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 Special Powers that are somehow related to Attacking.

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.
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.
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.
Zombies of Morindan (3) Horde Movement  M 
 A 
You may move up to 6 Zombies of Morindan that you control each turn. However, you may attack with only 3 Zombies of Morindan. You may attack with any 3 Zombies of Morindan, even Zombies of Morindan that you did not move this turn.
Marro Drones (3) Hive Swarm  M 
 A 
Before moving Marro Drones, roll the 20‑sided die. If you roll 1‑12, you may move and attack with up to 3 Marro Drones you control. If you roll 13‑16, you may move and attack with up to 6 Marro Drones you control. If you roll 17‑20, you may move and attack with up to 9 Marro Drones you control.
Aubrien Archers (3) Frenzy  M 
 R 
 A 
After you take a turn with Aubrien Archers, roll the 20‑sided die. If you roll a 16 or higher, you may take another turn with Aubrien Archers.
Elite Onyx Vipers (3) Frenzy  M 
 A 
After you take a turn with Elite Onyx Vipers, roll the 20‑sided die. If you roll a 16 or higher you may take another turn with Elite Onyx Vipers.
Venoc Vipers (3) Frenzy  M 
 A 
After you take a turn with Venoc Vipers, roll the 20‑sided die. If you roll a 16 or higher you may take another turn with Venoc Vipers.
Frost Giant of Morh Battle Frenzy  A 
After attacking with this Frost Giant of Morh, roll the 20-sided die. If you roll a 16 or higher, you may attack again with this Frost Giant of Morh.
Alastair MacDirk Overextend Attack  M 
 A 
After taking a turn with Alastair MacDirk, you may place a wound marker on Alastair MacDirk and take another turn with him. You may only use this power once during a round.
Eldgrim the Viking Champion Overextend Attack  M 
 A 
After taking a turn with Eldgrim, you may place a wound marker on Eldgrim and take another turn with him. You may use this power only once during a round.
Sir Hawthorne Blind Rage Special Attack  A 
Range 1. Attack 3. If Sir Hawthorne rolls at least 2 skulls with his Blind Rage Special Attack, Sir Hawthorne may attack again with his Blind Rage Special Attack. Sir Hawthorne may continue attacking with his Blind Rage Special Attack until he rolls fewer than 2 skulls.
Laglor Autoload Special Attack  R 
 A 
Range 7. Attack 3. When attacking with Autoload Special Attack, you may roll Vydar Valkyrie dice. If you roll at least one Vydar symbol, you may attack again using Autoload Special Attack.
Erevan Sunshadow Fire Blast Special Attack  R 
 A 
Range 5. Attack Special. Each time you attack with Erevan Sunshadow's Fire Blast Special Attack, you may choose to roll 2, 3, or 4 attack dice. If a skull is rolled on every die, you may attack again with Everan Sunshadow's Fire Blast Special Attack. You may continue attacking with Everan Sunshadow's Fire Blast Special Attack until you do not roll a skull on every die.
Brandis Skyhunter Archer's Glory  M 
 R 
 A 
Each time Brandis Skyhunter destroys an opponent's non-adjacent Unique Hero, you may take another turn with Brandis Skyhunter.
Brunak Blood Hungry Special Attack  A 
Range 1. Attack 4. If Brunak's Blood Hungry Special Attack destroys a figure, Brunak may attack again with his Blood Hungry Special Attack. Brunak may continue attacking with his Blood Hungry Special Attack until he does not destroy a figure.
Deathwalker 8000 Rapid Fire Special Attack  R 
 A 
Range 7. Attack 3. If Deathwalker's Rapid Fire Special Attack inflicts a wound, he may attack again with his Rapid Fire Special Attack. Deathwalker may continue attacking with his Rapid Fire Special Attack until he does not inflict a wound.
Eltahale Thunder Ram Assault Special Attack  R 
 A 
Range 1 + Special. Attack 4. Choose a figure to attack. You may also choose up to two other figures within 2 clear sight spaces of the targeted figure to be affected by Thunder Ram Assault Special Attack. Roll attack dice once for all affected figures. Each figures rolls defense dice separately. You can only use Thunder Ram Assault Special Attack if Eltahale was not adjacent to the targeted figure at the start of this turn. You cannot use Thunder Ram Assault Special Attack if you used Thunder Step this turn.
Sharwin Wildborn Arcane Bolt Special Attack  R 
 A 
Range 5 + Special. Attack 3. The first target of Arcane Bolt Special Attack must be within a Range of 5. After attacking with Arcane Bolt Special Attack, if the defending figure receives at least 1 wound, you may choose a figure that was adjacent to the defending figure at the beginning of that attack and attack that chosen figure with Arcane Bolt Special Attack. You may continue attacking with Arcane Bolt Special Attack in this manner until you fail to inflict a wound. A figure cannot be attacked more than once in a turn with Arcane Bolt Special Attack.
Blue Wyrmling Fledgling Lightning Breath Special Attack  R 
 A 
Range 4 + Special. Attack 2. Choose a figure to attack. You may also choose one other figure within 3 clear sight spaces of the targeted figure to be affected by Fledgling Lightning Breath Special Attack. Roll attack dice once for both figures. Each figure rolls defense dice separately. Fledgling Lightning Breath Special Attack does not affect destructible objects.
Tor-Kul-Na Trample Stomp  M 
 A 
At any point while moving, Tor-Kul-Na may choose a small or medium figure that is adjacent, on the same level, and on a space where Tor-Kul-Na may end his movement. Roll the 20-sided die. If you roll 1-7, the figure is safe and Tor-Kul-Na's movement ends. If you roll 8-20, the chosen figure receives one wound. If the wound destroys the figure, move Tor-Kul-Na on the space that the figure occupied, and you may continue Tor-Kul-Na's movement. If the chosen figure is not destroyed, Tor-Kul-Na's movement ends. Tor-Kul-Na must be on a space where he can end movement each time he uses this power.
Estivara Venom Ray Special Attack  R 
 A 
Range 5. Attack 3. If Estivara inflicts at least 1 wound with Venom Ray Special Attack, roll the 20-sided die for Venom Damage. If you roll a 1-9, the defending figure receives no additional wounds for Venom Damage. If you roll a 10-19, add 1 additional wound marker to the defending figure's Army Card, and roll again for Venom Damage. If you roll a 20, destroy the defending figure.
Sujoah Poison Sting Special Attack  A 
Range 1. Attack 4. If Sujoah inflicts at least 1 wound with Poison Sting Special Attack, roll the 20-sided die for Poison Damage. If you roll a 1-9, the defending figure received no additional wounds for Poison Damage. If you roll a 10-19, add 1 additional wound marker to the defending figures Army Card, and roll again for Poison Damage. If you roll a 20, destroy the defending figure.
Deepwyrm Drow (3) Poison Weapons  A 
Each time a Deepwyrm Drow attacks a small, medium, or large Hero with a normal attack or a leaving engagement attack and inflicts at least 1 wound, roll the 20-sided die. If you roll a 1-11, nothing happens. If you roll a 12 or higher, add 1 additional wound to the defending figure.
Wo-Sa-Ga Coil Crush  A 
When attacking a small, medium or large figure, if Wo-Sa-Ga inflicts at least 2 wounds, roll the 20-sided die. If you roll a 15 or higher, destroy the defending figure.
Ana Karithon Turn Undead Special Attack  A 
Range 4. Attack 4. Turn Undead Special Attack can be used to attack only Undead figures.
Sgt. Drake Alexander Pistol Fire Special Attack  R 
 A 
Range 5. Attack 3. Drake may not use Pistol Fire Special Attack to attack a figure who follows Jandar.
Shiori Shuriken Special Attack  R 
 A 
Range 5. Attack Special. If Shiori is attacking a small or medium figure, roll 3 attack dice for Shuriken Special Attack. If Shiori is attacking a figure of a different size or a destructible object, roll 2 attack dice for Shuriken Special Attack.
Roman Archers (3) Arrow Volley Special Attack  R 
 A 
Range 6, Attack 6. Three unengaged adjacent Roman Archers on the same level may combine their attacks and roll their attack dice as one attack. All Roman Archers in the arrow volley must have a clear line of sight on the one target.
Zombies of Morindan (3) Zombie Onslaught Special Attack  A 
Range 1. Attack 6. Three Zombies of Morindan on the same level may combine their attacks and roll their attack dice as one attack. All Zombies of Morindan in the attack must be engaged to the targeted figure.
Ashigaru Yari (4) Encircle Special Attack  A 
Range 1. Attack 6. If 3 Ashigaru Yari you control are adjacent to the same enemy figure, they may roll their attack dice as one combined attack. The defending figure compares height to the lowest Ashigaru Yari to determine any height advantage. If Encircle Special Attack is used, the 4th figure that moved this turn cannot attack.
Rhogar Dragonspine Dragon Breath Special Attack  R 
 A 
Range Special. Attack 3. Choose 3 spaces in a straight line from Rhogar Dragonspine. All figures on those spaces that are in line of sight are affected by Dragon Breath Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
Mimring Fire Line Special Attack  R 
 A 
Range Special. Attack 4. Choose 8 spaces in a straight line from Mimring. All figures on those spaces who are in line of sight are affected by Mimring's Fire Line Special Attack. Roll 4 attack dice once for all affected figures. Affected figures roll defense dice separately.
Moltenclaw Burning Breath Special Attack  R 
 A 
Range 4 + Special. Attack 4. Choose a figure to attack. You may also choose 4 spaces in a straight line from the targeted figure. All figures on those spaces that are within line of sight of Moltenclaw are affected by Burning Breath Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Moltenclaw is not affected by Burning Breath Special Attack.
Wolves of Badru (3) Pounce Special Attack  M 
 R 
 A 
Range 3. Attack 5. A Wolf of Badru that moved but did not attack normally may use Pounce Special Attack. To pounce, choose a non-adjacent small or medium figure whose base is not higher or lower than 5 levels from the base of the attacking Wolf. If the figure is destroyed, immediately place the attacking Wolf on the space the figure occupied. If the figure is not destroyed, destroy the attacking Wolf.
Heirloom Force Orb Special Attack  R 
 A 
Range 5. Attack 3. Choose an opponent's figure to attack. Each opponent's figure adjacent to the chosen figure is also affected by Force Orb Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
Airborne Elite (4) Grenade Special Attack  R 
 A 
Range 5. Lob 12. Attack 2. Use this power once per game. Start the game with a grenade marker on this card. Remove the grenade marker to throw grenades. One at a time do the following with each Airborne Elite: Choose a figure to attack. No clear line of sight is needed. Any figures adjacent to the chosen figure are also affected by the Grenade Special Attack. Roll 2 attack dice once for all affected figures. Each figure rolls defense dice separately.
Tul-Bak-Ra Mind Blast Special Attack  A 
Range 3. Attack 3. Tul-Bak-Ra does not need clear line of sight to attack with Mind Blast Special Attack.
Mind Flayer Mastermind Psionic Blast Special Attack  A 
Range 3. Attack 3. This Mind Flayer Mastermind does not need clear line of sight to attack with Psionic Blast Special Attack. If a figure receives 1 or more wounds from Psionic Blast Special Attack, remove one unrevealed order marker at random from that figure's Army Card (or cards if your opponent has more than one Common card for the figure).
Chardris Fire Strike Special Attack  R 
 A 
Range 6. Attack 2 + Special. When Chardris attacks with Fire Strike Special Attack, add 1 to Chardris’ attack dice for every additional Elf Wizard you control within 3 clear sight spaces of Chardris, up to a maximum of +3 dice.
Jorhdawn Rain of Flame Special Attack  R 
 A 
Range 7. Attack 1 + Special. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Rain of Flame Special Attack. Add 1 to Jorhdawn's attack dice for every additional Elf Wizard you control within 3 clear sight spaces of Jorhdawn, up to a maximum of +3 dice. Roll attack dice once for all affected figures. Each affected figure rolls defense dice separately. Jorhdawn cannot be affected by her own Rain of Flame Special Attack.
Frost Giant of Morh Dying Swipe  A 
If this Frost Giant of Morh is attacked with a normal attack by an opponent's figure and receives enough wounds to be destroyed, roll 3 attack dice. One at a time for each skull rolled, you may inflict 1 wound on any figure that is adjacent to this Frost Giant of Morh. Figures affected by Dying Swipe cannot roll any defense dice and can receive more than 1 wound each. After using Dying Swipe, remove this Frost Giant of Morh from the battlefield.
Red Wyrmling Fledgling Fires Special Attack  R 
 A 
Range 5. Attack 3. Common Squad figures roll 2 fewer defense dice against Fledgling Fires Special Attack.
Pelloth Lolth's Wrath Special Attack  R 
 A 
Range Special. Attack 3. Choose a Drow figure you control that is within 5 clear sight spaces of Pelloth and roll 3 attack dice. One at a time for each skull rolled, you may inflict 1 wound on any small or medium figure that is within 2 clear sight spaces of the chosen Drow figure. You may inflict more than 1 wound on a single figure using Lolth's Wrath Special Attack. Figures affected by Lolth's Wrath Special Attack cannot roll any defense dice. After attacking with Lolth's Wrath Special Attack, destroy the chosen Drow figure.
Zelrig Majestic Fires Special Attack  R 
 A 
Range 7. Attack 3. Choose a figure to attack. Any figures adjacent to the targeted figure are also affected by Majestic Fires Special Attack. Common Squad figures roll 2 less defense dice against Majestic Fires Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Zelrig cannot be affected by his own Majestic Fires Special Attack.
Othkurik The Black Dragon Acid Spray Special Attack  A 
Range 4. Attack 4. Choose a figure to attack. You may also choose up to two other figures adjacent to the targeted figure to be affected by Acid Spray Special Attack. Roll attack once for all affected figures. Each figure rolls defense dice seperately.
Deathwalker 9000 Explosion Special Attack  R 
 A 
Range 7. Attack 3. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Explosion Special Attack. Deathwalker only needs a clear sight shot at the chosen figure. Roll 3 attack dice once for all affected figures. Each figure rolls defense dice separately. Deathwalker can be affected by his own Explosion Special Attack.
James Murphy Shotgun Blast Special Attack  R 
 A 
Range 5. Attack 3. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Shotgun Blast Special Attack. James only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. James cannot be affected by his own Shotgun Blast Special Attack.
Johnny "Shotgun" Sullivan Shotgun Blast Special Attack  R 
 A 
Range 5. Attack 3. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Shotgun Blast Special Attack. Johnny only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Johnny cannot be affected by his own Shotgun Blast Special Attack.
Shurrak Sweeping Sword Special Attack  A 
Range 1. Attack 5. Choose a figure to attack. Any figures adjacent to both Shurrak and the chosen figure are also affected by Sweeping Sword Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
Jotun Wild Swing Special Attack  A 
Range 1. Attack 4. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Wild Swing Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Jotun cannot be affected by his own Wild Swing Special Attack.
Gurei-Oni Tetsubo Special Attack  A 
Range 1. Attack 3. Choose a figure to attack. You may also choose one figure adjacent to the targeted figure to be affected by the Tetsubo Special Attack as well. Roll attack dice once for both figures. Each figure rolls defense dice separately.
Tandros Kreel Cleave  A 
When Tandros Kreel attacks an adjacent figure, you may choose one Squad figure that is also adjacent to Tandros Kreel. If the defending figure receives any wounds from Tandros Kreel's attack, the chosen figure receives one wound.
Earth Elemental Earth Slam Special Attack  A 
Range 1. Attack 3. Any non-flying figure adjacent to this Earth Elemental is affected by Earth Slam Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense separately.
Moriko Saber Storm Special Attack  A 
Range 1. Attack 1, 2, or 3. Moriko starts each turn with 6 attack dice. Choose any adjacent figure and attack by rolling 1, 2 or 3 attack dice. Moriko may keep making special attacks with 1, 2 or 3 attack dice until she has rolled all 6 attack dice. Moriko may target the same or different figures with each attack.
Major Q9 Queglix Gun Special Attack  R 
 A 
Range 6. Attack 1, 2 or 3. Major Q9 starts each turn with 9 attack dice. Choose any figure within range and attack by rolling 1, 2 or 3 attack dice. Major Q9 may keep making special attacks with 1, 2 or 3 attack dice until he has rolled all 9 attack dice. Major Q9 may target the same or different figures with each attack.
Major Q10 Machine Pistol Special Attack  R 
 A 
Range 7. Attack 2. Major Q10 may use this special attack 4 times in the same turn. Q10 may target the same figure or a different figure with each attack.
White Wyrmling Fledgling Ice Shards Special Attack  R 
 A 
Range 5. Attack 2. When a White Wyrmling attacks with its Fledgling Ice Shards Special Attack, it may attack 1 additional time. It cannot attack the same figure more than once this turn.
Nilfheim Ice Shard Breath Special Attack  R 
 A 
Range 5. Attack 4. When Nilfheim attacks with his Ice Shard Breath Special Attack, he may attack 2 additional times. He cannot attack the same figure more than once.
Kumiko Ninjutsu Barrage Special Attack  M 
 A 
Range 1. Attack 3. Instead of moving and attacking normally with Kumiko, you may move Kumiko up to 3 spaces. Kumiko can attack up to 3 times with Ninjutsu Barrage Special Attack at any point before, during, or after this move as long as Kumiko is on a space where she could end her movement. Kumiko cannot attack the same figure more than once on a single turn.
Quasatch Hunters (3) Feral Rage  A 
When a Quasatch Hunter attacks, it may attack up to 2 additional times. A Quasatch Hunter cannot attack the same figure more than once per turn.
Black Wyrmling Fledgling Acid Breath  R 
 A 
Instead of attacking with a Black Wyrmling, you may choose one small or medium figure within 4 clear sight spaces of it. Roll the 20-sided die. If you roll a 1-10, nothing happens. If you roll an 11-15, the chosen figure receives 1 wound. If you roll a 16 or higher, the chosen figure receives 2 wounds.
Braxas Poisonous Acid Breath  R 
 A 
Instead of attacking, you may choose up to 3 different small or medium figures within 4 clear sight spaces of Braxas. One at a time, roll the 20‑sided die for each chosen figure. If the chosen figure is a Squad figure and you roll an 8 or higher, destroy it. If the chosen figure is a Hero figure and you roll a 17 or higher, destroy the chosen Hero.
Sudema Stare of Stone  R 
 A 
Instead of attacking, choose any figure within 4 clear sight spaces of Sudema. Roll the 20‑sided die. If the chosen figure is a Squad figure and you roll a 7 or higher, destroy it. If the chosen figure is a Hero figure and you roll a 17 or higher, destroy the chosen Hero.
Atlaga the Kyrie Warrior Ullar's Bolt of the Witherwood  R 
 A 
After moving and before attacking with Atlaga, you may choose any opponent's figure within 5 clear sight spaces of Atlaga. Roll the 20-sided die. If you roll a 1-15, nothing happens. If you roll a 16 or higher, the chosen figure is destroyed. Atlaga may attempt to use this power only once per game.
Mogrimm Forgehammer Commander's Strike  R 
 A 
After moving and before attacking with Mogrimm Forgehammer, you may choose any opponent's figure within 5 clear site spaces that is engaged with any other figure you control. Roll the 20-sided die. If you roll a 15 or higher, the chosen figure receives 1 wound.
Grimnak Chomp  A 
Before attacking, choose one medium or small figure adjacent to Grimnak. If the chosen figure is a Squad figure, destroy it. If the chosen figure is a Hero figure, roll the 20‑sided die. If you roll a 16 or higher, destroy the chosen Hero.
Samuel Brown Fire and Rush Special Attack  M 
 R 
 A 
Range Special. Attack Special. If Samuel Brown begins his turn unengaged, instead of moving and attacking normally, he may use his Fire and Rush Special Attack. Choose a figure within 5 spaces of Samuel Brown to attack and roll 3 attack dice. If the defending figure receives one or more wounds from that attack, you may move Samuel Brown up to 5 spaces. If Samuel Brown ends that move engaged, he may attack again by rolling 4 attack dice.
Kaemon Awa Quick Release Special Attack  R 
 A 
Range 4. Attack 4. When Kaemon Awa attacks with his Quick Release Special Attack, he may attack one additional time.
Major Q10 Wrist Rocket Special Attack  R 
 A 
Range 4. Attack 4. Major Q10 may use this special attack 2 times in the same turn. Q10 may target the same figure or a different figure with each attack.
Fen Hydra Hydra Heads  A 
When this Fen Hydra attacks, it may attack up to 4 times. Reduce the number of times this Fen Hydra can attack by 1 for each wound marker on this Army Card.
Evar Scarcarver Double Assault  R 
 A 
When Evar Scarcarver attacks an adjacent figure or destructible object, he may attack one additional time.
Agent Skahen Double Attack  R 
 A 
When Agent Skahen attacks, she may attack one additional time.
Guilty McCreech Double Attack  R 
 A 
When Guilty McCreech attacks, he may attack one additional time.
Ogre Pulverizer Double Attack  R 
 A 
When this Ogre Pulverizer attacks, it may attack one additional time.
Syvarris Double Attack  R 
 A 
When Syvarris attacks, he may attack one additional time.
Krug Double Attack  A 
When Krug attacks, he may attack one additional time.
Einar Imperium, The (3) Double Attack  A 
When each member of the Einar Imperium attacks, he may attack one additional time.
Master of the Hunt Mortal Strike  A 
After attacking an opponent's Unique Hero with this Master of the Hunt's normal attack, roll 1 attack die for each wound inflicted in that attack. For each additional skull rolled, place 1 additional wound marker on the defending figure's Army Card.
Master Win Chiu Woo Master's Assault  A 
Master Woo may attack any or all figures adjacent to him. Roll each attack separately.
Shaolin Monks (3) Shaolin Assault  A 
A Shaolin Monk may attack any or all figures adjacent to him. Roll each attack separately.
Raelin the Kyrie Warrior Whirlwind Assault  A 
Raelin may attack any or all figures adjacent to her. Roll each attack separately.
Deathwalker 7000 Self-Destruct  A 
After moving and instead of attacking, Deathwalker may choose to self‑destruct. Roll the 20 sided die to determine if any other figures are wounded. If you roll a 1‑3, all adjacent figures are safe. If you roll a 4‑15, each adjacent figure receives 2 wounds. If you roll a 16‑19, each adjacent figure receives 4 wounds. If you roll a 20, each adjacent figure receives 8 wounds. After using this power, Deathwalker is always destroyed.
Runa Helm of Mintonsoul Aura  R 
 A 
After moving and before attacking, Runa may use her Helm of Mitonsoul Aura. When using the Helm of Mitonsoul Aura, you must roll the 20‑sided die for all figures within 3 clear sight spaces of Runa, one at a time. If you roll a 20, destroy the figure. Runa's Helm of Mitonsoul Aura does not affect Runa.
Deadeye Dan Sharpshooter  M 
 R 
 A 
Instead of attacking, you may choose any non‑adjacent figure within 10 clear sight spaces of Deadeye Dan. Roll the 20‑sided die. If you roll a 19 or 20, the chosen figure is destroyed. If you roll a 1‑18, you missed. Deadeye Dan may not use this special power if he moved this turn.
Deadeye Dan Ullar Enhanced Rifle Special Attack  M 
 R 
 A 
Range 10. Attack 1. Choose a non‑adjacent small or medium figure to attack. The chosen figure cannot roll defense dice when attacked by Deadeye Dan's Ullar Enhanced Rifle Special Attack. Deadeye Dan may not use this special attack if he moved this turn.
Me-Burq-Sa Paralyzing Stare 16  R 
 A 
After moving and before attacking, choose any small or medium figure within 6 clear site spaces of Me‑Burq‑Sa. Roll the 20‑sided die. If you roll 16 or higher, the chosen figure cannot roll any defense dice if attacked by Me‑Burq‑Sa this turn.
James Murphy Whip 12  A 
After moving and before attacking, choose a small or medium figure adjacent to James. Roll the 20‑sided die. If you roll a 12 or higher, the chosen figure cannot roll any defense dice if attacked by James this turn.
Retiarius Net Trip 14  A 
After moving and before attacking, roll the 20‑sided die. If you roll a 14 or higher, any small or medium figure attacked by Retarius this turn may roll no more than 1 die for defense.
Deathstalkers (3) Maul  A 
When rolling attack dice against a small or medium figure, if a Deathstalker rolls a skull on every die, the defending figure receives a wound for every skull, and cannot roll any defense dice.
Wyvern Venomous Sting  A 
When rolling attack dice, if this Wyvern rolls a skull on every die, the defending figure cannot roll any defense dice. Venomous Sting does not affect destructible objects.
Rechets of Bogdan (3) Lethal Sting  A 
When rolling attack dice against a small or medium figure, if a Rechet of Bogdan rolls a skull on every die , the defending figure cannot roll any defense dice and is immediately destroyed.
Ogre Warhulk Flail Hurricane  A 
After moving and before attacking with this Ogre Warhulk, you must roll the 20-sided die. If you roll a 1-10, it may attack normally. If you roll an 11 or higher, instead of attacking normally, it must attack each figure adjacent to it, if possible. Roll each attack separately.
Omnicron Repulsors (3) Circuitry Overload  A 
After moving and before attacking, you must roll the 20-sided die once for each Soulborg figure adjacent to any Omnicron Repulsors you control. If the figure is a Squad figure and you roll a 13 or higher, destroy that figure. If the figure is a Hero figure and you roll a 16 or higher, that figure receives a wound. Omnicron Repulsors are not affected by Circuitry Overload.
Fire Elemental Searing Intensity  A 
After moving and before attacking, you must roll the 20-sided die once for each figure adjacent to at least one Fire Elemental you control. If you roll a 14 or higher, that figure receives 1 wound. Figures with the Lava Resistant special power are not affected by Searing Intensity.
Marrden Hounds (3) Marro Plague  A 
After moving and before attacking, you must roll the 20‑sided die once for each figure adjacent to any Marrden Hounds you control. If you roll a 16 or higher, that figure receives a wound. Soulborgs and Wulsinu are not affected by this marro plague.
Kee-Mo-Shi Toxic Skin  A 
After attacking, you must roll the 20‑sided die once for each figure adjacent to Kee‑Mo‑Shi. If you roll a 17 or higher, that figure receives one wound. Soulborgs are not affectd by Toxic Skin.
Sonlen Dragon Swoop  R 
 A 
After moving and before attacking, you may choose any figure within 4 clear sight spaces of Sonlen. Roll the 20-sided die. If you roll a 15 or higher, the chosen figure receives one wound.
Marro Stingers (3) Stinger Drain  A 
After moving and before attacking, you may roll the 20-sided die. If you roll a 1-4, you must destroy a Marro Stinger you control and you cannot attack this turn. If you roll a 5-9, add 0 to the attack value of this card. If you roll a 10 or higher, add 1 to the attack value of this card.
Anubian Wolves (3) Unleashed Fury  A 
Before moving, roll the 20‑sided die. If you roll a 1, choose an Anubian Wolf you control and destroy it. If you roll a 2‑6, add 1 to the attack value of this card. If you roll a 7‑11, add 2 to the attack value of this card. If you roll a 12‑15, add 3 to the attack value of this card. If you roll a 16‑19, add 4 to the attack value of this card. If you roll a 20, add 8 to the attack value of this card.
Omnicron Snipers (3) Deadly Shot  R 
 A 
When attacking with Omnicron Snipers, all skulls rolled count for one additional hit.
Zetacron Deadly Shot  A 
 R 
When attacking with Zetacron, each skull rolled counts for one additional hit.
Migol Ironwill Deadly Strike  A 
When attacking with Migol Ironwill, each skull rolled counts as one additional hit.
Minions of Utgar (3) Deadly Strike  A 
When attacking with Minions of Utgar all skulls rolled count for one additional hit.
Death Knights of Valkrill (2) Soul Weapons  A 
Figures attacked by a Death Knight of Valkrill subtract 2 from their defense dice. Destructible objects are not affected by Soul Weapons.
Air Elemental Air Mastery  A 
Figures that have the Flying or Stealth Flying special power subtract 1 from their defense dice when attacked by an Air Elemental.
Templar Cavalry (3) Righteous Smite  A 
When attacking an opponent's figure who follows Utgar, Templar Cavalry Knights receive 1 additional attack die.
Quasatch Hunters (3) Techno Hatred  A 
When attacking a Soulborg figure, Quasatch Hunters receive 1 additional attack die.
Axegrinders of Burning Forge (4) Fearless Advantage  A 
 D 
An Axegrinder of Burning Forge rolls an additional die when attacking or defending against large or huge figures.
Sir Denrick Giant Killer  A 
When Sir Denrick attacks huge figures, add 2 attack dice.
Isamu Dishonorable Attack  A 
When attacking a figure who follows Jandar, Isamu rolls 2 additional attack dice.
Otonashi Attack the Wild 2  A 
When attacking a figure who has a wild personality, Otonashi rolls 2 additional attack dice.
Brandis Skyhunter Sky Watcher  R 
 A 
If Brandis Skyhunter is attacking a non-adjacent figure that has the Flying or Stealth Flying special power, add 2 dice to Brandis Skyhunter's attack.
Tandros Kreel +2 Broadsword  A 
If Tandros Kreel is attacking an adjacent figure, add 2 dice to Tandros Kreel's attack.
Agent Carr Sword of Reckoning 4  A 
If Agent Carr is attacking an adjacent figure, add 4 dice to Agent Carr's attack.
Torin Battleaxe  A 
If Torin is attacking a small or medium figure, add 2 dice to Torin's attack.
Warden 816 Evisceraxe Special Attack  A 
Range 1. Attack 5. The Evisceraxe Special Attack cannot be used on small figures.
Fen Hydra Reach  R 
 A 
If an opponent's figure is within 2 spaces of this Fen Hydra, and its base is no more than 3 levels above this Fen Hydra's height or 3 levels below this Fen Hydra's base, this Fen Hydra may add 1 to its Range when attacking that figure.
Obsidian Guards (3) Lava Throw  R 
 A 
When an Obsidian Guard is on a molten lava space it may add 2 to its range.
Granite Guardians (3) Rock Throw  A 
 R 
If a Granite Guardian has a height advantage on an opponent's figure, it may add 2 to its range when attacking that figure.
Granite Guardians (3) Landslide  A 
A Granite Guardian with a height advantage on an adjacent opponent's figure rolls an additional attack die when attacking that figure.
Microcorp Agents (3) Sighting  R 
 A 
When a Microcorp Agent is attacking with a height advantage, he rolls an additional attack die.
10th Regiment of Foot (4) Wait Then Fire  M 
 R 
 A 
If none of the 10th Regiment of Foot move this turn, add 1 die to their attack.
4th Massachusetts Line (4) Wait Then Fire  M 
 R 
 A 
If none of the 4th Massachusetts Line move this turn, add 1 die to their attack.
Ashigaru Harquebus (4) Wait Then Fire  M 
 R 
 A 
If none of the Ashigaru Harquebus move this turn, add 1 die to their attack.
Zettian Guards (2) Zettian Targeting  R 
 A 
When attacking, if your second Zettian Guard attacks the same figure as the first Zettian Guard, add one attack die to the second Zettian Guard's attack.
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.
Omnicron Repulsors (3) Targeting Beacon  A 
When attacking a non-adjacent figure, all Soulborg figures you control who follow Jandar add 1 die to their attack if at least one Omnicron Repulsor you control is adjacent to the defending figure.
Goblin Cutters (4) Mob Attack  A 
When attacking with a Goblin Cutter you control, if the defending figure is engaged with at least 2 other Goblin Cutters you control, it subtracts 2 from its defense dice.
Grok Riders (3) Mark of the Warlord  A 
When attacking a figure that is adjacent to any Marro Warlord you control, Grok Riders add 2 to their attack dice.
Darrak Ambershard Sneak Attack 2  A 
If Darrak Ambershard is attacking an opponent's figure that is adjacent to at least one other figure you control, add 2 dice to Darrak Ambershard's attack.
Tandros Kreel Combat Challenge  A 
If an opponent's figure that is adjacent to Tandros Kreel attacks with a normal or special attack, it must attack Tandros Kreel.
Templar Cavalry (3) Galloping Charge  M 
 A 
A Templar Cavalry Knight receives 2 additional attack dice when attacking any figure that was at least 4 clear sight spaces away from that Knight at the start of his turn.
Valguard First Assault 3  M 
 A 
When attacking with Valguard, if the defending figure was not adjacent to Valguard at the start of this turn, Valguard receives 3 additional attack dice.
Frost Giant of Morh Indomitable  M 
 A 
If this Frost Giant of Morh begins its turn unengaged, add 2 to its Move value this turn. If it begins its turn engaged, add 2 to its Attack value this turn.
Othkurik The Black Dragon Lurking Ambush  A 
 M 
If Othkurik starts his turn unengaged and on at least one shadow or swamp water space, for this turn add 1 to Othkurik's movement and add 3 to his attack value.
Mika Connour Shadow Ambush  A 
 M 
If Mika Connour starts her turn unengaged and on a shadow space, add 3 dice to her attack this turn.
10th Regiment of Foot (4) Bayonet Attack 1  M 
 A 
When rolling attack dice against an adjacent figure, a Soldier in the 10th Regiment of Foot adds 1 to his attack dice. A Soldier in the 10th Regiment of Foot can only use Bayonet Attack if he moved at least one space this turn.
Protectors of Ullar (3) Combined Arbalest  A 
When attacking with a Protector of Ullar, roll 1 additional attack die for every wound that has been inflicted on the defending figure this turn by Protectors of Ullar you control.
Tagawa Samurai (3) Bloodlust  A 
For every opponent's figure a Tagawa Samurai destroys, place a purple Experience Marker on this card. When attacking with Tagawa Samurai, roll one additional attack die for each Experience Marker on this card. A maximum of 3 Experience Markers can be placed on this card.
Feral Troll Blood Frenzy  A 
When attacking with this Feral Troll, it receives 1 extra attack die for each wound marker on the defending figure's Army Card, to a maximum of 3 additional attack dice for Blood Frenzy.
Sahuagin Raider Blood Frenzy  A 
When attacking with a Sahuagin Raider, it receives 1 extra attack die for each wound marker on the defending figure's Army Card, to a maximum of 3 additional attack dice for Blood Frenzy.
Krug Wounded Smash  A 
When Krug attacks, he receives one extra attack die for each wound marker he has.
MacDirk Warriors (4) Highland Fury  A 
At the start of the game, choose a Human Champion you control. While that champion is in play, MacDirk Warriors roll one additional attack die for each wound marker on the chosen hero. There can be only one Human Champion for all the MacDirk Warriors you control. MacDirk Warriors cannot attack their chosen Human Champion.
Greenscale Warriors (3) Loyalty to the Lizard King  R 
 A 
 D 
At the start of the game, choose a Unique Lizardfolk Hero you control, or a Unique large or huge Dragon Hero you control, to be the Greenscale Warriors' Lizard King. A Greenscale Warrior rolls 1 additional attack and defense die when its chosen Lizard King is within 2 clear sight spaces. You can choose only one Lizard King for all the Greenscale Warriors you control.
Mezzodemon Warmongers (2) Poison Cloud  A 
When a Mezzodemon Warmonger attacks a common figure, add 1 to its Attack value.
Shiori Concentrated Will  A 
 D 
If Shiori has only one unrevealed order marker on her Army Card, add 1 to her attack and defense.
Dumutef Guard Road Strength  A 
 D 
Add 1 to Dumutef Guard's attack and defense while on a road space.
Nerak the Glacian Swog Rider Snow Strength  A 
 D 
Add 1 to Nerak's attack and defense while on a snow space.
Marro Drudge (3) Swamp Water Strength  A 
 D 
When a Marro Drudge is on a swamp water space, add 1 to its attack and defense.
Water Elemental Water Mastery  A 
 D 
While a Water Elemental is on a water space, add 1 to its Attack and Defense.
Charos Counter Strike  A 
 D 
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.
Izumi Samurai (3) Counter Strike  A 
 D 
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai.
Kaemon Awa Counter Strike  A 
 D 
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai.
Kozuke Samurai (3) Counter Strike  A 
 D 
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai.
Tagawa Samurai (3) Counter Strike  A 
 D 
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai.
Tagawa Samurai Archers (3) Counter Strike  A 
 D 
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai.
Sharwin Wildborn Arcane Riposte  A 
 D 
When Sharwin Wildborn rolls defense dice against a normal attack, all excess shields count as unblockable hits on the attacking figure.
Gurei-Oni Evil Eye Defense  R 
 A 
 D 
When rolling defense dice against a normal attack from a non-adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.
Torin Evil Eye Protection  R 
 A 
 D 
When Torin, or any friendly small or medium Utgar figure adjacent to Torin, rolls defense dice against a normal attack from a non-adjacent attacking figure, all excess shields count as unblockable hits inflicted by Torin on the attacking figure.
Ogre Pulverizer Lumbering Bully  A 
 D 
When attacking with this Ogre Pulverizer, all excess shields rolled by the defending figure count as unblockable hits inflicted by the defending figure on this Ogre Pulverizer.
Dund Crippling Gaze 15  R 
 A 
Before moving, you may choose a figure within 5 clear sight spaces of Dund. Roll the 20‑sided die. If you roll a 15 or higher remove all order markers on the chosen figure's army card (or cards if your opponent has more than one common card for that figure).
Fyorlag Spiders (3) Entangling Web  A 
After moving and before attacking, you may choose any one small or medium opponent's figure that is engaged with at least three Fyorlag Spiders that you control. Roll the 20-sided die. If you roll a 16 or higher, remove one unrevealed order marker at random from the chosen figure's Army Card (or cards if your opponent has more than one Common Army Card for that figure).
Omnicron Repulsors (3) EMP Response  A 
 D 
If an Omnicron Repulsor you control successfully defends against an attack by a Soulborg figure, you must roll the 20-sided die. If you roll a 14 or higher, the attacking figure must immediately end its turn and all order markers must be removed from its Army Card (or cards if your opponent has more than one Common Army Card for that figure).
Sharwin Wildborn Shocking Grasp  A 
When rolling attack dice for a normal attack, Sharwin Wildborn always adds 1 automatic skull to whatever is rolled.
Mohican River Tribe (3) Battle Fury  A 
 D 
If a Mohican River Tribesman is engaged, add 1 to his attack dice and 2 to his defense dice.
Cyprien Esenwein Chilling Touch  A 
After moving and before attacking, Cyprien Esenwein may attempt a Chilling Touch. To do this, choose a figure adjacent to Cyprien Esenwein and roll the 20-sided die. If you roll 1-12, nothing happens. If you roll 13-15, the chosen figure receives 1 wound. If you roll 16-17, the chosen figure receives 2 wounds. If you roll 18-19, the chosen figure receives 3 wounds. If you roll a 20 or higher, the chosen figure receives 6 wounds. Cyprien Esenwein's Chilling Touch does not affect Soulborgs or destructible objects.
Cyprien Esenwein Life Drain  A 
 D 
Each time Cyprien Esenwein destroys a figure, you may remove a wound marker from this Army Card. Cyprien Esenwein cannot Life Drain destructible objects.
Iskra Esenwein Life Drain  A 
 D 
Each time Iskra Esenwein destroys a figure, you may remove a wound marker from this Army Card. Iskra Esenwein cannot Life Drain destructible objects.
Marcu Esenwein Life Drain  A 
 D 
Each time Marcus Esenwein destroys a figure, you may remove a wound marker from this Army Card. Marcu Esenwein cannot Life Drain destructible objects.
Sonya Esenwein Life Drain  A 
 D 
Each time Sonya Esenwein destroys a figure, you may remove a wound marker from this Army Card. Sonya Esenwein cannot Life Drain destructible objects.
Morsbane Rod of Negation  R 
 A 
Start the game with 3 brown Negation Markers on this card. At the end of the turn, if you have at least 1 Negation Marker on this card, you may choose any opponent's unique figure within 6 clear sight spaces of Morsbane. Roll the 20‑sided die. If you roll a 1‑15, nothing happens. If you roll a 16‑19, place a Negation Marker on the chosen figure's Army Card. All of that figure's special powers are negated for the entire game. If you roll a 20, destroy the chosen figure.
Werewolf Lord Lycanthropy  A 
This Werewolf Lord starts the game with 3 green Lycanthropy markers on its Army Card. If an opponent's Unique Hero receives at least 1 wound from this Werewolf Lord, you may place a Lycanthropy marker on that figure's Army Card. For the duration of the game, that figure loses its Species, Class, and Personality. Instead, it has the following characteristics: Species: Hybrid, Class: Hunter, Personality: Tormented. Lycanthropy never affects Constructs, Lycanthropes, Soulborgs, and destructible objects.
Kee-Mo-Shi Mind Shackle 19  A 
After moving and before attacking, you may choose any unique figure adjacent to Kee‑Mo‑Shi. Roll the 20‑sided die. If you roll a 19 or 20, take control of the chosen figure and that figure's Army Card. You now control that Army Card and all figures on it. Remove any Order Markers on the chosen figure's Army Card. If Kee‑Mo‑Shi is destroyed, you retain control of any previously Mind Shackled Army Cards.
Ne-Gok-Sa Mind Shackle 20  A 
After moving and before attacking, you may choose any unique figure adjacent to Ne‑Gok‑Sa. Roll the 20‑sided die. If you roll a 20, take control of the chosen figure and that figure's Army Card. You now control that Army Card and all figures on it. Remove any Order Markers on this card. If Ne‑Gok‑Sa is destroyed, you retain control of any previously Mind Shackled Army Cards.
Shades of Bleakwoode (3) Soul Devour  A 
Before moving, each Shade of Bleakwoode you control may choose an adjacent unique hero. Roll the 20‑sided once for each Shade. If you roll 19 or 20, destroy the Shade of Bleakwoode figure, then take control of the chosen unique hero and remove any Order Markers on its card. You now control that Army Card.
Mind Flayer Mastermind Enslave 17  M 
 R 
 A 
When revealing an order marker on this Mind Flayer Mastermind, after taking this Mind Flayer Mastermind's turn, you may choose any Unique Hero figure within 4 clear sight spaces of this Mind Flayer Mastermind. Roll the 20-sided die. If you roll a 17 or higher, take temporary control of the chosen Hero and immediately take a turn with that Hero. At the end of that turn, control of the chosen Hero returns to its previous owner. All order markers that were on the figure's Army Card will stay on the Army Card. Enslave does not affect Mind Flayers.
Werewolf Lord Moon Frenzy  M 
 A 
After revealing an order marker on this Werefolf Lord, before taking this Werewolf Lord's turn, roll the 20-sided die. If you roll an 11 or higher, you may first take a turn with any Hybrid Hero in play. If you take a turn with an opponent's Hybrid Hero, you control that hero for the duration of its turn. At the end of its turn, control of the Hybrid Hero returns to its previous owner. All order markers that were on the figure's Army Card will stay on the Army Card.
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.
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.
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.
Khosumet the Darklord Relentless Assault  A 
Each friendly figure adjacent to Khosumet with a relentless personality receives an additional attack die.
Dumutef Guard Devourer Attack Enhancement  A 
All friendly Devourers adjacent to a Dumutef Guard receive an additional attack die.
Marcus Decimus Gallus Soldier Attack Enhancement  A 
All friendly Soldiers adjacent to Marcus Decimus Gallus receive an additional attack die.
Brave Arrow Scout Melee Attack Enhancement  A 
All friendly Scouts adjacent to Brave Arrow receive an additional attack die when attacking a figure adjacent to them.
Finn the Viking Champion Attack Aura 1  A 
All friendly figures adjacent to Finn with a range of 1 add 1 die to their normal attack.
Sir Gilbert Attack Aura 1  A 
All friendly figures adjacent to Sir Gilbert with a range of 1 add 1 die to their normal attack.
Concan the Kyrie Warrior Knight and Sentinel Enhancement  A 
 D 
All friendly Knights and Sentinels adjacent to Concan roll an additional attack die and an additional defense die.
Swog Rider Orc Archer Enhancement  R 
 A 
 D 
All friendly Orc Archers adjacent to a Swog Rider receive an additional attack die and an additional defense die.
Grimnak Orc Warrior Enhancement  A 
 D 
All friendly Orc Warriors adjacent to Grimnak roll an additional attack die and an additional defense die.
Tornak Orc Warrior Enhancement  A 
 D 
All friendly Orc Warriors adjacent to Tornak receive an additional attack die and an additional defense die.
Ornak Orc Battle Cry Aura  R 
 A 
When attacking with any Orc Warrior figures you control within 2 clear sight spaces of Ornak, you may roll Utgar Valkyrie dice. Each Utgar symbol rolled counts for an additional skull.
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.
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.
Finn the Viking Champion Warrior's Attack Spirit 1  A 
When Finn is destroyed, place this figure on any unique Army Card. Finn's Spirit adds 1 to the normal attack number on that card.
Evar Scarcarver Frost Rage  A 
 D 
When revealing a numbered order marker on Evar Scarcarver's Army Card, you may also reveal an "X" order marker that is on Evar Scarcarver's Army Card to activate Frost Rage for the duration of the round. While Frost Rage is active, add 1 to Evar Scarcarver's Attack and Defense values for each wound marker on his Army Card.
Siege Crag of Steel  M 
 A 
 D 
When revealing a numbered order marker on Siege's Army Card, you may also reveal an "X" order marker that is on Siege's Army Card to activate Crag of Steel for the duration of the round. While Crag of Steel is active, add 3 to Siege's Defense value and subtract 2 from Siege's Attack and Move values. When Siege attacks while Crag of Steel is active, he may attack any or all figures adjacent to him. Roll each attack separately.
Su-Bak-Na Hive Supremacy  A 
Any time you roll the 20‑sided die for a Marro or Wulsinu Army Card, you may add 1 to your die roll.
Sonya Esenwein Eternal Strength  A 
Anytime you roll the 20-sided die for Cyprien Esenwein's Chilling Touch, you may add 2 to your die roll.
Venoc Warlord Frenzy Enhancement  M 
 A 
Add 1 to your die roll when you roll for the Frenzy power on any Army Card.
Khosumet the Darklord Unleashed Fury Enhancement  A 
You may add 1 to your die roll when you roll for the Unleashed Fury power on any Army Card.
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.
Abomination Stomp Special Attack  A 
Range 1. Attack 3. Any figure adjacent to Abomination is affected by the Stomp Special Attack. Roll 3 attack dice once for all affected figures. Each figure rolls defense separately. Abomination cannot attack using his Stomp Special Attack on the same turn he uses Super Leap.
Incredible Hulk Stomp Special Attack  A 
Range 1. Attack 3. Any figure adjacent to Incredible Hulk is affected by the Stomp Special Attack. Roll 3 attack dice once for all affected figures. Each figure rolls defense separately. Hulk cannot attack using his Stomp Special Attack on the same turn he uses Super Leap.
Captain America Shield Throw Special Attack  R 
 A 
Range 5. Attack 4. When Captain America attacks with his Shield Throw Special Attack, he may attack 2 additional times. He cannot attack the same figure more than once.
Iron Man Double Attack  R 
 A 
When Iron Man attacks, he may attack one additional time.
Red Skull Dust-of-Death  R 
 A 
After moving and before attacking, you may either 1) Roll the 20-sided die once for each figure adjacent to Red Skull, or 2) Roll the 20-sided die once for any one figure up to 3 clear sight spaces away. If you roll a 19 or higher, that figure is destroyed.
Incredible Hulk Rage Smash 5  A 
When Incredible Hulk attacks using a normal attack, he receives one extra attack die for each Wound Marker he has, up to a maximum of 5 extra attack dice for Rage Smash.
Captain America Counter Strike  A 
 D 
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.
Red Skull Master Manipulator  M 
 A 
After revealing an Order Marker on Red Skull's card, instead of taking that turn with Red Skull, you may take a turn with any Unique Hero you control within clear sight of Red Skull.
Captain America Tactician  A 
 D 
All friendly figures adjacent to Captain America add 1 extra die to their attack, and 1 extra die to their defense.
Abomination Super Strength  M 
 A 
Abomination does not roll for damage from a fall or major fall, but does roll for damage from an extreme fall (see Master Game Guide). Abomination ignores any automatic shields when attacking a Destructible Object.
Doctor Doom Super Strength  M 
 A 
Doctor Doom does not roll for damage from a fall or major fall, but does roll for damage from an extreme fall (see Master Game Guide). Doctor Doom ignores any automatic shields when attacking a Destructible Object.
Incredible Hulk Super Strength  M 
 A 
Incredible Hulk does not roll for damage from a fall or major fall, but does roll for damage from an extreme fall (see Master Game Guide). Incredible Hulk ignores any automatic shields when attacking a Destructible Object.
Iron Man Super Strength  M 
 A 
Iron Man does not roll for damage from a fall or major fall, but does roll for damage from an extreme fall (see Master Game Guide). Iron Man ignores any automatic shields when attacking a Destructible Object.
Silver Surfer Super Strength  M 
 A 
Silver Surfer does not roll for damage from a fall or major fall, but does roll for damage from an extreme fall (see Master Game Guide). Silver Surfer ignores any automatic shields when attacking a Destructible Object.
Spider-Man Super Strength  M 
 A 
Spider-Man does not roll for damage from a fall or major fall, but does roll for damage from an extreme fall (see Master Game Guide). Spider-Man ignores any automatic shields when attacking a Destructible Object.
Thanos Super Strength  M 
 A 
Thanos does not roll for damage from a fall or major fall, but does roll for damage from an extreme fall (see Master Game Guide). Thanos ignores any automatic shields when attacking a Destructible Object.
Venom Super Strength  M 
 A 
Venom does not roll for damage from a fall or major fall, but does roll for damage from an extreme fall (see Master Game Guide). Venom ignores any automatic shields when attacking a Destructible Object.
Varkaanan Quickblades (3) Vault  M 
 A 
After moving and before attacking, any or all unengaged Varkaanan Quickblades may Vault. Choose an opponent's figure within 2 clear sight spaces and place that Quickblade on any unoccupied space adjacent to the chosen figure. A Quickblade may not vault more than 7 levels up or down in a single vault.
Sir Orrick A Coward's Reward  M 
 A 
Sir Orrick rolls one additional die against each figure leaving an engagement with him.
Cathar Spearmen (4) Braced Spear 16  M 
 A 
If an opponent's figure moves adjacent to a previously unengaged Cathar Spearman, roll the 20-sided die. If you roll a 16 or higher, the opponent's figure receives one wound.
Tomb Skeleton Archers (2) Shambling Horde  M 
 A 
You may move up to 4 Tomb Skeleton Archers you control each turn. If more than 2 of the Tomb Skeleton Archers move this turn, no Tomb Skeleton Archers may attack. If none of the Tomb Skeleton Archers move this turn, you may attack with up to 4 Tomb Skeleton Archers you control.
Eilan Sidhe (2) Horde Attack  M 
 A 
You may attack with any 2 Eilan Sidhe you control, even Eilan Sidhe that did not move this turn.
Red Ants of Aunstrom (4) Horde Attack  M 
 A 
You may attack with any 4 Red Ants of Aunstrom you control, even Ants that did not move this turn.
Bloodburst 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.
Darkprowl 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.
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.
Manauvi Battle Frenzy  A 
After attacking with Manauvi, roll the 20-sided die. If you roll a 16 or higher, you may attack again with Manauvi.
Brute Gruts (4) Berserker Frenzy  A 
Once per turn, after attacking with the Brute Gruts, you may place a Berserker Marker on this card to attack one additional time with the Brute Gruts. Subtract 1 from the Brute Gruts' Defense value for each Berserker Marker on this card. A maximum of 3 Berserker Markers can be placed on this card.
Bramcephys Enraged  M 
 A 
When revealing an Order Marker on Bramcephys, after taking Bramcephys's turn, if there are six or more wound markers on this card you may take one additional turn with Bramcephys.
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.
Azurite Warlord Furious Wrath  A 
When Azurite Warlord attacks, you may add 3 to his Attack number. If you do, at the end of Azurite Warlord's turn place 1 wound marker on Azurite Warlord's Army Card.
Heracles Labors  M 
 A 
After taking a turn with Heracles, you may reveal an "X" Order Marker that is on Heracles's Army Card and take another turn with Heracles. During this additional turn, Heracles cannot attack a small or medium figure.
Ulfrid Hornwrangler Grim Determination Special Attack  A 
Range 1. Attack 4. If Grim Determination Special Attack does not destroy a figure, Ulfrid Hornwrangler receives a wound and must attack that figure again with his Grim Determination Special Attack, if possible.
Quahon Lightning Breath Special Attack  A 
Range 4+ Special. Attack 4. Choose a figure to attack. You may also choose a second figure within 3 clear sight spaces of the targeted figure and a third figure within 2 clear sight spaces of the second figure to be affected by Lightning Breath Special Attack. Roll attack dice once for all figures. Each figure rolls defense dice seperately. Lightning Breath Special Attack does not affect destructable objects.
Martial La Hire Reckless Second Swing  A 
When Martial La Hire wounds a figure with his normal attack, he must attack one additional time, if possible.
Xualtiaca Fire Ants (4) Swarm Sting 16  A 
Instead of attacking, Xualtiaca Fire Ants may use Swarm Sting 18. Once for each opponent's figure adjacent to at least one Xualtiaca Fire Ant you control, roll the 20-sided die for stinging damage. Add 1 to your die roll for each Xualtiaca Fire Ant you control engaged with that figure. If you roll an 18 or higher, that figure receives one wound. If the wound was inflicted and the figure was not destroyed, roll again for stinging damage for that figure. Swarm Sting does not affect destructible objects.
Van Nessing Silver Bolts Special Attack  R 
 A 
Range 5. Attack 3. When a Lycanthrope or Hybrid figure receives one or more wounds from Silver Bolts Special Attack, that figure receives one additional wound.
Priscus Grapple Special Attack  A 
Range 1. Attack 3. A small or medium figure attacked with Grapple Special Attack rolls one less defense die.
Vulcanmech Incendiborgs (3) Flamethrower Special Attack  R 
 A 
Range Special. Attack 4. A Vulcanmech Incendiborg that does not attack normally may use Flamethrower Special Attack. Choose 2 spaces in a straight line from the attacking Vulcanmech Incendiborg. All figures on those spaces that are in line of sight are affected by Flamethrower Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
Bloodburst Thrall Engorge  A 
When a Bloodburst Thrall attacks, you may add 1 to its Attack number. If you do, and the defending figure is destroyed, you must roll the 20-sided die. If you roll a 13 or lower, destroy that Bloodburst Thrall.
Microcorp Troopers (4) Heavy Weapon Special Attack  A 
Range 6. Attack 4. Up to one Microcorp Trooper that was activated but did not move or attack normally this turn may attack with Heavy Weapon Special Attack.
Darkprowl Thrall Pounce Special Attack  M 
 R 
 A 
Range 3. Attack 5. Instead of attacking normally, a Darkprowl Thrall may attempt to pounce. 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 Thrall. If the figure is destroyed, immediately place the attacking Thrall on the space the figure occupied. If the figure is not destroyed, destroy the attacking Thrall.
Deathstrike Thrall Return to the Grave Special Attack  A 
Range 1. Attack 6. After attacking with Return to the Grave Special Attack, destroy the attacking Deathstrike Thrall.
Kursus Sonic Fists Special Attack  M 
 R 
 A 
Range 4. Attack 5. Choose a non-adjacent figure to attack that is not a destructible object and whose base is not higher or lower than 15 levels from Kursus' base. Any figures adjacent to the chosen figure are also affected by Sonic Fists Special Attack. Roll attack dice once for all affected figures. After attacking, immediately place Kursus on a space one of the destroyed figures occupied, if possible. If Kursus did not destroy a figure or cannot be placed, destroy Kursus.
Zettian Deathwings (2) Detonation Special Attack  A 
Range 1. Attack 5. A Zettian Deathwing that moved but did not attack normally may use Detonation Special Attack. Any figures adjacent to the attacking Zettian Deathwing are affected by Detonation Special Attack. Roll 5 attack dice for all affected figures. Destroy the attacking Zettian Deathwing before each figure rolls defense dice separately.
Jarek Guy Plasma Grenade Special Attack  R 
 A 
Range 3. Lob 20. Attack 3. Choose a figure to attack. No clear line of sight is needed. Any figures adjacent to the chosen figure are also affected by Plasma Grenade Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Jarek Guy can be affected by his own Plasma Grenade Special Attack.
Bahadur Easy Prey  A 
Small Squad figures attacked by Bahadur subtract 2 from their defense dice. Medium Squad figures attacked by Bahadur subtract 1 from their defense dice.
Racheim Frost Breath Special Attack  A 
Range 6. Attack 4. Figures with the Lava Resistant special power roll 2 less defense dice when attacked by Racheim's Frost Breath Special Attack.
Bloodburst Thrall Rupture  A 
When a Bloodburst Thrall you control receives one or more wounds from a normal attack by an opponent's figure, you may choose an opponent's figure adjacent to that Bloodburst Thrall and roll the 20-sided die before removing that figure. If you roll a 14 or higher, the chosen figure receives 1 wound.
Beorn Boltcutter Sabotage  A 
Destructible objects and opponents' Soulborg figures subtract 2 from their defense dice when adjacent to Beorn Boltcutter.
Myrddin Call Lightning Special Attack  R 
 A 
Range 6. Attack 3. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by Call Lightning Special Attack. Myrddin only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Myrddin can be affected by his own Call Lightning Special Attack. Figures under overhangs cannot be targeted with Call Lightning Special Attack.
Cxurg'gyath Psionic Explosion Special Attack  R 
 A 
Range 4. Attack 3. Choose a figure to attack. Each opponent's figure adjacent to the chosen figure is also affected by the the Psionic Explosion Special Attack. Cxurgy'gyath does not need clear line of sight to attack with Psionic Explosion Special Attack. Roll 3 attack dice once for all affected figures. Each figure rolls defense dice separately.
Deathcommander Mark 3 Explosive Rounds Special Attack  A 
Range 5. Attack 3. Choose a figure to attack. You may also choose one other figure adjacent to the targeted figure to be affected by Explosive Rounds Special Attack. Roll attack dice once for both figures. Each figure rolls defense dice separately. When Deathcommander Mark 3 attacks with his Explosive Rounds Special Attack, he may attack one additional time.
Zaeus Rail Gun Special Attack  R 
 A 
Range 7. Attack 4. When Zaeus attacks an opponent's figure that is not adjacent with his Rail Gun Special Attack, you must choose a figure adjacent to the targeted figure, if possible. If Zaeus inflicts more wounds than needed to destroy the targeted figure, all excess wounds count as unblockable hits on the chosen figure.
Quorik Warwitch Orb of Pain Special Attack  R 
 A 
Range 4. Attack 1, 2 or 3. Quorik Warwitch starts each turn with 6 attack dice. Choose any non-adjacent figure within range and attack by rolling 1, 2 or 3 attack dice. Quorik Warwitch may keep making special attacks with 1, 2 or 3 attack dice until she has rolled all 6 attack dice. Quorik Warwitch may target the same or different figures with each attack.
Achillean Gladiatrix Skewer  A 
When an Achillean Gladiatrix attacks an adjacent figure, you may choose one small or medium figure that is adjacent to the defending figure but is not adjacent to that Achillean Gladiatrix. If the defending figure is destroyed by that Achillean Gladiatrix's attack, the chosen figure receives one wound.
Josie Whistlestop Quick Shot  R 
 A 
When Josie Whistlestop attacks, she may attack up to 2 additional times. Subtract 1 from Josie's Attack value on her second attack and subtract 2 from her Attack value on her third attack.
Bramcephys Hack and Slash Special Attack  A 
Range 1, Attack 4. When Bramcephys attacks with his Hack and Slash Special Attack, he may attack one additional time. He cannot attack the same figure more than once this turn.
Racheim Triple Attack  A 
When Racheim attacks with a normal attack, he may attack two additional times.
Varkaanan Darkclaws (3) Dual Strike  A 
When a Varkaanan Darkclaw attacks, he may attack one additional time. A Varkaanan Darkclaw cannot attack the same figure more than once per turn.
Asterios Furious Charge Special Attack  M 
 A 
Range 1. Attack 3. Instead of moving and attacking normally with Asterios, you may move Asterios up to 5 spaces. Asterios can attack up to 3 times with Furious Charge Special Attack at any point before, during, or after this move as long as Asterios is on a space where he can end his movement. Asterios cannot attack the same figure more than once on a single turn. Asterios will never take any leaving engagement attacks from small or medium Squad figures while using Furious Charge Special Attack.
Augamo Headlong Charge Special Attack  M 
 A 
Range 1. Attack 4. Instead of moving and attacking normally with Augamo, you may move Augamo up to 4 spaces. Augamo may attack up to 2 times with Headlong Charge Special Attack at any point before, during or after this move as long as Augamo is on a space where he could end his movement.
Major J15 Guided Cannon Special Attack  R 
 A 
Range 4. Attack 4. Major J15 may target and attack non-adjacent figures with his Guided Cannon Special Attack while engaged.
Mok Gunner Special Attack  A 
Range 5. Attack 3. After attacking normally, Mok may attack with Gunner Special attack once for each Dwarf figure on this card. While engaged, Mok may target and attack non-adjacent figures with Gunner Special Attack. Mok cannot attack the same figure twice with Gunner Special Attack.
M-43 Resistance Fighters (3) Priority Targeting  R 
 A 
An engaged M-43 Resistance Fighter may target and attack non-adjacent figures unless that M-43 Resistance Fighter is engaged with a hero figure.
Garrett Burns Quick Draw 13  R 
 A 
When Garrett Burns is targeted for a normal attack from an opponent's non-adjacent figure within 7 clear sight spaces of Garrett Burns, you may roll the 20-sided die. If you roll a 13 or higher, the opponent's figure receives 1 wound.
Ashi-Dhulu Devour from Beneath  A 
Before using Stealth Underground Movement, you may choose a small or medium Common figure on a space where Ashi-Dhulu could end his Stealth Underground Movement. Destroy the chosen figure and immediately place Ashi-Dhulu on that space using Stealth Underground Movement.
Prince al'Kahora Razorpetal Stance  A 
If Prince al'Kahora did not move this turn, he may attack one additional time.
Grigor & Rogirg Two Heads Are Better Than One  A 
After attacking with Grigor & Rogirg, if there are 3 or fewer wound markers on this Army Card, they may attack one additional time.
Calibrax the Kyrie Warrior Double Attack  R 
 A 
When Calibrax attacks, he may attack one additional time.
Morgoloth Double Attack  A 
When Morgoloth attacks, he may attack one additional time.
Omegacron Double Attack  R 
 A 
When Omegacron attacks, he may attack one additional time.
Tyrian the Kyrie Warrior Double Attack  R 
 A 
When Tyrian attacks, he may attack one additional time.
Brimstone Heat Blast Special Attack  A 
Range 2. Attack Special. Heat Blast Special Attack affects all figures within 2 clear sight spaces of Brimstone. Roll one attack die for each Growing Heat Marker on this Army Card. Roll attack dice once for all affected figures. Each figure rolls defense dice seperately. Heat Blast Special Attack does not affect Brimstone or figures with the Lava Resistant special power. After attacking with Heat Blast Special Attack, remove all Growing Heat Markers from this Army card.
Siiv Quick Stab Special Attack  A 
Range 1. Attack 2. Small and medium figures may not roll defense dice when attacked by Quick Stab Special Attack.
Havech Eradicators (3) Plasma Surge  R 
 A 
After attacking a non-adjacent figure with a Havech Eradicator you control, you must roll the 20-sided die. If you roll a 1-6, destroy that Havech Eradicator. If you roll a 7-17, that Havech Eradicator is safe. If you roll an 18-20, you may attack again with that Havech Eradicator.
Patrick Ferguson Deadly Shot  R 
 A 
When attacking with Patrick Ferguson, all skulls rolled count for one additional hit.
Skull Demon Frightening Presence  A 
Common figures attacking this Skull Demon with a normal attack subtract 1 from their attack dice.
Brute Gruts (4) Bully  A 
When attacking a Common figure, Brute Gruts receive 1 additional attack die.
Nhah Scirh Cultists (4) Dragonkind Enmity  A 
A Nhah Scirh Cultist rolls an additional attack die when attacking a Dragon.
Garrett Burns Fight the Law  A 
When attacking a Lawman, Garrett Burns rolls 1 additional attack die.
Major J15 Breaching Scythe  A 
When rolling attack dice for a normal attack against large or huge figures or destructible objects, Major J15 always adds 1 automatic skull to whatever is rolled.
Heracles Fearless Advantage  A 
Heracles rolls an additional die when attacking or defending against large or huge figures.
Tomb Skeleton Archers (2) Clear Shot  R 
 A 
When attacking a figure that is not engaged, a Tomb Skeleton Archer rolls 1 additional attack die.
Cathar Spearmen (4) Impale  R 
 A 
When attacking a non-adjacent figure, a Cathar Spearman receives an additional attack die.
Seleena Feral Swipe  A 
If Seleena is attacking an adjacent figure, add 1 die to Seleena's attack. If that figure is a Hybrid, add one additional die to Seleena's attack.
Cathar Spearmen (4) Reach  R 
 A 
If an opponent's figure is within 2 spaces of a Cathar Spearman, and its base is no more than 3 levels above that Cathar Spearman's height or 3 levels below that Cathar Spearman's base, that Cathar Spearman may add 1 to his Range when attacking that figure.
20th Maine Volunteers (3) Downhill Attack  A 
A 20th Maine Volunteer with a height advantage on an adjacent opponent's figure rolls an additional attack die when attacking that figure.
53rd North Carolina Sharpshooters (2) Crack Shot  R 
 A 
A 53rd North Carolina Sharpshooter receives an additional attack die when attacking a figure that is at least 4 spaces away.
Red Ants of Aunstrom (4) Cutting Mandibles  M 
 A 
Each Red Ant of Aunstrom that did not move this turn may add 1 die to its attack.
Gorillitroopers (2) Autocannons  R 
 A 
Before attacking, you may add 4 to the Range number and subtract 2 from the Attack number of this Army Card for the duration of this turn. When using Autocannons, a Gorillitrooper that did not move this turn may attack one additional time.
8th Infantry Pathfinder Firefight  R 
 A 
After revealing an Order Marker on an 8th Infantry Pathfinder, instead of taking a turn with a Pathfinder, you may choose up to three Pathfinders you control. One at a time, take a turn with each Pathfinder. During these turns, the chosen Pathfinders may not move.
Urk Goblin Sneak Attack  A 
When attacking an opponent's figure, add 1 attack die for every Common Goblin figure you control that is adjacent to the defending figure, to a maximum of 3 additional dice.
Tomb Skeletons (3) Flanking  A 
When attacking with a Tomb Skeleton you control, if the defending figure is engaged with at least 1 other figure you control, it subtracts 1 from its defense dice.
Zombie Hulk Paralyzing Fear  A 
Figures attacked by any Undead subtract one from their defense dice for every Zombie Hulk they are engaged to.
Marro Gnids (4) Cling  A 
If a Marro Gnid inflicts one or more wounds on an opponent's Unique Hero, you may place that Marro Gnid on the affected figure's card. Subtract 1 from that Hero's Move and Defense values for each Marro Gnid on the figure's card. A maximum of 3 Marro Gnids can be placed on any Hero's card.
Prince al'Kahora Strike of the Puma  A 
When attacking with Prince al'Kahora, if the defending figure was not adjacent to Prince al'Kahora at the start of this turn, the defending figure rolls 2 fewer defense dice.
Shieldsmiths of Granite Keep (3) Indomitable  M 
 A 
If a Shieldsmith of Granite Keep begins his turn unengaged, add 2 to his Move value this turn. If he begins his turn engaged, add 2 to his Attack value this turn.
Varkaanan Quickblades (3) Lighting Slash Special Attack  A 
Range 1. Attack 3. A Varkaanan Quickblade that did not attack normally may use Lightning Slash Special Attack. Defending figures that were not adjacent to this Varkaanan Quickblade at the start of its turn subtract 1 from their defense dice for each skull rolled with Lightning Slash Special Attack.
Brimstone Growing Heat  A 
After taking a turn with Brimstone, you must place a Growing Heat Marker on this card, up to a maximum of 4 Growing Heat Markers.
Akumaken Demonblade  A 
For every opponent's figure Akumaken destroys, place a Soul Marker on this card. Before attacking with Akumaken, you may remove any number of Soul Markers from this card. For each marker removed, add 1 automatic skull to whatever is rolled. A maximum of 2 Soul Markers can be placed on this card. Akumaken cannot use Demonblade on destructible objects.
B-11 Resistance Corps (4) To The Last Man  A 
 D 
Add 1 to the B-11 Resistance Corps' Attack and Defense values for each previously destroyed B-11 Resistance Corps fighter on this Army Card. A B-11 Resistance Corps fighter may not attack other friendly B-11 Resistance Corps fighters.
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.
Varkaanan Darkclaws (3) Shadow Masters  A 
 D 
A Varkaanan Darkclaw rolls 1 additional defense die while on a shadow space and 1 additional attack die when attacking a figure that is not a destructible object on at least one shadow space.
Akumaken Counter Strike  A 
 D 
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against Samurai.
Kantono Daishi Counter Strike  A 
 D 
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against Samurai.
Tomoe Gozen Counter Strike  A 
 D 
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai.
Bramcephys Evil Eye Glare  R 
 A 
 D 
When rolling defense dice against a normal attack from a non-adjacent opponent, if there are any excess shields, you may choose either the attacking figure or a figure adjacent to the attacking figure to receive one wound.
VarJa, The Living Storm  A 
At any point while moving, when the Varja leaves a space occupied by another figure, you must roll the 20 sided die. If you roll a 17 or higher, remove all Order Markers from that figure's Army Card (or cards if that figure has more than one Common card for that figure). Figures may not be affected by Living Storm more than once per turn.
Knights of Blackgaard (4) Relentless Army Attack Bonus  A 
If every army card you control has a relentless personality, each Knight of Blackgaard receives one additional attack die.
Deathcommander Mark 3 Marked For Destruction  A 
When a Soulborg figure that you control who follows Utgar attacks a figure engaged with Deathcommander Mark 3 with a normal attack, before defense dice are rolled, you may re-roll one attack die that did not show a skull. Marked for Destruction can only be used once for each attack. Marked for Destruction does not affect Deathcommander Mark 3.
Zogross Hardscale Opportunity Strike 15  A 
 D 
If an opponent's figure that is engaged with Zogross Hardscale targets any other figure you control with a normal attack, roll the 20-sided die. If you roll a 15 or higher, no dice are rolled for this attack, no defense dice are rolled, and the attacking figure receives one wound.
Emperor Andask Orb of Vengeance Aura  A 
When a figure you control within 4 clear sight spaces of Emperor Andask attacks an adjacent figure with a normal attack, before defense dice are rolled, you may re-roll all attack dice that did not show skulls. Orb of Vengeance Aura does not affect Emperor Andask. Orb of Vengeance Aura may only be used once per turn.
Capt. John Varan Purple Heart  R 
 A 
 D 
When a Human you control who follows Jandar and is adjacent to Capt. John Varan receives one or more wounds from an attacking figure who is not adjacent, you may instead place all of those wound markers on this Army Card.
Zettian Infantry (2) Circuitry Replacement  A 
 D 
If a friendly Soulborg Hero who follows Utgar receives one or more wounds from a special power that is not an attack, you may destroy a guard in the Zettian Infantry you control that is adjacent to that Hero to ignore any wounds that Hero just received.
Kira Jax Exploit Weakness  R 
 A 
At any point before, during, or after movement, you may choose one opponent's figure within 6 clear sight spaces of Kira Jax. All of the special powers on the chosen figure's card (or cards if your opponent has more than one Common Army Card for that figure) are negated until the end of Kira Jax's turn. Kira Jax can only use Exploit Weakness once per turn.
Command Courier Command Dispatch  M 
 A 
After taking a turn with a Command Courier, if that Command Courier did not attack, you may choose an adjacent small or medium Unique Hero you control that follows Vydar and take a turn with that Hero.
Omegacron Directed Fire  A 
Instead of attacking with Omegacron this turn, you may choose up to 3 unengaged Soulborg Squad figures you control who follow Jandar. Take a single turn with the chosen figures, during which the chosen figures may only attack. Omegacron must also have line of sight to any figure attacked using Directed Fire.
Rygarn Chrono-Key  M 
 A 
Once per round, before revealing a numbered marker on an Army Card in your army, you may choose this Army Card or an Army Card that has at least one figure you control within 6 spaces of Rygarn. Move that numbered Order Marker to the chosen Army Card and reveal it on that Army Card instead.
Kantono Daishi Dishonorable Leadership  M 
 A 
When revealing an Order Marker on Kantono Daishi, after taking Kantono Daishi's turn, if Kantono Daishi is unengaged, you may take a turn with one of the following that you control: 1 Ninja Squad, or up to 2 Ninja Heroes. Any figure that is taking a turn with Dishonorable Leadership must be within clear sight of Kantono Daishi before moving.
Zaeus Gorillinator Attack Bonding  A 
After revealing an order marker on Zaeus, you may take a turn with a squad of Gorillinators you control before taking a turn with Zaeus. The Gorillinators cannot move during this turn.
Gorillitroopers (2) Primadon Strategic Attack Bonding  A 
Before taking a turn with the Gorillitroopers, you may first take a turn with any Primadon Hero you control. That Primadon Hero may only attack during its turn. If you take a turn with any Primadon Hero you control, the Gorillitroopers cannot use their Autocannons special power this turn.
Zombie Hulk Horde Shriek  M 
 A 
After revealing an order marker and before taking a turn with this Zombie Hulk, if this Zombie Hulk is not engaged, you may first take a turn with another Undead Savage Hero or Squad that you control.
Tomoe Gozen Samurai Life Debt  M 
 A 
After revealing an Order Marker on a Unique Samurai Squad you control that has at least one previously destroyed Samurai on its Army Card, before taking that squad's turn, you may first take a turn with Tomoe Gozen.
Varkaanan Darkclaws (3) Wolf Pack  M 
 A 
After revealing an Order Marker on the Varkaanan Darkclaws' card, before taking that turn with the Darkclaws, you may choose one other Unique Wolf Army Card you control and take a turn with it. You may not attack with more figures from the chosen Army Card than the number of destroyed Varkaanan Darkclaws on this card.
Varkaanan Greyspears (4) Wolf Pack  M 
 A 
After revealing an Order Marker on the Varkaanan Greyspears' card, before taking that turn with the Greyspears, you may choose one other Unique Wolf Army Card you control and take a turn with it. You may not attack with more figures from the chosen Army Card than the number of destroyed Varkaanan Greyspears on this card.
Varkaanan Quickblades (3) Wolf Pack  M 
 A 
After revealing an Order Marker on the Varkaanan Quickblades' card, before taking that turn with the Quickblades, you may choose one other Unique Wolf Army Card you control and take a turn with it. You may not attack with more figures from the chosen Army Card than the number of destroyed Varkaanan Quickblades on this card.
Varkaanan Swiftfangs (4) Wolf Pack  M 
 A 
After revealing an Order Marker on the Varkaanan Swiftfangs' card, before taking that turn with the Swiftfangs, you may choose one other Unique Wolf Army Card you control and take a turn with it. You may not attack with more figures from the chosen Army Card than the number of destroyed Varkaanan Swiftfangs on this card.
Crypt Guardian Royal Escort  M 
 A 
When Revealing an Order Marker on this Crypt Guardian, after taking this Crypt Guardian's turn, you may take a turn with one other Guard Hero or Queen Hero you control.
Hoplitron Melee Soulborg Bonding  M 
 A 
After revealing an Order Marker on a Hoplitron Army Card, before taking that Hoplitron's turn, you may take a turn with one other Soulborg Hero you control with a Range of 1.
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.
Dreadgul Raiders (3) Wild Strategic Bonding  M 
 A 
Before taking a turn with the Dreadgul Raiders, you may first take a turn with any wild Human or Giant Hero you control. If you do not take a turn with any Human or Giant Hero you control, add 1 to the Attack value of this card.
Nottingham Brigand Rogue Hero Bonding  M 
 A 
After revealing an Order Marker on a Nottingham Brigand Army Card, before taking that Nottingham Bragand's turn, you may take a turn with one other Rogue Hero you control.
Durgeth Ravagers (3) Savage Cry  M 
 A 
After revealing an Order Marker on the Durgeth Ravagers' Army Card and taking a turn with the Durgeth Ravagers, if the Durgeth Ravagers destroyed at least one opponent's figure this turn, you may immediately take a turn with one Savage Hero you control.
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.
Heracles Throw 14  M 
 R 
 A 
After moving and before attacking, choose one small or medium non-flying figure adjacent to Heracles. 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 clear sight spaces of Heracles. If the figure was placed on a non-water space on a level equal to or lower than Heracles's height, roll the 20-sided die. If you roll an 11 or higher, the thrown figure receives 2 wounds. The thrown figure does not take any leaving engagement attacks.
Knights of Blackgaard (4) Blackgaard Surge  M 
 A 
If no Knights of Blackgaard you control are engaged, you must subtract 3 from your initiative roll. If at least one Order Marker is on the Knights of Blackgaard, you may add 1 to your initiative roll for each engaged Knight of Blackgaard you control.
Arktos Hunter Attack Enhancement  A 
All friendly Hunters adjacent to Arktos receive an additional attack die.
Priscus Taste of Freedom  A 
If all of your order markers are on Gladiators, and at least one order marker is on Priscus, all friendly Gladiators adjacent to Priscus add 1 die to their normal attack.
Skull Demon Valkrill Attack Aura 1  A 
All friendly figures adjacent to this Skull Demon with a range of 1 who follow Valkrill add 1 die to their normal attack.
Beorn Boltcutter Upgrade  M 
 A 
Start the game with 3 Upgrade Markers on this card. Instead of attacking, you may choose a friendly Unique Soulborg Hero adjacent to Beorn Boltcutter that does not have an Upgrade Marker on its Army Card. Place an Upgrade Marker from this card on the chosen hero's Army Card. For the duration of the game, that Soulborg adds 1 to its Move and Attack numbers as long as that Upgrade Marker is on its Army Card. If that Soulborg defends against a normal attack and no excess shields are rolled, remove the Upgrade Marker from its Army Card.
Bahadur Warrior's Melee Attack Spirit  A 
When Bahadur is destroyed, place this figure on any Unique Army Card with a Range of 1. Bahadur’s Spirit adds 1 to the normal Attack number on that card.
Varkaanan Swiftfangs (4) First Strike  M 
 A 
When Order Marker 1 is revealed on the Varkaanan Swiftfangs, add 2 to their Move number and 1 extra attack die for that turn.
Crypt Guardian Curse of the Mummy  A 
When you choose an opponent's figure and roll the 20-sided die for a special power on any Undead Army Card, you may add 2 to the roll if the chosen figure is engaged with this Crypt Guardian.
Myrddin Mystic Sacrifice  R 
 A 
After rolling the 20-sided die for the Army Card of a Small, Medium, or Large Unique Hero you control within 4 clear sight spaces of Myrddin, you may place 1 or 2 wound markers on Myrddin's Army Card. Add 1 to your 20-sided die roll for each wound marker you placed, even if this was enough wounds to destroy Myrddin.
Elaria the Pale Queen of Thieves  R 
 A 
After a tricky figure you control within 6 clear sight spaces of Elaria the Pale rolls the 20-sided die for a special power on its Army Card, you may add 1 to your die roll. Queen of Thieves does not affect Elaria the Pale.
Haduc Elven Supremacy  A 
Any time you roll the 20-sided die for an Elf Army Card, you may add 1 to your die roll.
Emperor Andask Kyrie Supremacy  A 
Any time you roll the 20-sided die for a Kyrie army card, you may add 1 to your roll.
Cxurg'gyath Enslave Enhancement  A 
Add 1 to your die roll when you roll for the Enslave power on any Army Card.
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