Character  Power  Similar |  Move  Range  Attack  Defense |  Works With  Team |  Unique |  Size |  Normal |  D20 |  Order Marker |  Dest Obj 
 Special Powers that are somehow related to Movement.

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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Valguard Berserker Charge Enhancement  M 
Add 1 to your die roll when you roll for the Berserker Charge power on any Army Card.
Venoc Warlord Frenzy Enhancement  M 
 A 
Add 1 to your die roll when you roll for the Frenzy power on any Army Card.
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.
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.
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.
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.
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.
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.
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