level water space within 5 spaces. If a Water Elemental is engaged when it starts its Water Tunnel, it will not take any leaving engagement attacks.
Tul-Bak-Ra Teleportation  M 
Instead of moving Tul-Bak-Ra normally, you may choose any empty space that is on the same level and within 10 spaces of Tul-Bak-Ra. Place Tul-Bak-Ra on the chosen space. When Tul-Bak-Ra starts to Teleport, if he is engaged he will not take any leaving engagement attacks.
Earth Elemental Underground Movement  M 
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.
Axegrinders of Burning Forge (4) Climb X2  M 
When moving up or down levels of terrain, The Axegrinders of Burning Forge may double their Height.
Deathreavers (4) Climb X2  M 
When moving up or down levels of terrain, Deathreavers may double their Height.
Marrden Nagrubs (3) Climb X2  M 
When moving up or down levels of terrain, Marrden Nagrubs may double their Height.
Migol Ironwill Climb X2  M 
When moving up or down levels of terrain, Migol Ironwill may double his Height.
Wolves of Badru (3) Climb X2  M 
When moving up or down levels of terrain, Wolves of Badru may double their height.
Fyorlag Spiders (3) Climb X3  M 
When moving up or down levels of terrain, Fyorlag Spiders may triple their height.
Goblin Cutters (4) Scale  M 
When moving up or down levels of terrain, Goblin Cutters may add 2 to their height.
Sgt. Drake Alexander Grapple Gun 25  M 
Instead of Sgt. Drake Alexander's normal move, he may move only one space. This space may be up to 25 levels higher. When using the Grapple Gun, all engagement rules still apply.
Atlaga the Kyrie Warrior Flying  M 
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.
Black Wyrmling Flying  M 
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.
Blue Wyrmling Flying  M 
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.
Braxas Flying  M 
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.
Concan the Kyrie Warrior Flying  M 
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.
Iskra Esenwein Flying  M 
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.
Kelda the Kyrie Warrior Flying  M 
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.
Marcu Esenwein Flying  M 
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.
Mimring Flying  M 
When counting spaces for Mimring's movement, ignore elevations. Mimring may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Mimring starts to fly, if he is engaged he will take any leaving engagement attacks.
Moltenclaw Flying  M 
When counting spaces for Moltenclaw's movement, ignore elevations. Moltenclaw may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If Moltenclaw is engaged when he starts to fly, he will take any leaving engagement attacks.
Nilfheim Flying  M 
When counting spaces for Nilfheim's movement, ignore elevations. Nilfheim may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Nilfheim starts to fly, if he is engaged he will take any leaving engagement attacks.
Othkurik The Black Dragon Flying  M 
When counting spaces for Othkurik's movement, ignore elevations. Othkurik may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If Othkurik is engaged when he starts to fly, he will take any leaving engagement attacks.
Protectors of Ullar (3) Flying  M 
When counting spaces for a Protector of Ullar's movement, ignore elevations. A Protector of Ullar may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Protector of Ullar starts to fly, if he is engaged he will take any leaving engagement attacks.
Raelin the Kyrie Warrior Flying  M 
When counting spaces for Raelin's movement, ignore elevations. Raelin may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Raelin starts to fly, if she is engaged she will take any leaving engagement attacks.
Raelin the Kyrie Warrior Flying  M 
When counting spaces for Raelin's movement, ignore elevations. Raelin may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Raelin starts to fly, if she is engaged she will take any leaving engagement attacks.
Rechets of Bogdan (3) Flying  M 
When counting spaces for Rechets of Bogdan's movement, ignore elevations. Rechets of Bogdan may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Rechet of Bogdan starts to fly, if he is engaged he will take any leaving engagement attacks.
Red Wyrmling Flying  M 
When counting spaces for a Red Wyrmling's movement, ignore elevations. A Red Wyrmling may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If a Red Wyrmling is engaged when it starts to fly, it will take any leaving engagement attacks.
Runa Flying  M 
When counting spaces for Runa's movement, ignore elevations. Runa may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Runa starts to fly, if she is engaged she will take any leaving engagement attacks.
Saylind the Kyrie Warrior Flying  M 
When counting spaces for Saylind's movement, ignore elevations. Saylind may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Saylind starts to fly, if she is engaged she will take any leaving engagement attacks.
Sonya Esenwein Flying  M 
When counting spaces for Sonya Esenwein's movement, ignore elevations. Sonya Esenwein may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Sonya Esenwein starts to fly, if she is engaged she will take any leaving engagement attacks.
Sujoah Flying  M 
When counting spaces for Sujoah's movement, ignore elevations. Sujoah may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Sujoah starts to fly, if he is engaged he will take any leaving engagement attacks.
Theracus Flying  M 
When counting spaces for Theracus's movement, ignore elevations. Theracus may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Theracus starts to fly, if he is engaged he will take any leaving engagement attacks.
Ulginesh Flying  M 
When counting spaces for Ulginesh's movement, ignore elevations. Ulginesh may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Ulginesh starts to fly, if he is engaged he will take any leaving engagement attacks.
White Wyrmling Flying  M 
When counting spaces for a White Wyrmling's movement, ignore elevations. A White Wyrmling may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If a White Wyrmling is engaged when it starts to fly, it will take any leaving engagement attacks.
Wyvern Flying  M 
When counting spaces for a Wyvern's movement, ignore elevations. A Wyvern may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If a Wyvern is engaged when it starts to fly, it will take any leaving engagement attacks.
Zelrig Flying  M 
When counting spaces for Zelrig's movement, ignore elevations. Zelrig may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Zelrig starts to fly, if he is engaged he will take any leaving engagement attacks.
Charos Flying  M 
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.
Su-Bak-Na Flying  M 
When counting spaces for Su‑Bak‑Na's movement, ignore elevation. Su‑Bak‑Na may fly over water without stopping. Su‑Bak‑Na may pass over figures without becoming engaged. Su‑Bak‑Na may fly over obstacles such as ruins. When Su‑Bak‑Na starts to fly, if he is engaged he will take any leaving engagement attacks.
Minions of Utgar (3) Flying  M 
When counting spaces for Minions of Utgar's movement, ignore elevation. Minions of Utgar may fly over water without stopping, pass over figures without becoming engaged and fly over obstacles such as ruins. When a Minion of Utgar starts to fly, if he is engaged he will take any leaving engagement attacks.
Sentinels of Jandar (3) Flying  M 
When counting spaces for Sentinels of Jandar's movement, ignore elevations. Sentinels of Jandar may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Sentinel of Jandar starts to fly, if he is engaged he will take any leaving engagement attacks.
Air Elemental Stealth Flying  M 
 D 
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.
Cyprien Esenwein Stealth Flying  M 
 D 
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.
Einar Imperium (3) Stealth Flying  M 
 D 
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.
Phantom Knights (3) Stealth Flying  M 
 D 
When counting spaces for a Phantom Knight's movement, ignore elevations. A Phantom Knight may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If a Phantom Knight is engaged when it starts to fly, it will not take any leaving engagement attacks.
Shades of Bleakwoode (3) Stealth Flying  M 
 D 
When counting spaces for Shades of Bleakwoode's movement, ignore elevations. Shades of Bleakwoode may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Shade of Bleakwoode starts to fly, if it is engaged it will not take any leaving engagement attacks.
Empress Kiova Stealth Flying  M 
 D 
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.
Taelord the Kyrie Warrior Stealth Flying  M 
 D 
When counting spaces for Taelord's movement, ignore elevations. Taelord may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Taelord starts to fly, if he is engaged he will not take any leaving engagement attacks.
Erevan Sunshadow Fey Step  M 
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.
Eltahale Thunder Step  M 
 A 
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.
Sgt. Drake Alexander Grapple Arm  M 
Instead of his normal move, Sgt. Drake Alexander may use his Grapple Arm. Grapple Arm has a move of 4. When counting spaces for Grapple Arm ignore elevations. Drake may grapple over water without stopping, over figures without becoming engaged, and over obstacles such as ruins. Drake may not grapple more than 45 levels up or down in a single Grapple Arm move. If Drake is engaged when he starts his Grapple Arm move, he will take any leaving engagement attacks.
Shaolin Monks (3) Stealth Leap  M 
 D 
Instead of their normal move, any or all Shaolin Monks may Stealth Leap. Stealth Leap has a move of 3. When counting spaces for a Monk's leaping movement, ignore elevations. A Monk may leap over water without stopping, pass over figures without becoming engaged, and leap over obstacles such as ruins. A Monk may not leap more than 12 levels up or down in a single leap. If a Monk is engaged when he starts to leap, he does not take any leaving engagement attacks.
Master Win Chiu Woo Stealth Leap 25  M 
 D 
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.
Agent Carr Disengage  M 
 D 
Agent Carr is never attacked when leaving an engagement.
Arrow Gruts (3) Disengage  M 
 D 
Arrow Gruts are never attacked when leaving an engagement.
Blade Gruts (4) Disengage  M 
 D 
Blade Gruts are never attacked when leaving an engagement.
Deathreavers (4) Disengage  M 
 D 
Deathreavers are never attacked when leaving an engagement.
Heavy Gruts (4) Disengage  M 
 D 
Heavy Gruts are never attacked when leaving engagements.
Nerak the Glacian Swog Rider Disengage  M 
 D 
Nerak is never attacked when leaving an engagement.
Ninjas of the Northern Wind (3) Disengage  M 
 D 
Ninjas of the Northern Wind are never attacked when leaving an engagement.
Swog Rider Disengage  M 
 D 
Swog Rider is never attacked when leaving an engagement.
Tornak Disengage  M 
 D 
Tornak is never attacked when leaving an engagement.
Isamu Phantom Walk  M 
 D 
Isamu can move through all figures and is never attacked when leaving an engagement.
Kumiko Phantom Walk  M 
 D 
Kumiko can move through all figures and is never attacked when leaving an engagement.
Moriko Phantom Walk  M 
 D 
Moriko can move through all figures and is never attacked when leaving an engagement.
Otonashi Phantom Walk  M 
 D 
Otonashi can move through all figures and is never attacked when leaving an engagement.
Shiori Phantom Walk  M 
 D 
Shiori can move through all figures and is never attacked when leaving an engagement.
Agent Carr Ghost Walk  M 
Agent Carr can move through all figures.
Ninjas of the Northern Wind (3) Ghost Walk  M 
Ninjas of the Northern Wind can move through all figures.
Gladiatrons (4) Cyberclaw  M 
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.
Major X17 Improved Cyberclaw  M 
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.
Air Elemental Swirling Vortex  M 
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.
Knights of Weston (4) A Coward's Reward  M 
 A 
Knights of Weston roll one additional die against figures leaving an engagement with them.
Sir Denrick A Coward's Reward  M 
 A 
Sir Denrick rolls one additional die against each figure leaving an engagement with him.
Arkmer Engagement Strike 13  M 
 A 
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.
Nakita Agents (3) Engagement Strike 15  M 
 A 
If an opponent's small or medium figure moves adjacent to a Nakita Agent, roll the 20‑sided die. If you roll a 15 or higher, the opponent's figure receives a wound. Figures may be targeted only as they move into engagement with a Nakita Agent.
Greater Ice Elemental Ice Spikes 15  M 
 A 
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.
Ninjas of the Northern Wind (3) Disappearing Ninja  M 
 D 
If a Ninja of the Northern Wind is attacked with a normal attack and at least 1 skull is rolled, roll the 20‑sided die to disappear. If you roll 1‑11, roll defensive dice normally. If you roll a 12 or higher, that Ninja of the Northern Wind takes no damage and instead may move up to 4 spaces. Ninjas of the Northern Wind can disappear only if they end their disappearing move not adjacent to any enemy figures.
Isamu Vanish 9  M 
 D 
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.
Deathreavers (4) Scatter  M 
 D 
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.
Goblin Cutters (4) Scurry  M 
 D 
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.
Granite Guardians (3) Gain High Ground  M 
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.
Marrden Hounds (3) Wild Pack Movement  M 
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.
Tarn Viking Warriors (4) Berserker Charge  M 
After moving and before attacking, roll the 20‑sided die. If you roll a 15 or higher, you may move all Tarn Viking Warriors again.
Ice Troll Berserker Ice Troll Charge  M 
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.
Zombies of Morindan (3) Horde Movement  M 
You may move up to 6 Zombies of Morindan that you control each turn. However, you may attack with only 3 Zombies of Morindan. You may attack with any 3 Zombies of Morindan, even Zombies of Morindan that you did not move this turn.
Marro Drones (3) Hive Swarm  M 
 A 
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.
Aubrien Archers (3) Frenzy  M 
 R 
 A 
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.
Elite Onyx Vipers (3) Frenzy  M 
 A 
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.
Venoc Vipers (3) Frenzy  M 
 A 
After you take a turn with Venoc Vipers, roll the 20‑sided die. If you roll a 16 or higher you may take another turn with Venoc Vipers.
Frost Giant of Morh Battle Frenzy  A 
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.
Alastair MacDirk Overextend Attack  M 
 A 
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.
Eldgrim the Viking Champion Overextend Attack  M 
 A 
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.
Sir Hawthorne Blind Rage Special Attack  A 
Range 1. Attack 3. If Sir Hawthorne rolls at least 2 skulls with his Blind Rage Special Attack, Sir Hawthorne may attack again with his Blind Rage Special Attack. Sir Hawthorne may continue attacking with his Blind Rage Special Attack until he rolls fewer than 2 skulls.
Laglor Autoload Special Attack  R 
 A 
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.
Erevan Sunshadow Fire Blast Special Attack  R 
 A 
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.
Brandis Skyhunter Archer's Glory  M 
 R 
 A 
Each time Brandis Skyhunter destroys an opponent's non-adjacent Unique Hero, you may take another turn with Brandis Skyhunter.
Brunak Blood Hungry Special Attack  A 
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.
Deathwalker 8000 Rapid Fire Special Attack  R 
 A 
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.
Eltahale Thunder Ram Assault Special Attack  R 
 A 
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.
Sharwin Wildborn Arcane Bolt Special Attack  R 
 A 
Range 5 + Special. Attack 3. The first target of Arcane Bolt Special Attack must be within a Range of 5. After attacking with Arcane Bolt Special Attack, if the defending figure receives at least 1 wound, you may choose a figure that was adjacent to the defending figure at the beginning of that attack and attack that chosen figure with Arcane Bolt Special Attack. You may continue attacking with Arcane Bolt Special Attack in this manner until you fail to inflict a wound. A figure cannot be attacked more than once in a turn with Arcane Bolt Special Attack.
Blue Wyrmling Fledgling Lightning Breath Special Attack  R 
 A 
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.
Tor-Kul-Na Trample Stomp  M 
 A 
At any point while moving, Tor-Kul-Na may choose a small or medium figure that is adjacent, on the same level, and on a space where Tor-Kul-Na may end his movement. Roll the 20-sided die. If you roll 1-7, the figure is safe and Tor-Kul-Na's movement ends. If you roll 8-20, the chosen figure receives one wound. If the wound destroys the figure, move Tor-Kul-Na on the space that the figure occupied, and you may continue Tor-Kul-Na's movement. If the chosen figure is not destroyed, Tor-Kul-Na's movement ends. Tor-Kul-Na must be on a space where he can end movement each time he uses this power.
Estivara Venom Ray Special Attack  R 
 A 
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.
Sujoah Poison Sting Special Attack  A 
Range 1. Attack 4. If Sujoah inflicts at least 1 wound with Poison Sting Special Attack, roll the 20-sided die for Poison Damage. If you roll a 1-9, the defending figure received no additional wounds for Poison Damage. If you roll a 10-19, add 1 additional wound marker to the defending figures Army Card, and roll again for Poison Damage. If you roll a 20, destroy the defending figure.
Deepwyrm Drow (3) Poison Weapons  A 
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.
Wo-Sa-Ga Coil Crush  A 
When attacking a small, medium or large figure, if Wo-Sa-Ga inflicts at least 2 wounds, roll the 20-sided die. If you roll a 15 or higher, destroy the defending figure.
Ana Karithon Turn Undead Special Attack  A 
Range 4. Attack 4. Turn Undead Special Attack can be used to attack only Undead figures.
Sgt. Drake Alexander Pistol Fire Special Attack  R 
 A 
Range 5. Attack 3. Drake may not use Pistol Fire Special Attack to attack a figure who follows Jandar.
Shiori Shuriken Special Attack  R 
 A 
Range 5. Attack Special. If Shiori is attacking a small or medium figure, roll 3 attack dice for Shuriken Special Attack. If Shiori is attacking a figure of a different size or a destructible object, roll 2 attack dice for Shuriken Special Attack.
Roman Archers (3) Arrow Volley Special Attack  R 
 A 
Range 6, Attack 6. Three unengaged adjacent Roman Archers on the same level may combine their attacks and roll their attack dice as one attack. All Roman Archers in the arrow volley must have a clear line of sight on the one target.
Zombies of Morindan (3) Zombie Onslaught Special Attack  A 
Range 1. Attack 6. Three Zombies of Morindan on the same level may combine their attacks and roll their attack dice as one attack. All Zombies of Morindan in the attack must be engaged to the targeted figure.
Ashigaru Yari (4) Encircle Special Attack  A 
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.
Rhogar Dragonspine Dragon Breath Special Attack  R 
 A 
Range Special. Attack 3. Choose 3 spaces in a straight line from Rhogar Dragonspine. All figures on those spaces that are in line of sight are affected by Dragon Breath Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
Mimring Fire Line Special Attack  R 
 A 
Range Special. Attack 4. Choose 8 spaces in a straight line from Mimring. All figures on those spaces who are in line of sight are affected by Mimring's Fire Line Special Attack. Roll 4 attack dice once for all affected figures. Affected figures roll defense dice separately.
Moltenclaw Burning Breath Special Attack  R 
 A 
Range 4 + Special. Attack 4. Choose a figure to attack. You may also choose 4 spaces in a straight line from the targeted figure. All figures on those spaces that are within line of sight of Moltenclaw are affected by Burning Breath Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Moltenclaw is not affected by Burning Breath Special Attack.
Wolves of Badru (3) Pounce Special Attack  M 
 R 
 A 
Range 3. Attack 5. A Wolf of Badru that moved but did not attack normally may use Pounce Special Attack. To pounce, choose a non-adjacent small or medium figure whose base is not higher or lower than 5 levels from the base of the attacking Wolf. If the figure is destroyed, immediately place the attacking Wolf on the space the figure occupied. If the figure is not destroyed, destroy the attacking Wolf.
Heirloom Force Orb Special Attack  R 
 A 
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.
Airborne Elite (4) Grenade Special Attack  R 
 A 
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.
Tul-Bak-Ra Mind Blast Special Attack  A 
Range 3. Attack 3. Tul-Bak-Ra does not need clear line of sight to attack with Mind Blast Special Attack.
Mind Flayer Mastermind Psionic Blast Special Attack  A 
Range 3. Attack 3. This Mind Flayer Mastermind does not need clear line of sight to attack with Psionic Blast Special Attack. If a figure receives 1 or more wounds from Psionic Blast Special Attack, remove one unrevealed order marker at random from that figure's Army Card (or cards if your opponent has more than one Common card for the figure).
Chardris Fire Strike Special Attack  R 
 A 
Range 6. Attack 2 + Special. When Chardris attacks with Fire Strike Special Attack, add 1 to Chardris’ attack dice for every additional Elf Wizard you control within 3 clear sight spaces of Chardris, up to a maximum of +3 dice.
Jorhdawn Rain of Flame Special Attack  R 
 A 
Range 7. Attack 1 + Special. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Rain of Flame Special Attack. Add 1 to Jorhdawn's attack dice for every additional Elf Wizard you control within 3 clear sight spaces of Jorhdawn, up to a maximum of +3 dice. Roll attack dice once for all affected figures. Each affected figure rolls defense dice separately. Jorhdawn cannot be affected by her own Rain of Flame Special Attack.
Frost Giant of Morh Dying Swipe  A 
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.
Red Wyrmling Fledgling Fires Special Attack  R 
 A 
Range 5. Attack 3. Common Squad figures roll 2 fewer defense dice against Fledgling Fires Special Attack.
Pelloth Lolth's Wrath Special Attack  R 
 A 
Range Special. Attack 3. Choose a Drow figure you control that is within 5 clear sight spaces of Pelloth and roll 3 attack dice. One at a time for each skull rolled, you may inflict 1 wound on any small or medium figure that is within 2 clear sight spaces of the chosen Drow figure. You may inflict more than 1 wound on a single figure using Lolth's Wrath Special Attack. Figures affected by Lolth's Wrath Special Attack cannot roll any defense dice. After attacking with Lolth's Wrath Special Attack, destroy the chosen Drow figure.
Zelrig Majestic Fires Special Attack  R 
 A 
Range 7. Attack 3. Choose a figure to attack. Any figures adjacent to the targeted figure are also affected by Majestic Fires Special Attack. Common Squad figures roll 2 less defense dice against Majestic Fires Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Zelrig cannot be affected by his own Majestic Fires Special Attack.
Othkurik The Black Dragon Acid Spray Special Attack  A 
Range 4. Attack 4. Choose a figure to attack. You may also choose up to two other figures adjacent to the targeted figure to be affected by Acid Spray Special Attack. Roll attack once for all affected figures. Each figure rolls defense dice seperately.
Deathwalker 9000 Explosion Special Attack  R 
 A 
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.
James Murphy Shotgun Blast Special Attack  R 
 A 
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.
Johnny "Shotgun" Sullivan Shotgun Blast Special Attack  R 
 A 
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.
Shurrak Sweeping Sword Special Attack  A 
Range 1. Attack 5. Choose a figure to attack. Any figures adjacent to both Shurrak and the chosen figure are also affected by Sweeping Sword Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
Jotun Wild Swing Special Attack  A 
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.
Gurei-Oni Tetsubo Special Attack  A 
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.
Tandros Kreel Cleave  A 
When Tandros Kreel attacks an adjacent figure, you may choose one Squad figure that is also adjacent to Tandros Kreel. If the defending figure receives any wounds from Tandros Kreel's attack, the chosen figure receives one wound.
Earth Elemental Earth Slam Special Attack  A 
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.
Moriko Saber Storm Special Attack  A 
Range 1. Attack 1, 2, or 3. Moriko starts each turn with 6 attack dice. Choose any adjacent figure and attack by rolling 1, 2 or 3 attack dice. Moriko may keep making special attacks with 1, 2 or 3 attack dice until she has rolled all 6 attack dice. Moriko may target the same or different figures with each attack.
Major Q9 Queglix Gun Special Attack  R 
 A 
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.
Major Q10 Machine Pistol Special Attack  R 
 A 
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.
White Wyrmling Fledgling Ice Shards Special Attack  R 
 A 
Range 5. Attack 2. When a White Wyrmling attacks with its Fledgling Ice Shards Special Attack, it may attack 1 additional time. It cannot attack the same figure more than once this turn.
Nilfheim Ice Shard Breath Special Attack  R 
 A 
Range 5. Attack 4. When Nilfheim attacks with his Ice Shard Breath Special Attack, he may attack 2 additional times. He cannot attack the same figure more than once.
Kumiko Ninjutsu Barrage Special Attack  M 
 A 
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.
Quasatch Hunters (3) Feral Rage  A 
When a Quasatch Hunter attacks, it may attack up to 2 additional times. A Quasatch Hunter cannot attack the same figure more than once per turn.
Black Wyrmling Fledgling Acid Breath  R 
 A 
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.
Braxas Poisonous Acid Breath  R 
 A 
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.
Sudema Stare of Stone  R 
 A 
Instead of attacking, choose any figure within 4 clear sight spaces of Sudema. Roll the 20‑sided die. If the chosen figure is a Squad figure and you roll a 7 or higher, destroy it. If the chosen figure is a Hero figure and you roll a 17 or higher, destroy the chosen Hero.
Atlaga the Kyrie Warrior Ullar's Bolt of the Witherwood  R 
 A 
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.
Mogrimm Forgehammer Commander's Strike  R 
 A 
After moving and before attacking with Mogrimm Forgehammer, you may choose any opponent's figure within 5 clear site spaces that is engaged with any other figure you control. Roll the 20-sided die. If you roll a 15 or higher, the chosen figure receives 1 wound.
Grimnak Chomp  A 
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.
Samuel Brown Fire and Rush Special Attack  M 
 R 
 A 
Range Special. Attack Special. If Samuel Brown begins his turn unengaged, instead of moving and attacking normally, he may use his Fire and Rush Special Attack. Choose a figure within 5 spaces of Samuel Brown to attack and roll 3 attack dice. If the defending figure receives one or more wounds from that attack, you may move Samuel Brown up to 5 spaces. If Samuel Brown ends that move engaged, he may attack again by rolling 4 attack dice.
Kaemon Awa Quick Release Special Attack  R 
 A 
Range 4. Attack 4. When Kaemon Awa attacks with his Quick Release Special Attack, he may attack one additional time.
Major Q10 Wrist Rocket Special Attack  R 
 A 
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.
Fen Hydra Hydra Heads  A 
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.
Evar Scarcarver Double Assault  R 
 A 
When Evar Scarcarver attacks an adjacent figure or destructible object, he may attack one additional time.
Agent Skahen Double Attack  R 
 A 
When Agent Skahen attacks, she may attack one additional time.
Guilty McCreech Double Attack  R 
 A 
When Guilty McCreech attacks, he may attack one additional time.
Ogre Pulverizer Double Attack  R 
 A 
When this Ogre Pulverizer attacks, it may attack one additional time.
Syvarris Double Attack  R 
 A 
When Syvarris attacks, he may attack one additional time.
Krug Double Attack  A 
When Krug attacks, he may attack one additional time.
Einar Imperium (3) Double Attack  A 
When each member of the Einar Imperium attacks, he may attack one additional time.
Master of the Hunt Mortal Strike  A 
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.
Master Win Chiu Woo Master's Assault  A 
Master Woo may attack any or all figures adjacent to him. Roll each attack separately.
Shaolin Monks (3) Shaolin Assault  A 
A Shaolin Monk may attack any or all figures adjacent to him. Roll each attack separately.
Raelin the Kyrie Warrior Whirlwind Assault  A 
Raelin may attack any or all figures adjacent to her. Roll each attack separately.
Deathwalker 7000 Self-Destruct  A 
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.
Runa Helm of Mintonsoul Aura  R 
 A 
After moving and before attacking, Runa may use her Helm of Mitonsoul Aura. When using the Helm of Mitonsoul Aura, you must roll the 20‑sided die for all figures within 3 clear sight spaces of Runa, one at a time. If you roll a 20, destroy the figure. Runa's Helm of Mitonsoul Aura does not affect Runa.
Deadeye Dan Sharpshooter  M 
 R 
 A 
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.
Deadeye Dan Ullar Enhanced Rifle Special Attack  M 
 R 
 A 
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.
Me-Burq-Sa Paralyzing Stare 16  R 
 A 
After moving and before attacking, choose any small or medium figure within 6 clear site spaces of Me‑Burq‑Sa. Roll the 20‑sided die. If you roll 16 or higher, the chosen figure cannot roll any defense dice if attacked by Me‑Burq‑Sa this turn.
James Murphy Whip 12  A 
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.
Retiarius Net Trip 14  A 
After moving and before attacking, roll the 20‑sided die. If you roll a 14 or higher, any small or medium figure attacked by Retarius this turn may roll no more than 1 die for defense.
Deathstalkers (3) Maul  A 
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.
Wyvern Venomous Sting  A 
When rolling attack dice, if this Wyvern rolls a skull on every die, the defending figure cannot roll any defense dice. Venomous Sting does not affect destructible objects.
Rechets of Bogdan (3) Lethal Sting  A 
When rolling attack dice against a small or medium figure, if a Rechet of Bogdan rolls a skull on every die , the defending figure cannot roll any defense dice and is immediately destroyed.
Ogre Warhulk Flail Hurricane  A 
After moving and before attacking with this Ogre Warhulk, you must roll the 20-sided die. If you roll a 1-10, it may attack normally. If you roll an 11 or higher, instead of attacking normally, it must attack each figure adjacent to it, if possible. Roll each attack separately.
Omnicron Repulsors (3) Circuitry Overload  A 
After moving and before attacking, you must roll the 20-sided die once for each Soulborg figure adjacent to any Omnicron Repulsors you control. If the figure is a Squad figure and you roll a 13 or higher, destroy that figure. If the figure is a Hero figure and you roll a 16 or higher, that figure receives a wound. Omnicron Repulsors are not affected by Circuitry Overload.
Fire Elemental Searing Intensity  A 
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.
Marrden Hounds (3) Marro Plague  A 
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.
Kee-Mo-Shi Toxic Skin  A 
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.
Sonlen Dragon Swoop  R 
 A 
After moving and before attacking, you may choose any figure within 4 clear sight spaces of Sonlen. Roll the 20-sided die. If you roll a 15 or higher, the chosen figure receives one wound.
Marro Stingers (3) Stinger Drain  A 
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.
Anubian Wolves (3) Unleashed Fury  A 
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.
Omnicron Snipers (3) Deadly Shot  R 
 A 
When attacking with Omnicron Snipers, all skulls rolled count for one additional hit.
Zetacron Deadly Shot  A 
 R 
When attacking with Zetacron, each skull rolled counts for one additional hit.
Migol Ironwill Deadly Strike  A 
When attacking with Migol Ironwill, each skull rolled counts as one additional hit.
Minions of Utgar (3) Deadly Strike  A 
When attacking with Minions of Utgar all skulls rolled count for one additional hit.
Sentinels of Jandar (3) Shields of Valor  D 
When defending with Sentinels of Jandar, each shield rolled counts for one additional block.
Death Knights of Valkrill (2) Soul Weapons  A 
Figures attacked by a Death Knight of Valkrill subtract 2 from their defense dice. Destructible objects are not affected by Soul Weapons.
Air Elemental Air Mastery  A 
Figures that have the Flying or Stealth Flying special power subtract 1 from their defense dice when attacked by an Air Elemental.
Templar Cavalry (3) Righteous Smite  A 
When attacking an opponent's figure who follows Utgar, Templar Cavalry Knights receive 1 additional attack die.
Quasatch Hunters (3) Techno Hatred  A 
When attacking a Soulborg figure, Quasatch Hunters receive 1 additional attack die.
Axegrinders of Burning Forge (4) Fearless Advantage  A 
 D 
An Axegrinder of Burning Forge rolls an additional die when attacking or defending against large or huge figures.
Sir Denrick Giant Killer  A 
When Sir Denrick attacks huge figures, add 2 attack dice.
Isamu Dishonorable Attack  A 
When attacking a figure who follows Jandar, Isamu rolls 2 additional attack dice.
Otonashi Attack the Wild 2  A 
When attacking a figure who has a wild personality, Otonashi rolls 2 additional attack dice.
Brandis Skyhunter Sky Watcher  R 
 A 
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.
Tandros Kreel +2 Broadsword  A 
If Tandros Kreel is attacking an adjacent figure, add 2 dice to Tandros Kreel's attack.
Agent Carr Sword of Reckoning 4  A 
If Agent Carr is attacking an adjacent figure, add 4 dice to Agent Carr's attack.
Torin Battleaxe  A 
If Torin is attacking a small or medium figure, add 2 dice to Torin's attack.
Warden 816 Evisceraxe Special Attack  A 
Range 1. Attack 5. The Evisceraxe Special Attack cannot be used on small figures.
Fen Hydra Reach  R 
 A 
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.
Master of the Hunt Javelin  R 
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.
Obsidian Guards (3) Lava Throw  R 
 A 
When an Obsidian Guard is on a molten lava space it may add 2 to its range.
Granite Guardians (3) Rock Throw  A 
 R 
If a Granite Guardian has a height advantage on an opponent's figure, it may add 2 to its range when attacking that figure.
Granite Guardians (3) Landslide  A 
A Granite Guardian with a height advantage on an adjacent opponent's figure rolls an additional attack die when attacking that figure.
Microcorp Agents (3) Sighting  R 
 A 
When a Microcorp Agent is attacking with a height advantage, he rolls an additional attack die.
10th Regiment of Foot (4) Wait Then Fire  M 
 R 
 A 
If none of the 10th Regiment of Foot move this turn, add 1 die to their attack.
4th Massachusetts Line (4) Wait Then Fire  M 
 R 
 A 
If none of the 4th Massachusetts Line move this turn, add 1 die to their attack.
Ashigaru Harquebus (4) Wait Then Fire  M 
 R 
 A 
If none of the Ashigaru Harquebus move this turn, add 1 die to their attack.
Zettian Guards (2) Zettian Targeting  R 
 A 
When attacking, if your second Zettian Guard attacks the same figure as the first Zettian Guard, add one attack die to the second Zettian Guard's attack.
Omnicron Repulsors (3) Targeting Beacon  A 
When attacking a non-adjacent figure, all Soulborg figures you control who follow Jandar add 1 die to their attack if at least one Omnicron Repulsor you control is adjacent to the defending figure.
Blastatrons (4) Homing Device  R 
 A 
When attacking a non-adjacent figure, add 1 attack die for every Soulborg you control who follows Vydar that is adjacent to the defending figure.
Goblin Cutters (4) Mob Attack  A 
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.
Grok Riders (3) Mark of the Warlord  A 
When attacking a figure that is adjacent to any Marro Warlord you control, Grok Riders add 2 to their attack dice.
Darrak Ambershard Sneak Attack 2  A 
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.
Tandros Kreel Combat Challenge  A 
If an opponent's figure that is adjacent to Tandros Kreel attacks with a normal or special attack, it must attack Tandros Kreel.
Brave Arrow Tracking  M 
 A 
While moving, Brave Arrow may add 2 to his move number. If he does, he cannot attack this turn.
Kozuke Samurai (3) Charging Assault  M 
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.
Templar Cavalry (3) Galloping Charge  M 
 A 
A Templar Cavalry Knight receives 2 additional attack dice when attacking any figure that was at least 4 clear sight spaces away from that Knight at the start of his turn.
Valguard First Assault 3  M 
 A 
When attacking with Valguard, if the defending figure was not adjacent to Valguard at the start of this turn, Valguard receives 3 additional attack dice.
Frost Giant of Morh Indomitable  M 
 A 
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.
Othkurik The Black Dragon Lurking Ambush  A 
 M 
If Othkurik starts his turn unengaged and on at least one shadow or swamp water space, for this turn add 1 to Othkurik's movement and add 3 to his attack value.
Mika Connour Shadow Ambush  A 
 M 
If Mika Connour starts her turn unengaged and on a shadow space, add 3 dice to her attack this turn.
10th Regiment of Foot (4) Bayonet Attack 1  M 
 A 
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.
Protectors of Ullar (3) Combined Arbalest  A 
When attacking with a Protector of Ullar, roll 1 additional attack die for every wound that has been inflicted on the defending figure this turn by Protectors of Ullar you control.
Tagawa Samurai (3) Bloodlust  A 
For every opponent's figure a Tagawa Samurai destroys, place a purple Experience Marker on this card. When attacking with Tagawa Samurai, roll one additional attack die for each Experience Marker on this card. A maximum of 3 Experience Markers can be placed on this card.
Feral Troll Blood Frenzy  A 
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.
Sahuagin Raider Blood Frenzy  A 
When attacking with a Sahuagin Raider, it receives 1 extra attack die for each wound marker on the defending figure's Army Card, to a maximum of 3 additional attack dice for Blood Frenzy.
Krug Wounded Smash  A 
When Krug attacks, he receives one extra attack die for each wound marker he has.
MacDirk Warriors (4) Highland Fury  A 
At the start of the game, choose a Human Champion you control. While that champion is in play, MacDirk Warriors roll one additional attack die for each wound marker on the chosen hero. There can be only one Human Champion for all the MacDirk Warriors you control. MacDirk Warriors cannot attack their chosen Human Champion.
Greenscale Warriors (3) Loyalty to the Lizard King  R 
 A 
 D 
At the start of the game, choose a Unique Lizardfolk Hero you control, or a Unique large or huge Dragon Hero you control, to be the Greenscale Warriors' Lizard King. A Greenscale Warrior rolls 1 additional attack and defense die when its chosen Lizard King is within 2 clear sight spaces. You can choose only one Lizard King for all the Greenscale Warriors you control.
Mezzodemon Warmongers (2) Poison Cloud  A 
When a Mezzodemon Warmonger attacks a common figure, add 1 to its Attack value.
Shiori Concentrated Will  A 
 D 
If Shiori has only one unrevealed order marker on her Army Card, add 1 to her attack and defense.
Dumutef Guard Road Strength  A 
 D 
Add 1 to Dumutef Guard's attack and defense while on a road space.
Nerak the Glacian Swog Rider Snow Strength  A 
 D 
Add 1 to Nerak's attack and defense while on a snow space.
Marro Drudge (3) Swamp Water Strength  A 
 D 
When a Marro Drudge is on a swamp water space, add 1 to its attack and defense.
Water Elemental Water Mastery  A 
 D 
While a Water Elemental is on a water space, add 1 to its Attack and Defense.
Obsidian Guards (3) Water Weakness  D 
An Obsidian Guard on a waterspace rolls 2 fewer defense dice.
Fire Elemental Negative Element  D 
A Fire Element can never roll defense dice while it is on a water space.
Charos Counter Strike  A 
 D 
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.
Izumi Samurai (3) Counter Strike  A 
 D 
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.
Kaemon Awa Counter Strike  A 
 D 
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.
Kozuke Samurai (3) Counter Strike  A 
 D 
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.
Tagawa Samurai (3) Counter Strike  A 
 D 
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.
Tagawa Samurai Archers (3) Counter Strike  A 
 D 
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.
Sharwin Wildborn Arcane Riposte  A 
 D 
When Sharwin Wildborn rolls defense dice against a normal attack, all excess shields count as unblockable hits on the attacking figure.
Gurei-Oni Evil Eye Defense  R 
 A 
 D 
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.
Torin Evil Eye Protection  R 
 A 
 D 
When Torin, or any friendly small or medium Utgar figure adjacent to Torin, rolls defense dice against a normal attack from a non-adjacent attacking figure, all excess shields count as unblockable hits inflicted by Torin on the attacking figure.
Ogre Pulverizer Lumbering Bully  A 
 D 
When attacking with this Ogre Pulverizer, all excess shields rolled by the defending figure count as unblockable hits inflicted by the defending figure on this Ogre Pulverizer.
Dund Crippling Gaze 15  R 
 A 
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).
Fyorlag Spiders (3) Entangling Web  A 
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).
Omnicron Repulsors (3) EMP Response  A 
 D 
If an Omnicron Repulsor you control successfully defends against an attack by a Soulborg figure, you must roll the 20-sided die. If you roll a 14 or higher, the attacking figure must immediately end its turn and all order markers must be removed from its Army Card (or cards if your opponent has more than one Common Army Card for that figure).
Sharwin Wildborn Shocking Grasp  A 
When rolling attack dice for a normal attack, Sharwin Wildborn always adds 1 automatic skull to whatever is rolled.
Hatamoto Taro Adjacent Tough 1  D 
When rolling defense dice for Hatamoto Taro, if Hatamoto Taro is adjacent to at least one figure you control who follows Einar, add one automatic shield to the defense roll.
Fortress Door Reinforced Defense  D 
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.
Gorillinators (3) Tough  D 
When rolling defense dice against a normal attack, Gorillinators always add one automatic shield to whatever is rolled.
Mogrimm Forgehammer Tough  D 
When rolling defense dice against a normal attack, Mogrimm Forgehammer always adds 1 automatic shield to whatever is rolled.
Iron Golem Iron Tough  D 
When rolling defense dice against a special attack, this Iron Golem always adds 2 automatic shields to whatever is rolled.
Heirloom Warforged Resolve  D 
When rolling defense dice against a normal or special attack, Heirloom always adds 1 automatic shield to whatever is rolled.
Warforged Soldiers (3) Warforged Resolve  D 
When rolling defense dice against a normal or special attack, a Warforged Soldier always adds 1 automatic shield to whatever is rolled.
Parmenio Disciplined Influence  D 
At the start of the game, you may choose any unique Army Card you control. For this game the chosen card's personality is disciplined, regardless of what is listed on the card.
Sacred Band (4) Disciplined Army Defense Bonus  D 
If every Army Card you control has a disciplined personality, each soldier in the Sacred Band receives 1 additional defense die.
4th Massachusetts Line (4) Valiant Army Defense Bonus  D 
If every Army Card you control has a valiant personality, each soldier in the 4th Massachusetts Line receives 1 additional defense die.
Arkmer Staff of Lerkintin  D 
When defending with Arkmer, add as many defense dice as the number of Elves you control adjacent to Arkmer.
Roman Legionnaires (4) Shield Wall  D 
When defending with a Roman Legionnaire, add 1 defense die for each adjacent Roman Legionnaire you control up to a maximum of +2 dice, for the Shield Wall power.
Templar Cavalry (3) Dismiss the Rabble  D 
When rolling defense dice against adjacent attacking small or medium Squad figures, Templar Cavalry Knights receive 1 additional defense die.
Mohican River Tribe (3) Battle Fury  A 
 D 
If a Mohican River Tribesman is engaged, add 1 to his attack dice and 2 to his defense dice.
10th Regiment of Foot (4) Melee Defense 1  D 
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.
Gladiatrons (4) Melee Defense 1  D 
When rolling defense dice against a normal attack from an adjacent figure, a Gladiatron adds 1 die.
Major X17 Melee Defense 4  D 
When rolling defense dice against a normal attack from an adjacent figure, Major X17 adds 4 dice.
Elite Onyx Vipers (3) Evasive 8  R 
 D 
When an Elite Onyx Viper rolls defense dice against an attacking figure who is not adjacent, add 8 defense dice to the defending Viper.
Phantom Knights (3) Insubstantial 3  R 
 D 
A Phantom Knight adds 3 additional defense dice when rolling defense against a normal attack from a figure who is not adjacent.
Crixus One Shield Defense  D 
When rolling defense dice, if Crixus rolls at least one shield, the most wounds Crixus may take for this attack is one.
Migol Ironwill One Shield Defense  D 
When rolling defense dice, if Migol Ironwill rolls at least one shield, the most wounds Migol Ironwill can take for this attack is one.
Agent Skahen Stealth Dodge  R 
 D 
When Agent Skahen rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage.
Deathwalker 7000 Stealth Dodge  R 
 D 
When Deathwalker 7000 rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage.
Krav Maga Agents (3) Stealth Dodge  R 
 D 
When a Krav Maga Agent rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage.
Warriors of Ashra (3) Defensive Agility  D 
When a Warrior of Ashra rolls defensive dice against a normal attack from an adjacent figure, one shield will block all damage.
Sgt. Drake Alexander Thorian Speed  R 
 D 
Opponents' figures must be adjacent to Sgt. Drake Alexander to attack him with a normal attack.
Sgt. Drake Alexander Thorian Speed  R 
 D 
Opponents' figures must be adjacent to Sgt. Drake Alexander to attack him with a normal attack.
Dzu-Teh (3) Glacier Camouflage  R 
 D 
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.
Pelloth Lurk In The Shadows  R 
 D 
If Pelloth is on a shadow space, opponent's figures must be adjacent to attack him with a normal attack.
Estivara Cloud of Darkness  D 
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.
Nakita Agents (3) Smoke Powder 13  R 
 D 
When any Nakita Agent you control, or any figure you control that is adjacent to any Nakita Agent you control, is targeted for a normal attack from a non‑adjacent opponent, you may roll the 20‑sided die. If you roll a 13 or higher, all Nakita Agents you control, and all figures you control that are adjacent to those Nakita Agents, no longer have any visible hit zones for the duration of the targeting figure's turn.
Brave Arrow Concealment 10  D 
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.
Mohican River Tribe (3) Concealment 19  D 
If a Mohican River Tribesman you control is targeted and receives one or more wounds from an attacking figure who is not adjacent, you must roll the 20-sided die. Count the minimum number of spaces between the attacker and the Mohican River Tribesman. Add this number to your die roll. If you roll a 19 or higher, ignore any wounds the Mohican River Tribesman just received.
Darrak Ambershard Hide In Darkness  D 
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.
Deepwyrm Drow (3) Hide In Darkness  D 
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.
Drow Chainfighter Hide In Darkness  D 
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.
Parmenio Sacred Band Defy Death 15  D 
When an adjacent Sacred Band figure you control receives one or more wounds, roll the 20-sided die before removing that figure. If you roll a 15 or higher, ignore any wounds.
Microcorp Agents (3) Stealth Armor 15  D 
When a Microcorp Agents receives one or more wounds, before removing that agent, roll the 20‑sided die. If you roll a 15 or higher, ignore any wounds.
Horned Skull Brutes (3) Expendable Rabble  D 
If a Horned Skull Brute you control is attacked with a normal attack by an opponent's figure and receives 1 or more wounds, you may destroy a small Goblin figure you control that is adjacent to that Horned Skull Brute to ignore any wounds that Horned Skull Brute just received.
Mezzodemon Warmongers (2) Exoskeleton  D 
At the start of the game, place 1 copper Exoskeleton marker on a Mezzodemon Warmongers Army Card for each Mezzodemon Warmonger figure in your Army. After a Mezzodemon Warmonger rolls defense dice against a normal attack, you may remove 1 Exoskeleton marker from its Army Card to ignore all wounds inflicted by that attack.
Sir Dupuis Tactical Disengagement 7  D 
When Sir Dupuis receives one or more wounds from a leaving engagement attack, immediately roll the 20-sided die. If you roll a 7 or higher, ignore any wounds from that leaving engagement attack.
Acolarh Leaf of the Home Tree Aura  R 
 D 
When any Elf you control within 8 clear sight spaces of Acolarh receives enough wounds to be destroyed, you may roll 10 Ullar Valkyrie dice before removing the figure. If you roll at least 3 Ullar symbols, ignore any wounds that figure just received. Acolarh's Leaf of the Home Tree Aura does not affect Acolarh.
Sonlen Dragon Healing  R 
 D 
Before moving, you may choose a wounded Hero figure within 4 clear sight spaces of Sonlen. Roll the 20-sided die. If you roll a 15 or higher, remove one wound marker from the chosen Hero's Army Card. Sonlen's Dragon can use its Dragon Healing on Sonlen.
Kelda the Kyrie Warrior Healing Touch  D 
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.
Rhogar Dragonspine Lay on Hands  R 
 D 
After moving and before attacking with Rhogar Dragonspine, you may choose a wounded friendly Hero figure adjacent to Rhogar Dragonspine and roll the 20-sided die. If you roll a 6 or higher, remove 1 wound marker from the chosen figure's Army Card.
Ana Karithon Healing Word  D 
After revealing an Order Marker on a wounded small or medium Hero figure you control that is adjacent to Ana Karithon, and before using any other special powers on any Army Card or Glyph, you may first roll the 20-sided die. If you roll a 1-12, nothing happens. If you roll a 13 or higher, remove up to 2 wound markers from that Hero's Army Card.
Cyprien Esenwein Chilling Touch  A 
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.
Cyprien Esenwein Life Drain  A 
 D 
Each time Cyprien Esenwein destroys a figure, you may remove a wound marker from this Army Card. Cyprien Esenwein cannot Life Drain destructible objects.
Iskra Esenwein Life Drain  A 
 D 
Each time Iskra Esenwein destroys a figure, you may remove a wound marker from this Army Card. Iskra Esenwein cannot Life Drain destructible objects.
Marcu Esenwein Life Drain  A 
 D 
Each time Marcus Esenwein destroys a figure, you may remove a wound marker from this Army Card. Marcu Esenwein cannot Life Drain destructible objects.
Sonya Esenwein Life Drain  A 
 D 
Each time Sonya Esenwein destroys a figure, you may remove a wound marker from this Army Card. Sonya Esenwein cannot Life Drain destructible objects.
Ice Troll Berserker Cold Regenerate  D 
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.
Feral Troll Regenerate  D 
After taking a turn with this Feral Troll, remove 1 Wound Marker from this Feral Troll's Army Card.
Greater Ice Elemental Cold Healing  D 
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.
Kurrok the Elementalist Summon Elemental  D 
After moving and before attacking with Kurrok the Elementalist, you may roll the 20-sided die. If you roll an 11 or higher, you may if possible, place one of your previously destroyed small or medium Elementals on an empty space within 3 clear sight spaces of Kurrok the Elementalist.
Marro Hive Marro Rebirth  D 
After taking a turn with Marro Hive, you may roll the 20-sided die. If you roll a 13 or higher, you may place any previously destroyed common Marro Squad figure from your army on an empty space adjacent to Marro Hive.
Marro Warriors (4) Water Clone  D 
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.
Marro Dividers (3) Cell Divide  D 
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.
Zombies of Morindan (3) Zombies Rise Again  D 
If a Zombie of Morindan that you control destroys an opponent's small or medium figure, replace that figure immediately, if possible, with one of your own previously destroyed Zombies of Morindan. Newly placed Zombies of Morindan cannot attack this turn. Undead are not affected by Zombies Rise Again.
Morsbane Rod of Negation  R 
 A 
Start the game with 3 brown Negation Markers on this card. At the end of the turn, if you have at least 1 Negation Marker on this card, you may choose any opponent's unique figure within 6 clear sight spaces of Morsbane. Roll the 20‑sided die. If you roll a 1‑15, nothing happens. If you roll a 16‑19, place a Negation Marker on the chosen figure's Army Card. All of that figure's special powers are negated for the entire game. If you roll a 20, destroy the chosen figure.
Werewolf Lord Lycanthropy  A 
This Werewolf Lord starts the game with 3 green Lycanthropy markers on its Army Card. If an opponent's Unique Hero receives at least 1 wound from this Werewolf Lord, you may place a Lycanthropy marker on that figure's Army Card. For the duration of the game, that figure loses its Species, Class, and Personality. Instead, it has the following characteristics: Species: Hybrid, Class: Hunter, Personality: Tormented. Lycanthropy never affects Constructs, Lycanthropes, Soulborgs, and destructible objects.
Kee-Mo-Shi Mind Shackle 19  A 
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.
Ne-Gok-Sa Mind Shackle 20  A 
After moving and before attacking, you may choose any unique figure adjacent to Ne‑Gok‑Sa. Roll the 20‑sided die. If you roll a 20, take control of the chosen figure and that figure's Army Card. You now control that Army Card and all figures on it. Remove any Order Markers on this card. If Ne‑Gok‑Sa is destroyed, you retain control of any previously Mind Shackled Army Cards.
Shades of Bleakwoode (3) Soul Devour  A 
Before moving, each Shade of Bleakwoode you control may choose an adjacent unique hero. Roll the 20‑sided once for each Shade. If you roll 19 or 20, destroy the Shade of Bleakwoode figure, then take control of the chosen unique hero and remove any Order Markers on its card. You now control that Army Card.
Mind Flayer Mastermind Enslave 17  M 
 R 
 A 
When revealing an order marker on this Mind Flayer Mastermind, after taking this Mind Flayer Mastermind's turn, you may choose any Unique Hero figure within 4 clear sight spaces of this Mind Flayer Mastermind. Roll the 20-sided die. If you roll a 17 or higher, take temporary control of the chosen Hero and immediately take a turn with that Hero. At the end of that turn, control of the chosen Hero returns to its previous owner. All order markers that were on the figure's Army Card will stay on the Army Card. Enslave does not affect Mind Flayers.
Werewolf Lord Moon Frenzy  M 
 A 
After revealing an order marker on this Werefolf Lord, before taking this Werewolf Lord's turn, roll the 20-sided die. If you roll an 11 or higher, you may first take a turn with any Hybrid Hero in play. If you take a turn with an opponent's Hybrid Hero, you control that hero for the duration of its turn. At the end of its turn, control of the Hybrid Hero returns to its previous owner. All order markers that were on the figure's Army Card will stay on the Army Card.
Sir Hawthorne Stab In the Back After you take a turn with Sir Hawthorne, you must roll the 20‑sided die. If you roll a 1, choose an opponent. That opponent now controls Sir Hawthorne. Remove any order markers on this Army Card, then give the card to that opponent.
Marcu Esenwein 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.
Sonya Esenwein Eternal Heartbreak If you control Cyprien Esenwein and he is destroyed, Sonya Esenwein immediately receives 2 wounds.
Grok Riders (3) Grok Training Marro Hive cannot rebirth Grok Riders with its Marro Rebirth special power.
Marro Dividers (3) Self-Replicating Marro Hive cannot rebirth Marro Dividers with its Marro Rebirth special power.
Minions of Utgar (3) Utgar's Orders  M 
 A 
Instead of taking a turn with the Minions of Utgar, you may take a turn with any Kyrie Warrior you control who follows Utgar.
Ulginesh Mind Link  M 
 R 
 A 
Instead of taking a turn with Ulginesh, you may take a turn with up to 2 different Elf Wizards you control. Ulginesh cannot be one of the 2 Elf Wizards. Any Elf Wizard that is taking a turn instead of Ulginesh must be within 6 clear site spaces of Ulginesh before moving.
Ornak Red Flag of Fury Aura  M 
 R 
 A 
If order marker 1 is placed on Ornak, then instead of taking that turn with Ornak, you may take a turn with up to 2 Unique Heroes you control who follow Utgar. Ornak cannot be one of the 2 Unique Heroes. Any Unique Hero that is taking a turn instead of Ornak must be within 8 clear sight spaces of Ornak prior to its movement.
Kato Katsuro Kato Katsuro's Command  M 
 R 
 A 
Instead of taking a turn with Kato Katsuro, you may take a turn with one of the following that you control: 1 Samurai Hero; or 1 Samurai Squad; or 1 Ashigaru Harquebus Squad and/or 1 Ashigaru Yari Squad. You may choose which Squad to activate first. Any figure in the above list that is taking a turn instead of Kato Katsuro must be within clear sight of Kato Katsuro before moving.
Marro Hive Hive Mind  M 
 R 
 A 
After revealing an order marker on this Army Card, you may take a turn with any small or medium common Marro Squad you control before taking a turn with Marro Hive. Any figure that is taking a turn must be within 12 clear sight spaces of Marro Hive prior to its movement.
Kurrok the Elementalist Master of the Elements  M 
 R 
 A 
After revealing an order marker on Kurrok the Elementalist, instead of taking that turn with Kurrok, you may take a turn with up to three small or medium Elementals you control that are within 8 clear sight spaces of Kurrok the Elementalist.
Marrden Nagrubs (3) Hivelord Life Bonding  M 
 A 
 D 
Before taking a turn with Marrden Nagrubs, you may first take a turn with any Hivelord you control. Before moving the chosen Hivelord, you may destroy one adjacent Marrden Nagrub you control. If you destroy a Marrden Nagrub with Hivelord Life Bonding, remove 1 wound marker from the chosen Hivelord's Army Card.
Arrow Gruts (3) Beast Bonding  M 
 A 
Before taking a turn with Arrow Gruts, you may first take a turn with any Beast you control.
Greenscale Warriors (3) Lizard King Bonding  M 
 A 
Before taking a turn with the Greenscale Warriors, you may first take a turn with their chosen Lizard King if it is still under your control.
Blade Gruts (4) Orc Champion Bonding  M 
 A 
Before taking a turn with Blade Gruts, you may first take a turn with any Orc Champion you control.
Heavy Gruts (4) Orc Champion Bonding  M 
 A 
Before taking a turn with Heavy Gruts, you may first take a turn with any Orc Champion you control.
Wolves of Badru (3) Darklord Bonding  M 
 A 
Before taking a turn with Wolves of Badru, you may first take a turn with any Darklord you control.
Fyorlag Spiders (3) Predator Bonding  M 
 A 
Before taking a turn with Fyorlag Spiders, you may first take a turn with any Predator you control.
Roman Legionnaires (4) Warlord Bonding  M 
 A 
Before taking a turn with Roman Legionnaires, you may first take a turn with any Warlord you control.
Sacred Band (4) Einar Warlord Bonding  M 
 A 
Before taking a turn with Sacred Band, you may first take a turn with any Warlord you control who follows Einar.
Grok Riders (3) Marro Warlord Bonding  M 
 A 
Before taking a turn with Grok Riders, you may first take a turn with any Marro Warlord you control.
Armoc Vipers (3) Ullar Warlord Bonding  M 
 A 
Before taking a turn with Armoc Vipers, you may first take a turn with any Warlord you control who follows Ullar.
Knights of Weston (4) Human Champion Bonding  M 
 A 
Before taking a turn with the Knights of Weston, you may first take a turn with any Human Champion you control.
MacDirk Warriors (4) Human Champion Bonding  M 
 A 
Before taking a turn with the MacDirk Warriors, you may first take a turn with any Human Champion you control.
Capuan Gladiators (3) Human Gladiator Hero Bonding  M 
 A 
Before taking a turn with the Capuan Gladiators, you may first take a turn with any Human Gladiator Hero you control.
Death Chasers of Thesk (3) Taskmaster Bonding  M 
 A 
Before taking a turn with the Death Chasers of Thesk, you may first take a turn with any large wild Hero you control.
Death Knights of Valkrill (2) Unholy Bonding  M 
 A 
Before taking a turn with the Death Knights of Valkrill, you may first take a turn with any small, medium, or large relentless Hero you control.
Axegrinders of Burning Forge (4) Dwarven Strategic Bonding  M 
 A 
Before taking a turn with The Axegrinders of Burning Forge, you may first take a turn with any Dwarf Hero you control. If you do not take a turn with any Dwarf Hero you control, add 2 to the Axegrinders' move number.
Black Wyrmling Wyrmling Bonding  M 
 A 
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.
Blue Wyrmling Wyrmling Bonding  M 
 A 
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.
Red Wyrmling Wyrmling Bonding  M 
 A 
After revealing an order marker on a Red Wyrmling Army Card, before taking that Red Wyrmling's turn, you may take a turn with one other Wyrmling you control.
White Wyrmling Wyrmling Bonding  M 
 A 
After revealing an order marker on a White Wyrmling Army Card, before taking that White Wyrmling's turn, you may take a turn with one other Wyrmling you control.
Mohican River Tribe (3) War Cry  M 
 A 
After taking a turn with the Mohican River Tribe, if at least two Mohican River Tribesmen you control are engaged, you may immediately take a turn with one Unique Tribesman Hero you control.
Blastatrons (4) Gladiatron Movement Bonding  M 
Before taking a turn with Blastatrons, you may move 4 Gladiatrons you control up to 5 spaces each.
Nakita Agents (3) Gorillinator Movement Bonding  M 
Before taking a turn with Nakita Agents, you may move 3 Gorillinators you control up to 7 spaces each.
Agent Skahen Cover Fire  M 
When attacking an opponent's figure, if Agent Skahen inflicts one or more wounds, you may move one Tricky figure you control who follows Vydar and is within 8 clear sight spaces of Agent Skahen up to 4 spaces. You cannot use Cover Fire to move Agent Skahen.
Sir Gilbert Jandar's Dispatch  M 
After you take a turn with Sir Gilbert, you may roll 12 Jandar Valkyrie dice. Move up to 4 squad figures you control who follow Jandar up to X spaces. X equals the number of Jandar symbols rolled. Any squad figures moved with Jandar's Dispatch must be within 8 clear sight spaces of Sir Gilbert prior to moving.
Brunak Carry  M 
Before moving Brunak, choose an unengaged friendly small or medium figure adjacent to Brunak. After you move Brunak, place the chosen figure adjacent to Brunak.
Theracus Carry  M 
Before moving Theracus, choose an unengaged friendly small or medium figure adjacent to Thercus. After you move Theracus, place the chosen figure adjacent to Theracus.
Saylind the Kyrie Warrior Spear of Summoning  M 
After moving and before attacking, choose any figure you control on the battlefield, then roll the 20‑sided die. If you roll a 1‑8, nothing happens. If you roll a 9‑20, move the chosen figure to any space adjacent to Saylind. If the summoned figure is engaged, the figure does not receive any leaving engagement attacks.
Emirroon Elven Summoning Spell  M 
After moving and before attacking, you may roll the 20-sided die. Add the number of elves you control adjacent to Emirroon to your die roll. If you roll 1-4, nothing happens. If you roll 5-11, you may place 1 Elf you control adjacent to Emirroon. If you roll 12-17, you may place up to 2 Elves you control adjacent to Emirroon. If you roll 18-20, you may place up to 3 Elves you control adjacent to Emirroon. If the summoning Elves are engaged, they will not take any leaving engagement attacks. Emirroon cannot summon an Elf that he is already adjacent to.
Tul-Bak-Ra Teleport Reinforcements  M 
When Tul-Bak-Ra receives one or more wounds from an opposing figure's Normal or Special Attack but is not destroyed, you may choose one friendly Marro Squad figure for every wound Tul-Bak-Ra just received. Place the chosen figure(s) on any empty space(s) adjacent to Tul-Bak-Ra. If the teleported figure(s) are engaged, they will not take any leaving engagement attacks.
Horned Skull Brutes (3) Barge into Battle  M 
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.
Warforged Soldiers (3) Tactical Switch  M 
When a Warforged Soldier you control attacks an opponent's small or medium figure, before rolling the attack dice, you may switch that Warforged Soldier with the defending figure. After switching spaces, the Warforged Soldier must continue the attack, if possible, and cannot attack any other figure this turn. Figures moved by Tactical Switch never take any leaving engagement attacks. An opponent's figure may be moved by Tactical Switch only once per turn.
Shurrak Knockback 14  M 
 R 
 A 
When a small or medium figure rolls defense dice and is not destroyed by a normal or special attack by Shurrak, immediately roll the 20-sided die. If you roll a 14 or higher, you may Knockback the figure by placing it on any empty space within 3 clear sight spaces of Shurrak. The space must be on the same level as or lower than its current location. A figure moved by Knockback never takes any leaving engagement attacks. A non-flying figure moved lower by Knockback can receive any falling damage that may apply.
Jotun Throw 14  M 
 R 
 A 
After moving and before attacking, choose one small or medium non‑flying figure adjacent to Jotun. Roll the 20-sided die. If you roll a 14 or higher, you may throw the figure by placing it on any empty space within 4 spaces of Jotun. The figure must land within clear sight of Jotun. After the figure is placed, roll the 20‑sided die for throwing damage. If you roll an 11 or higher, the thrown figure receives 2 wounds. If the figure is thrown onto a level higher than the height of Jotun or onto water, do not roll for throwing damage. The thrown figure does not take any leaving engagement attacks.
Drow Chainfighter Chain Grab  M 
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.
Wyvern Talon Grab  M 
While this Wyvern is flying, you may choose one opponent's small or medium figure that it passed over this turn. Place the chosen figure on an empty same-level space adjacent to this Wyvern at the end of its move. If the chosen figure is engaged when it is moved by Talon Grab, it will not take any leaving engagement attacks. Figures under overhangs can never be moved by Talon Grab.
Warden 816 Guard Leadership  M 
All Guards you control move one additional Space.
Atlaga the Kyrie Warrior Kyrie Leadership  M 
All Kyrie you control, except Atlaga, move one additional space.
Venoc Warlord Scout Leadership  M 
All scouts you control can move an additional 2 spaces.
Marcus Decimus Gallus Soldier Leadership  M 
All Soldiers you control move one additional space.
Master Win Chiu Woo Master's Influence  M 
 A 
 D 
All Monk Squad figures you control may leap an additional 13 levels up or down when using their Stealth Leap special power. All Monks you control within 2 clear sight spaces of Master Woo add 1 to their attack dice and 1 to their defense dice.
Spartacus Gladiator Inspiration  M 
 A 
 D 
If all Order Markers for a round are placed on Gladiator Army Cards, and at least one Order Marker is placed on Spartacus, then all Gladiators you control (except Spartacus) become inspired. Inspired Gladiators add one to their Move number and 1 extra attack die and defense die for the rest of the round.
Capuan Gladiators (3) Initiative Advantage  M 
 A 
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.
Mogrimm Forgehammer Combat Leader  M 
 A 
If at least one order marker is on Mogrimm Forgehammer, you may add 3 to your initiative roll.
Acolarh Ullar's Amulet  M 
All friendly figures who follow Ullar and start their turn adjacent to Acolarh may move 2 additional spaces.
Quasatch Hunters (3) Jungle Tracking  M 
If a Quasatch Hunter begins its turn adjacent to an Evergreen Tree or Jungle Piece, it may move 2 additional spaces.
Otonashi Tricky Speed 4  M 
If Otonashi starts her turn adjacent to any figure you control who has a tricky personality, she may move 4 additional spaces.
Deathwalker 9000 Range Enhancement  R 
Any Soulborg Guards you control with a Range number of 4 or more that are adjacent to Deathwalker 9000 add 2 spaces to their range.
Laglor Vydar's Range Enhancement Aura  R 
All friendly figures with a Range number of 4 or more who follow Vydar and are within 4 clear sight spaces of Laglor add 2 to their Range number. Vydar's Range Enhancement Aura does not affect Laglor.
Khosumet the Darklord Relentless Assault  A 
Each friendly figure adjacent to Khosumet with a relentless personality receives an additional attack die.
Dumutef Guard Devourer Attack Enhancement  A 
All friendly Devourers adjacent to a Dumutef Guard receive an additional attack die.
Marcus Decimus Gallus Soldier Attack Enhancement  A 
All friendly Soldiers adjacent to Marcus Decimus Gallus receive an additional attack die.
Brave Arrow Scout Melee Attack Enhancement  A 
All friendly Scouts adjacent to Brave Arrow receive an additional attack die when attacking a figure adjacent to them.
Finn the Viking Champion Attack Aura 1  A 
All friendly figures adjacent to Finn with a range of 1 add 1 die to their normal attack.
Sir Gilbert Attack Aura 1  A 
All friendly figures adjacent to Sir Gilbert with a range of 1 add 1 die to their normal attack.
Thorgrim the Viking Champion Defensive Aura 1  D 
All friendly figures adjacent to Thorgrim add 1 die to their defense.
Kyntela Gwyn Strength of Oak Aura 1  D 
All friendly Elves adjacent to Kyntela Gwyn add 1 to their defense dice.
Concan the Kyrie Warrior Knight and Sentinel Enhancement  A 
 D 
All friendly Knights and Sentinels adjacent to Concan roll an additional attack die and an additional defense die.
Swog Rider Orc Archer Enhancement  R 
 A 
 D 
All friendly Orc Archers adjacent to a Swog Rider receive an additional attack die and an additional defense die.
Grimnak Orc Warrior Enhancement  A 
 D 
All friendly Orc Warriors adjacent to Grimnak roll an additional attack die and an additional defense die.
Tornak Orc Warrior Enhancement  A 
 D 
All friendly Orc Warriors adjacent to Tornak receive an additional attack die and an additional defense die.
Ornak Orc Battle Cry Aura  R 
 A 
When attacking with any Orc Warrior figures you control within 2 clear sight spaces of Ornak, you may roll Utgar Valkyrie dice. Each Utgar symbol rolled counts for an additional skull.
Nerak the Glacian Swog Rider Orc Defensive Aura 1  D 
All Orc figures you control within 4 clear sight spaces of Nerak add 1 to their defense dice. Nerak's Orc Defensive Aura does not affect Nerak.
Hatamoto Taro Heroic Defense Aura  R 
 D 
When defending against a normal attack by an adjacent figure with any Samurai or Ashigaru figures you control within 8 clear sight space of Hatamoto Taro, you may roll Einar Valkyrie dice. Each Einar symbol rolled counts as an additional shield. Heroic Defense Aura does not affect Hatamoto Taro.
Ana Karithon Protection from Evil Aura  R 
 D 
All small or medium figures you control within 3 clear sight spaces of Ana Karithon add 1 to their defense dice when rolling defense against an attack from a figure who follows Utgar. Ana Karithon's Protection from Evil Aura does not affect Ana Karithon.
Estivara Lolth's Judgement Aura  R 
 A 
All Arachnid figures you control within 6 clear sight spaces of Estivara roll 1 additional attack die when attacking normally.
Taelord the Kyrie Warrior Attack Aura  R 
 A 
All figures you control within 4 clear sight spaces of Taelord get +1 to attack. Taelord's Attack Aura does not affect Taelord.
Raelin the Kyrie Warrior Defensive Aura  R 
 D 
All figures you control within 4 clear sight spaces of Raelin add 2 to their defense dice. Raelin's Defensive Aura does not affect Raelin.
Raelin the Kyrie Warrior Extended Defensive Aura  R 
 D 
All figures you control within 6 clear sight spaces of Raelin add 1 to their defense dice. Raelin's Extended Defensive Aura does not affect Raelin.
Empress Kiova Gift of the Empress Aura  R 
 D 
When you roll defense dice for any Kyrie you control who follows Einar and is within 5 clear sight spaces of Empress Kiova, you may re-roll all defense dice that did not show shields. Gift of the Empress Aura can be used only once for each defense roll. Empress Kiova's Gift of the Empress Aura does not affect Empress Kiova.
Sir Dupuis Knight's Courage  R 
 A 
Add 1 to Sir Dupuis' attack dice for every Knight you control within 4 clear sight spaces of Sir Dupuis up to a maximum of +3 dice.
Eldgrim the Viking Champion Warrior's Swiftness Spirit  M 
When Eldgrim is destroyed, you may place this figure on any unique Army Card. Eldgrim's spirit adds 1 to the move number on that card.
Finn the Viking Champion Warrior's Attack Spirit 1  A 
When Finn is destroyed, place this figure on any unique Army Card. Finn's Spirit adds 1 to the normal attack number on that card.
Thorgrim the Viking Champion Warrior's Armor Spirit 1  D 
When Thorgrim is destroyed, place this figure on any unique Army Card. Thorgrim's Spirit adds 1 to the defense number on that card.
Sir Dupuis Chalice of Fortitude  D 
If Sir Dupuis has 4 or more wounds on his Army Card, add 1 to his defense dice.
Evar Scarcarver Frost Rage  A 
 D 
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.
Siege Crag of Steel  M 
 A 
 D 
When revealing a numbered order marker on Siege's Army Card, you may also reveal an "X" order marker that is on Siege's Army Card to activate Crag of Steel for the duration of the round. While Crag of Steel is active, add 3 to Siege's Defense value and subtract 2 from Siege's Attack and Move values. When Siege attacks while Crag of Steel is active, he may attack any or all figures adjacent to him. Roll each attack separately.
Su-Bak-Na Hive Supremacy  A 
Any time you roll the 20‑sided die for a Marro or Wulsinu Army Card, you may add 1 to your die roll.
Valguard Berserker Charge Enhancement  M 
Add 1 to your die roll when you roll for the Berserker Charge power on any Army Card.
Sonya Esenwein Eternal Strength  A 
Anytime you roll the 20-sided die for Cyprien Esenwein's Chilling Touch, you may add 2 to your die roll.
Venoc Warlord Frenzy Enhancement  M 
 A 
Add 1 to your die roll when you roll for the Frenzy power on any Army Card.
Khosumet the Darklord Unleashed Fury Enhancement  A 
You may add 1 to your die roll when you roll for the Unleashed Fury power on any Army Card.
Darrak Ambershard Disarm Traps  D 
When you roll the 20-sided die for a Treasure Glyph trap with Darrak Ambershard, you may add 4 to your die roll.
Ogre Warhulk Mine! When you roll the 20-sided die for a Treasure Glyph trap with this Ogre Warlhulk, you must subtract 4 from your role.
Heirloom Mage Hand  M 
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.
Doctor Doom Flying  M 
When counting spaces for Doctor Doom's movement, ignore elevations. Doctor Doom may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Doctor Doom starts to fly, if he is engaged he will take any leaving engagement attacks.
Iron Man Flying  M 
When counting spaces for Iron Man's movement, ignore elevations. Iron Man may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Iron Man starts to fly, if he is engaged he will take any leaving engagement attacks.
Thanos Flying  M 
When counting spaces for Thanos' movement, ignore elevations. Thanos may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Thanos starts to fly, if he is engaged he will take any leaving engagement attacks.
Silver Surfer Stealth Flying  M 
 D 
When counting spaces for Silver Surfer's movement, ignore elevations. Silver Surfer may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Silver Surfer starts to fly, if he is engaged he will not take any leaving engagement attacks.
Spider-Man Swing Line 4  M 
Instead of a normal move, Spider-Man may use his Swing Line. Swing Line has a move of 4. When counting spaces for Spider-Man's Swing Line movement, ignore elevations. Spider-Man may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Spider-Man may not Swing Line more than 40 levels up or down in a single Swing Line. If Spider-Man is engaged when he starts to Swing Line, he will not take any leaving engagement attacks.
Venom Swing Line 4  M 
Instead of a normal move, Venom may use his Swing Line. Swing Line has a move of 4. When counting spaces for Venom's Swing Line movement, ignore elevations. Venom may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Venom may not Swing Line more than 40 levels up or down in a single Swing Line. If Venom is engaged when he starts to Swing Line, he will not take any leaving engagement attacks.
Abomination Super Leap  M 
Instead of his normal move, Abomination may Super Leap. Super Leap has a move of 10. When counting spaces for Abomination's Super Leap movement, ignore elevations. Abomination may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. Abomination may not leap more than 50 levels up or down in a single leap. If Abomination is engaged when he starts to leap, he will take any leaving engagement attacks. Abomination rolls 3 less attack dice on any turn that he chooses to Super Leap.
Incredible Hulk Super Leap  M 
Instead of his normal move, Incredible Hulk may Super Leap. Super Leap has a move of 10. When counting spaces for Hulk's Super Leap movement, ignore elevations. Hulk may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. Hulk may not leap more than 50 levels up or down in a single leap. If Hulk is engaged when he starts to leap, he will take any leaving engagement attacks. Hulk rolls 3 less attack dice on any turn that he chooses to Super Leap.
Venom Spider-Sense 14  M 
 D 
If Venom is attacked by an opponent's figure and at least 1 skull is rolled, roll the 20-sided die. If you roll 1-13, roll defense dice normally. If you roll 14-20, Venom takes no damage and instead may immediately move using his Swing Line 4 Special Power
Spider-Man Spidey-Sense 11  M 
 D 
If Spider-Man is attacked by an opponent's figure and at least 1 skull is rolled, roll the 20-sided die. If you roll 1-10, roll defense dice normally. If you roll 11-20, Spider-Man takes no damage and may immediately move using his Swing Line 4 Special Power
Doctor Doom Mind Exchange 17  M 
 R 
 A 
After taking a turn with Doctor Doom, you may choose any Unique Hero figure within 4 clear sight spaces of Doctor Doom. Roll the 20-sided die. If you roll a 17 or higher, take temporary control of that hero and immediately take a turn with the chosen Hero. At the end of that turn, control of the chosen Hero returns to the player who controlled the Hero before the Mind Exchange. All Order Markers that were on the chosen Hero's card will stay on the card.
Silver Surfer Hyper Speed 5  M 
After taking a turn with Silver Surfer, Silver Surfer may move up to an additional 5 spaces. Silver Surfer cannot use Hyper Speed 5 if he attacked with his Cosmic Force Blast Special Attack during that turn.
Silver Surfer Cosmic Force Blast Special Attack  R 
 A 
Range 6. Attack 6. If an opponent's Unique Hero receives at least one wound from the Cosmic Force Blast Special Attack, roll the 20-sided die. If you roll a 16 or higher, you may remove one unrevealed Order Marker at random from that Unique Hero's Army Card.
Spider-Man Web Special Attack  R 
 A 
Range 4. Attack 3. Figures roll 1 less defense die when defending against Spider-Man's Web Special Attack.
Venom Web Special Attack  R 
 A 
Range 4. Attack 3. Figures roll 1 less defense die when defending against Venom's Web Special Attack.
Abomination Stomp Special Attack  A 
Range 1. Attack 3. Any figure adjacent to Abomination is affected by the Stomp Special Attack. Roll 3 attack dice once for all affected figures. Each figure rolls defense separately. Abomination cannot attack using his Stomp Special Attack on the same turn he uses Super Leap.
Incredible Hulk Stomp Special Attack  A 
Range 1. Attack 3. Any figure adjacent to Incredible Hulk is affected by the Stomp Special Attack. Roll 3 attack dice once for all affected figures. Each figure rolls defense separately. Hulk cannot attack using his Stomp Special Attack on the same turn he uses Super Leap.
Captain America Shield Throw Special Attack  R 
 A 
Range 5. Attack 4. When Captain America attacks with his Shield Throw Special Attack, he may attack 2 additional times. He cannot attack the same figure more than once.
Iron Man Double Attack  R 
 A 
When Iron Man attacks, he may attack one additional time.
Red Skull Dust-of-Death  R 
 A 
After moving and before attacking, you may either 1) Roll the 20-sided die once for each figure adjacent to Red Skull, or 2) Roll the 20-sided die once for any one figure up to 3 clear sight spaces away. If you roll a 19 or higher, that figure is destroyed.
Incredible Hulk Rage Smash 5  A 
When Incredible Hulk attacks using a normal attack, he receives one extra attack die for each Wound Marker he has, up to a maximum of 5 extra attack dice for Rage Smash.
Captain America Counter Strike  A 
 D 
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.
Breakable Wall Section Strong Defense  D 
When rolling defensive dice against a normal attack from small or medium figures, add 1 automatic shield to whatever is rolled.
Thanos Rejected by Death  D 
At the start of each of your turns after Thanos has been destroyed, roll the 20-sided die. If you roll a 19 or higher, immediately place Thanos on a space adjacent to any figure you control and remove all Wound Markers on Thanos' card.
Red Skull Master Manipulator  M 
 A 
After revealing an Order Marker on Red Skull's card, instead of taking that turn with Red Skull, you may take a turn with any Unique Hero you control within clear sight of Red Skull.
Captain America Tactician  A 
 D 
All friendly figures adjacent to Captain America add 1 extra die to their attack, and 1 extra die to their defense.
Abomination Super Strength  M 
 A 
Abomination does not roll for damage from a fall or major fall, but does roll for damage from an extreme fall (see Master Game Guide). Abomination ignores any automatic shields when attacking a Destructible Object.
Doctor Doom Super Strength  M 
 A 
Doctor Doom does not roll for damage from a fall or major fall, but does roll for damage from an extreme fall (see Master Game Guide). Doctor Doom ignores any automatic shields when attacking a Destructible Object.
Incredible Hulk Super Strength  M 
 A 
Incredible Hulk does not roll for damage from a fall or major fall, but does roll for damage from an extreme fall (see Master Game Guide). Incredible Hulk ignores any automatic shields when attacking a Destructible Object.
Iron Man Super Strength  M 
 A 
Iron Man does not roll for damage from a fall or major fall, but does roll for damage from an extreme fall (see Master Game Guide). Iron Man ignores any automatic shields when attacking a Destructible Object.
Silver Surfer Super Strength  M 
 A 
Silver Surfer does not roll for damage from a fall or major fall, but does roll for damage from an extreme fall (see Master Game Guide). Silver Surfer ignores any automatic shields when attacking a Destructible Object.
Spider-Man Super Strength  M 
 A 
Spider-Man does not roll for damage from a fall or major fall, but does roll for damage from an extreme fall (see Master Game Guide). Spider-Man ignores any automatic shields when attacking a Destructible Object.
Thanos Super Strength  M 
 A 
Thanos does not roll for damage from a fall or major fall, but does roll for damage from an extreme fall (see Master Game Guide). Thanos ignores any automatic shields when attacking a Destructible Object.
Venom Super Strength  M 
 A 
Venom does not roll for damage from a fall or major fall, but does roll for damage from an extreme fall (see Master Game Guide). Venom ignores any automatic shields when attacking a Destructible Object.
Marro Gnids (4) Scale 1  M 
When moving up or down levels of terrain, Marro Gnids may add 1 to their height.
Beakface Sneaks (2) Glide  M 
 D 
Beakface Sneaks never roll for falling damage.
Nicholas Esenwein Flying  M 
When counting spaces for Nicholas Esenwein's movement, ignore elevations. Nicholas Esenwein may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Nicholas Esenwein starts to fly, if he is engaged he will take and leaving engagement attacks.
Quahon Flying  M 
When counting spaces for Quahon's movement, ignore elevations. Quahon may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If Quahon is engaged when she starts to fly, she will take any leaving engagement attacks.
Racheim Flying  M 
When counting spaces for Racheim's movement, ignore elevations. Racheim may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Racheim starts to fly, if he is engaged he will take any leaving engagement attacks.
Tyrian the Kyrie Warrior Flying  M 
When counting spaces for Tyrian's movement, ignore elevations. Tyrian may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Tyrian starts to fly, if he is engaged he will take any leaving engagement attacks.
Morgoloth Swarming Vermin  M 
 D 
Friendly small figures who follow Utgar or Valkrill are never attacked when leaving engagement with a figure within 5 clear sight spaces of Morgoloth.
Varkaanan Blade Dancers (3) Defensive Vault  M 
 D 
After a Varkaanan Blade Dancer rolls defense dice against a normal attack from an adjacent opponent's figure, if she is still adjacent to the attacking figure, you may place that Varkaanan Blade Dancer on any other space adjacent to the attacking figure, if possible. A Varkaanan Blade Dancer does not take any leaving engagement attacks when using Defensive Vault.
Elaria the Pale Slippery 6  M 
 D 
If an opponent's Squad figure moves adjacent to Elaria the Pale and onto a space where that Squad figure can end its movement, you may roll the 20-sided die. If you roll a 6 or higher, Elaria the Pale may immediately move up to 4 spaces. Elaria the Pale will not take any leaving engagement attacks when moving with Slippery. Elaria the Pale can use this power only if she ends her Slippery move not adjacent to any enemy figures. You may not roll for Slippery more than once during any turn.
Command Courier Fleet Footed  M 
 D 
If a Command Courier is attacked with a normal attack by an opponent's figure and at least 1 skull is rolled, roll the 20-sided die. If you roll 1-10, roll defense dice normally. If you roll an 11 or higher, that Command Courier takes no damage and instead may move up to 4 spaces. A figure moving with Fleet Footed never takes any leaving engagement attacks. A Command Courier can use Fleet Footed only if he ends his move not adjacent to any enemy figures.
Beakface Sneaks (2) Flocking  M 
After taking a turn with the Beakface Sneaks, if at least one Beakface Sneak attacked an opponent's figure, you may move up to two Raptorians you control that did not move or attack this turn up to 6 spaces each.
Skeletons of Annellintia (4) Undead Legion  M 
After taking a turn with the Skeletons of Annellintia, you may move two unengaged Skeletons of Annellintia you control who did not move or attack this turn up to 4 spaces each.
Deathstrike Thrall Mindless Pack  M 
 A 
After revealing an order marker on this card, roll the 20-sided die. If you roll a 1-5, you may take a turn with 1 Thrall you control. If you roll a 6-15, you may take a turn with up to 2 Thralls you control. If you roll a 16 or higher, you may take a turn with up to 3 Thralls you control.
Preyblood Thrall Mindless Pack  M 
 A 
After revealing an order marker on this card, roll the 20-sided die. If you roll a 1-5, you may take a turn with 1 Thrall you control. If you roll a 6-15, you may take a turn with up to 2 Thralls you control. If you roll a 16 or higher, you may take a turn with up to 3 Thralls you control.
Nicholas Esenwein Overextend Attack  M 
 A 
After taking a turn with Nicholas Esenwein, you may place a wound marker on Nicholas Esenwein and take another turn with him. You may only use this power once per round.
Van Nessing Divine Mission  M 
 A 
After revealing an order marker on Van Nessing's Army Card, after taking Van Nessing's turn, you may reveal an "X" order marker that is on Van Nessing's Army Card and take another turn with Van Nessing. During this additional turn, Van Nessing adds 2 to his normal attack against Undead figures.
Ulfrid Hornwrangler Grim Determination Special Attack  A 
Range 1. Attack 4. If Grim Determination Special Attack does not destroy a figure, Ulfrid Hornwrangler receives a wound and must attack that figure again with his Grim Determination Special Attack, if possible.
Quahon Lightning Breath Special Attack  A 
Range 4+ Special. Attack 4. Choose a figure to attack. You may also choose a second figure within 3 clear sight spaces of the targeted figure and a third figure within 2 clear sight spaces of the second figure to be affected by Lightning Breath Special Attack. Roll attack dice once for all figures. Each figure rolls defense dice seperately. Lightning Breath Special Attack does not affect destructable objects.
Martial La Hire Reckless Second Swing  A 
When Martial La Hire wounds a figure with his normal attack, he must attack one additional time, if possible.
Van Nessing Silver Bolts Special Attack  R 
 A 
Range 5. Attack 3. When a Lycanthrope or Hybrid figure receives one or more wounds from Silver Bolts Special Attack, that figure receives one additional wound.
Van Nessing Holy Relic  R 
 D 
When the 20-sided die is rolled for a special power on an opponent's Undead Army Card and at least one of the figures from that Army Card is within 3 clear sight spaces of Van Nessing, subtract 3 from the die roll.
Priscus Grapple Special Attack  A 
Range 1. Attack 3. A small or medium figure attacked with Grapple Special Attack rolls one less defense die.
Vulcanmech Incendiborgs (3) Flamethrower Special Attack  R 
 A 
Range Special. Attack 4. A Vulcanmech Incendiborg that does not attack normally may use Flamethrower Special Attack. Choose 2 spaces in a straight line from the attacking Vulcanmech Incendiborg. All figures on those spaces that are in line of sight are affected by Flamethrower Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
Deathstrike Thrall Return to the Grave Special Attack  A 
Range 1. Attack 6. After attacking with Return to the Grave Special Attack, destroy the attacking Deathstrike Thrall.
Racheim Frost Breath Special Attack  A 
Range 6. Attack 4. Figures with the Lava Resistant special power roll 2 less defense dice when attacked by Racheim's Frost Breath Special Attack.
Myrddin Call Lightning Special Attack  R 
 A 
Range 6. Attack 3. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by Call Lightning Special Attack. Myrddin only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Myrddin can be affected by his own Call Lightning Special Attack. Figures under overhangs cannot be targeted with Call Lightning Special Attack.
Cxurg'gyath Psionic Explosion Special Attack  R 
 A 
Range 4. Attack 3. Choose a figure to attack. Each opponent's figure adjacent to the chosen figure is also affected by the the Psionic Explosion Special Attack. Cxurgy'gyath does not need clear line of sight to attack with Psionic Explosion Special Attack. Roll 3 attack dice once for all affected figures. Each figure rolls defense dice separately.
Deathcommander Mark 3 Explosive Rounds Special Attack  A 
Range 5. Attack 3. Choose a figure to attack. You may also choose one other figure adjacent to the targeted figure to be affected by Explosive Rounds Special Attack. Roll attack dice once for both figures. Each figure rolls defense dice separately. When Deathcommander Mark 3 attacks with his Explosive Rounds Special Attack, he may attack one additional time.
Zaeus Rail Gun Special Attack  R 
 A 
Range 7. Attack 4. When Zaeus attacks an opponent's figure that is not adjacent with his Rail Gun Special Attack, you must choose a figure adjacent to the targeted figure, if possible. If Zaeus inflicts more wounds than needed to destroy the targeted figure, all excess wounds count as unblockable hits on the chosen figure.
Racheim Triple Attack  A 
When Racheim attacks with a normal attack, he may attack two additional times.
Mok Gunner Special Attack  A 
Range 5. Attack 3. After attacking normally, Mok may attack with Gunner Special attack once for each Dwarf figure on this card. While engaged, Mok may target and attack non-adjacent figures with Gunner Special Attack. Mok cannot attack the same figure twice with Gunner Special Attack.
M-43 Resistance Fighters (3) Priority Targeting  R 
 A 
An engaged M-43 Resistance Fighter may target and attack non-adjacent figures unless that M-43 Resistance Fighter is engaged with a hero figure.
Morgoloth Double Attack  A 
When Morgoloth attacks, he may attack one additional time.
Omegacron Double Attack  R 
 A 
When Omegacron attacks, he may attack one additional time.
Tyrian the Kyrie Warrior Double Attack  R 
 A 
When Tyrian attacks, he may attack one additional time.
Havech Eradicators (3) Plasma Surge  R 
 A 
After attacking a non-adjacent figure with a Havech Eradicator you control, you must roll the 20-sided die. If you roll a 1-6, destroy that Havech Eradicator. If you roll a 7-17, that Havech Eradicator is safe. If you roll an 18-20, you may attack again with that Havech Eradicator.
Ulfrid Hornwrangler Shield of Valor  D 
When defending with Ulfrid Hornwrangler, each shield rolled counts for one additional block.
Skull Demon Frightening Presence  A 
Common figures attacking this Skull Demon with a normal attack subtract 1 from their attack dice.
Zombie Hulk Paralyzing Fear  A 
Figures attacked by any Undead subtract one from their defense dice for every Zombie Hulk they are engaged to.
Marro Gnids (4) Cling  A 
If a Marro Gnid inflicts one or more wounds on an opponent's Unique Hero, you may place that Marro Gnid on the affected figure's card. Subtract 1 from that Hero's Move and Defense values for each Marro Gnid on the figure's card. A maximum of 3 Marro Gnids can be placed on any Hero's card.
M-43 Resistance Fighters (3) Guerrilla Tactics  M 
After taking a turn with the M-43 Resistance Fighters, for each M-43 Resistance Fighter you control that attacked an opponent's figure this turn, you may move any Mariedian figure you control that did not attack this turn up to 3 spaces. A Mariedian figure may only be moved by Guerrilla Tactics once per turn.
Preyblood Thrall Blood Hunger  M 
 A 
Before moving a Preyblood Thrall, you may choose an opponent's figure. Add 1 to the Preyblood Thrall's Move and Attack values for each wound marker on the chosen figure's Army Card to a maximum of +3 for each. To use Blood Hunger, the Preyblood Thrall must end its move adjacent to the chosen figure and must attack that figure if possible. If the Preyblood Thrall does not inflict at least one wound on the chosen figure, destroy the Preyblood Thrall.
Capt. John Varan Battle Valor Special Attack  M 
 R 
 A 
Range 5. Attack 2. Instead of moving and attacking normally, Capt. John Varan may use Battle Valor Special Attack. When using Battle Valor Special Attack, Capt. John Varan may move up to 3 spaces before attacking. When moving and attacking with Battle Valor Special Attack, Capt. John Varan may move and attack one additional time for each wound marker on this Army Card.
Haduc Aegis of the Crimson Sigil  D 
When Haduc, or any Elf Wizard you control adjacent to Haduc, rolls defense dice, add one automatic shield to whatever is rolled for each revealed order marker on Haduc's Army Card.
Varkaanan Blade Dancers (3) Varkaanan Blade Defense  D 
A Varkaanan Blade Dancer rolls one additional defense die for each opponent's figure she is engaged to.
Beakface Sneaks (2) Evasive 3  R 
 D 
When a Beakface Sneak rolls defense dice against an attacking figure who is not adjacent, add 3 defense dice to the defending Sneak.
Cxurg'gyath Lurk In Shadows  R 
 D 
If Cxurg'gyath is on a shadow space, opponents' figures must be adjacent to him to attack him with a normal attack.
Mok Gunner Casualties  D 
If there is at least one Dwarf figure on Mok's card when Mok receives one or more wounds from an attack by a non-adjacent figure, you must roll the 20-sided die. If you roll a 15 or higher, remove one Dwarf figure from Mok's card and ignore any wounds.
Deathcommander Mark 3 Marked For Destruction  A 
When a Soulborg figure that you control who follows Utgar attacks a figure engaged with Deathcommander Mark 3 with a normal attack, before defense dice are rolled, you may re-roll one attack die that did not show a skull. Marked for Destruction can only be used once for each attack. Marked for Destruction does not affect Deathcommander Mark 3.
Zogross Hardscale Opportunity Strike 15  A 
 D 
If an opponent's figure that is engaged with Zogross Hardscale targets any other figure you control with a normal attack, roll the 20-sided die. If you roll a 15 or higher, no dice are rolled for this attack, no defense dice are rolled, and the attacking figure receives one wound.
Zogross Hardscale Tribal Protection  D 
An opponent's figure that is engaged to one or more Warriors or Protectors you control who follow Ullar may not attack Zogross Hardscale.
Capt. John Varan Purple Heart  R 
 A 
 D 
When a Human you control who follows Jandar and is adjacent to Capt. John Varan receives one or more wounds from an attacking figure who is not adjacent, you may instead place all of those wound markers on this Army Card.
Zettian Infantry (2) Circuitry Replacement  A 
 D 
If a friendly Soulborg Hero who follows Utgar receives one or more wounds from a special power that is not an attack, you may destroy a guard in the Zettian Infantry you control that is adjacent to that Hero to ignore any wounds that Hero just received.
Vulcanmech Incendiborgs (3) Redundant Systems  D 
Start the game with 3 Redundant Systems markers on this army card. After a Vulcanmech Incendiborg receives one or more wounds, you may remove 1 Redundant Systems marker from this card to ignore all wounds.
Nicholas Esenwein Bloodborn Rising  D 
Each time Nicholas Esenwein destroys a figure, you may remove a wound marker from this Army Card. If the destroyed figure was small or medium, and not undead, replace that figure immediately, if possible, with one of your own previously destroyed Thralls. Nicholas Esenwein may not use Bloodborn rising on destructible object.
Zombie Hulk Zombie Rises Again  D 
If an Undead Savage that you control destroys an opponent's large or huge figure, replace that figure immediately, if possible, with one of your own previously destroyed Zombie Hulks, and remove all markers other than order markers on that card. Undead are not affected by Zombie Rises Again.
Skeletons of Annellintia (4) Necromancy  D 
When a Skeleton of Annellintia you control is destroyed, roll the 20-sided die. If you roll an 11 or higher, place that Skeleton of Annellintia on the army card of any Unique Lord, Lady, Duke or Duchess you control.
Skeletons of Annellintia (4) Reanimation  D 
After revealing an order marker on this Army Card, before taking a turn with the Skeletons of Annellintia, you may remove one previously destroyed Skeleton of Annellintia from the Army Card of one Unique Hero you control and place it on any empty space adjacent to that Hero.
Kira Jax Exploit Weakness  R 
 A 
At any point before, during, or after movement, you may choose one opponent's figure within 6 clear sight spaces of Kira Jax. All of the special powers on the chosen figure's card (or cards if your opponent has more than one Common Army Card for that figure) are negated until the end of Kira Jax's turn. Kira Jax can only use Exploit Weakness once per turn.
Havech Eradicators (3) Mechanical Components Marro Hive cannot rebirth Havech Eradicators with its Marro Rebirth special power.
Command Courier Command Dispatch  M 
 A 
After taking a turn with a Command Courier, if that Command Courier did not attack, you may choose an adjacent small or medium Unique Hero you control that follows Vydar and take a turn with that Hero.
Omegacron Directed Fire  A 
Instead of attacking with Omegacron this turn, you may choose up to 3 unengaged Soulborg Squad figures you control who follow Jandar. Take a single turn with the chosen figures, during which the chosen figures may only attack. Omegacron must also have line of sight to any figure attacked using Directed Fire.
Zaeus Gorillinator Attack Bonding  A 
After revealing an order marker on Zaeus, you may take a turn with a squad of Gorillinators you control before taking a turn with Zaeus. The Gorillinators cannot move during this turn.
Zombie Hulk Horde Shriek  M 
 A 
After revealing an order marker and before taking a turn with this Zombie Hulk, if this Zombie Hulk is not engaged, you may first take a turn with another Undead Savage Hero or Squad that you control.
Zettian Infantry (2) Utgar Soulborg Bonding  M 
 A 
Before taking a turn with Zettian Infantry, you may take a turn with any Soulborg Hero you control who follows Utgar.
Deathcommander Mark 3 Heavy Support Command Beacon  M 
 A 
When revealing an order marker on Deathcommander Mark 3's card, after taking his turn, if Deathcommander Mark 3 is engaged, you may immediately take a turn with another Unique or Large Soulborg Hero or Squad you control that follows Utgar.
Omegacron Omnicron Mobilization  M 
Instead of moving with Omegacron, you may move up to 3 other Soulborg figures you control who follow Jandar up to 5 spaces each.
Mok Dwarven Gunners  M 
Instead of attacking with a Dwarf Squad figure you control that is unengaged and adjacent to Mok, you may remove that figure from the battlefield and place it on this card. There can be a maximum of two Dwarf figures on this card.
Arashara Goshiri Shifting Sands  M 
 R 
After moving and before attacking, choose two small or medium figures on land spaces within 4 clear sight spaces of Arashara Goshiri and within 4 spaces of each other. Roll the 20-sided die. If you roll a 10 or higher, you may switch the two chosen figures. Figures moved by Shifting Sands never take leaving engagement attacks. Arashara Goshiri may be moved by Shifting Sands.
Morgoloth Demon Leadership  M 
All Demons you control, except Morgoloth, move one additional space.
Priscus Taste of Freedom  A 
If all of your order markers are on Gladiators, and at least one order marker is on Priscus, all friendly Gladiators adjacent to Priscus add 1 die to their normal attack.
Skull Demon Valkrill Attack Aura 1  A 
All friendly figures adjacent to this Skull Demon with a range of 1 who follow Valkrill add 1 die to their normal attack.
Myrddin Mystic Sacrifice  R 
 A 
After rolling the 20-sided die for the Army Card of a Small, Medium, or Large Unique Hero you control within 4 clear sight spaces of Myrddin, you may place 1 or 2 wound markers on Myrddin's Army Card. Add 1 to your 20-sided die roll for each wound marker you placed, even if this was enough wounds to destroy Myrddin.
Elaria the Pale Queen of Thieves  R 
 A 
After a tricky figure you control within 6 clear sight spaces of Elaria the Pale rolls the 20-sided die for a special power on its Army Card, you may add 1 to your die roll. Queen of Thieves does not affect Elaria the Pale.
Haduc Elven Supremacy  A 
Any time you roll the 20-sided die for an Elf Army Card, you may add 1 to your die roll.
Cxurg'gyath Enslave Enhancement  A 
Add 1 to your die roll when you roll for the Enslave power on any Army Card.
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