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 Special Powers that are somehow related to Range.

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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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.
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