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 Special Powers that are somehow related to Defending.

Microcorp Agents (3) Water Suits  M 
 D 
Microcorp Agents do not have to stop their movement when entering a water space. Add 2 to a Microcorp Agent's defense while he is on a water space.
Sahuagin Raider Amphibious  M 
 D 
While a Sahuagin Raider is on a water space, add 2 to its Defense. If a Sahuagin Raider starts its turn on a water space, add 1 to its movement for that turn. A Sahuagin Raider does not have to stop its movement when entering a water space.
Brunak Lava Resistant  M 
 D 
Brunak never rolls for molten lava damage or lava field damage and he does not have to stop in molten lava spaces.
Fire Elemental Lava Resistant  M 
 D 
A Fire Elemental never rolls for molten lava damage or lava field damage and it does not have to stop on molten lava spaces.
Iron Golem Lava Resistant  M 
 D 
This Iron Golem never rolls for molten lava damage or lava field damage, and it does not have to stop on molten lava spaces.
Moltenclaw Lava Resistant  M 
 D 
Moltenclaw never rolls for molten lava damage or lava field damage, and he does not have to stop on molten lava spaces.
Obsidian Guards (3) Lava Resistant  M 
 D 
Obsidian Guards never roll for molten lava damage or lava field damage and they do not have to stop on molten lava spaces.
Shurrak Lava Resistant  M 
 D 
Shurrak never rolls for molten lava damage or lava field damage, and he does not have to stop on molten lava spaces.
Air Elemental Stealth Flying  M 
 D 
When counting spaces for an Air Elemental's movement, ignore elevations. An Air Elemental may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If an Air Elemental is engaged when it starts to fly, it will not take any leaving engagement attacks.
Cyprien Esenwein Stealth Flying  M 
 D 
When counting spaces for Cyprien Esenwein's movement, ignore elevations. Cyprien Esenwein may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Cyprien Esenwein starts to fly, if he is engaged he will not take any leaving engagement attacks.
Einar Imperium (3) Stealth Flying  M 
 D 
When counting spaces for the Einar Imperium's movement, ignore elevations. The Einar Imperium may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a member of the Einar Imperium starts to fly, if he is engaged he will not take any leaving engagement attacks.
Phantom Knights (3) Stealth Flying  M 
 D 
When counting spaces for a Phantom Knight's movement, ignore elevations. A Phantom Knight may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If a Phantom Knight is engaged when it starts to fly, it will not take any leaving engagement attacks.
Shades of Bleakwoode (3) Stealth Flying  M 
 D 
When counting spaces for Shades of Bleakwoode's movement, ignore elevations. Shades of Bleakwoode may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Shade of Bleakwoode starts to fly, if it is engaged it will not take any leaving engagement attacks.
Empress Kiova Stealth Flying  M 
 D 
When counting spaces for Empress Kiova's movement, ignore elevations. Empress Kiova may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Empress Kiova starts to fly, if she is engaged she will not take any leaving engagement attacks.
Taelord the Kyrie Warrior Stealth Flying  M 
 D 
When counting spaces for Taelord's movement, ignore elevations. Taelord may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Taelord starts to fly, if he is engaged he will not take any leaving engagement attacks.
Shaolin Monks (3) Stealth Leap  M 
 D 
Instead of their normal move, any or all Shaolin Monks may Stealth Leap. Stealth Leap has a move of 3. When counting spaces for a Monk's leaping movement, ignore elevations. A Monk may leap over water without stopping, pass over figures without becoming engaged, and leap over obstacles such as ruins. A Monk may not leap more than 12 levels up or down in a single leap. If a Monk is engaged when he starts to leap, he does not take any leaving engagement attacks.
Master Win Chiu Woo Stealth Leap 25  M 
 D 
Instead of his normal move, Master Woo may use Stealth Leap 25. Stealth Leap 25 has a move of 3. When counting spaces for Stealth Leap 25, ignore elevations. Master Woo may leap over water without stopping, pass over figures without becoming engaged, and leap over obstacles such as ruins. Master Woo may not leap more than 25 levels up or down in a single leap. If Master Woo is engaged when he starts his Stealth Leap 25, he will not take any leaving engagement attacks.
Agent Carr Disengage  M 
 D 
Agent Carr is never attacked when leaving an engagement.
Arrow Gruts (3) Disengage  M 
 D 
Arrow Gruts are never attacked when leaving an engagement.
Blade Gruts (4) Disengage  M 
 D 
Blade Gruts are never attacked when leaving an engagement.
Deathreavers (4) Disengage  M 
 D 
Deathreavers are never attacked when leaving an engagement.
Heavy Gruts (4) Disengage  M 
 D 
Heavy Gruts are never attacked when leaving engagements.
Nerak the Glacian Swog Rider Disengage  M 
 D 
Nerak is never attacked when leaving an engagement.
Ninjas of the Northern Wind (3) Disengage  M 
 D 
Ninjas of the Northern Wind are never attacked when leaving an engagement.
Swog Rider Disengage  M 
 D 
Swog Rider is never attacked when leaving an engagement.
Tornak Disengage  M 
 D 
Tornak is never attacked when leaving an engagement.
Isamu Phantom Walk  M 
 D 
Isamu can move through all figures and is never attacked when leaving an engagement.
Kumiko Phantom Walk  M 
 D 
Kumiko can move through all figures and is never attacked when leaving an engagement.
Moriko Phantom Walk  M 
 D 
Moriko can move through all figures and is never attacked when leaving an engagement.
Otonashi Phantom Walk  M 
 D 
Otonashi can move through all figures and is never attacked when leaving an engagement.
Shiori Phantom Walk  M 
 D 
Shiori can move through all figures and is never attacked when leaving an engagement.
Ninjas of the Northern Wind (3) Disappearing Ninja  M 
 D 
If a Ninja of the Northern Wind is attacked with a normal attack and at least 1 skull is rolled, roll the 20‑sided die to disappear. If you roll 1‑11, roll defensive dice normally. If you roll a 12 or higher, that Ninja of the Northern Wind takes no damage and instead may move up to 4 spaces. Ninjas of the Northern Wind can disappear only if they end their disappearing move not adjacent to any enemy figures.
Isamu Vanish 9  M 
 D 
If Isamu is attacked and at least 1 skull is rolled, roll the 20-sided die to vanish. If you roll 1-8, roll defense dice normally. If you roll a 9 or higher, Isamu takes no damage and may immediately move up to 4 spaces. Isamu can vanish only if he ends his vanishing move not adjacent to any enemy figures.
Deathreavers (4) Scatter  M 
 D 
After a Deathreaver you control rolls defense dice against a normal attack from an opponent's figure, you may move any 2 Deathreavers you control up to 4 spaces each.
Goblin Cutters (4) Scurry  M 
 D 
When a Goblin Cutter you control is destroyed by a normal attack from an opponent's figure, you may move any 2 Goblin Cutters you control up to 4 spaces each, and all Goblin Cutters you control no longer have any visible Hit Zones for the duration of the attacking figure's turn while they remain unengaged. Goblin Cutters will never take any leaving engagement attacks while using Scurry.
Sentinels of Jandar (3) Shields of Valor  D 
When defending with Sentinels of Jandar, each shield rolled counts for one additional block.
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.
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.
Shiori Concentrated Will  A 
 D 
If Shiori has only one unrevealed order marker on her Army Card, add 1 to her attack and defense.
Dumutef Guard Road Strength  A 
 D 
Add 1 to Dumutef Guard's attack and defense while on a road space.
Nerak the Glacian Swog Rider Snow Strength  A 
 D 
Add 1 to Nerak's attack and defense while on a snow space.
Marro Drudge (3) Swamp Water Strength  A 
 D 
When a Marro Drudge is on a swamp water space, add 1 to its attack and defense.
Water Elemental Water Mastery  A 
 D 
While a Water Elemental is on a water space, add 1 to its Attack and Defense.
Obsidian Guards (3) Water Weakness  D 
An Obsidian Guard on a waterspace rolls 2 fewer defense dice.
Fire Elemental Negative Element  D 
A Fire Element can never roll defense dice while it is on a water space.
Charos Counter Strike  A 
 D 
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.
Izumi Samurai (3) Counter Strike  A 
 D 
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai.
Kaemon Awa Counter Strike  A 
 D 
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai.
Kozuke Samurai (3) Counter Strike  A 
 D 
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai.
Tagawa Samurai (3) Counter Strike  A 
 D 
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai.
Tagawa Samurai Archers (3) Counter Strike  A 
 D 
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai.
Sharwin Wildborn Arcane Riposte  A 
 D 
When Sharwin Wildborn rolls defense dice against a normal attack, all excess shields count as unblockable hits on the attacking figure.
Gurei-Oni Evil Eye Defense  R 
 A 
 D 
When rolling defense dice against a normal attack from a non-adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.
Torin Evil Eye Protection  R 
 A 
 D 
When Torin, or any friendly small or medium Utgar figure adjacent to Torin, rolls defense dice against a normal attack from a non-adjacent attacking figure, all excess shields count as unblockable hits inflicted by Torin on the attacking figure.
Ogre Pulverizer Lumbering Bully  A 
 D 
When attacking with this Ogre Pulverizer, all excess shields rolled by the defending figure count as unblockable hits inflicted by the defending figure on this Ogre Pulverizer.
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).
Hatamoto Taro Adjacent Tough 1  D 
When rolling defense dice for Hatamoto Taro, if Hatamoto Taro is adjacent to at least one figure you control who follows Einar, add one automatic shield to the defense roll.
Fortress Door Reinforced Defense  D 
When rolling defensive dice against a normal attack from small or medium figures, add 2 automatic shields to whatever is rolled. When rolling defensive dice against a normal attack from large or huge figures, add 1 automatic shield to whatever is rolled.
Gorillinators (3) Tough  D 
When rolling defense dice against a normal attack, Gorillinators always add one automatic shield to whatever is rolled.
Mogrimm Forgehammer Tough  D 
When rolling defense dice against a normal attack, Mogrimm Forgehammer always adds 1 automatic shield to whatever is rolled.
Iron Golem Iron Tough  D 
When rolling defense dice against a special attack, this Iron Golem always adds 2 automatic shields to whatever is rolled.
Heirloom Warforged Resolve  D 
When rolling defense dice against a normal or special attack, Heirloom always adds 1 automatic shield to whatever is rolled.
Warforged Soldiers (3) Warforged Resolve  D 
When rolling defense dice against a normal or special attack, a Warforged Soldier always adds 1 automatic shield to whatever is rolled.
Parmenio Disciplined Influence  D 
At the start of the game, you may choose any unique Army Card you control. For this game the chosen card's personality is disciplined, regardless of what is listed on the card.
Sacred Band (4) Disciplined Army Defense Bonus  D 
If every Army Card you control has a disciplined personality, each soldier in the Sacred Band receives 1 additional defense die.
4th Massachusetts Line (4) Valiant Army Defense Bonus  D 
If every Army Card you control has a valiant personality, each soldier in the 4th Massachusetts Line receives 1 additional defense die.
Arkmer Staff of Lerkintin  D 
When defending with Arkmer, add as many defense dice as the number of Elves you control adjacent to Arkmer.
Roman Legionnaires (4) Shield Wall  D 
When defending with a Roman Legionnaire, add 1 defense die for each adjacent Roman Legionnaire you control up to a maximum of +2 dice, for the Shield Wall power.
Templar Cavalry (3) Dismiss the Rabble  D 
When rolling defense dice against adjacent attacking small or medium Squad figures, Templar Cavalry Knights receive 1 additional defense die.
Mohican River Tribe (3) Battle Fury  A 
 D 
If a Mohican River Tribesman is engaged, add 1 to his attack dice and 2 to his defense dice.
10th Regiment of Foot (4) Melee Defense 1  D 
When rolling defense dice against a normal attack from an adjacent figure, a Soldier in the 10th Regiment of Foot adds 1 to his defense dice.
Gladiatrons (4) Melee Defense 1  D 
When rolling defense dice against a normal attack from an adjacent figure, a Gladiatron adds 1 die.
Major X17 Melee Defense 4  D 
When rolling defense dice against a normal attack from an adjacent figure, Major X17 adds 4 dice.
Elite Onyx Vipers (3) Evasive 8  R 
 D 
When an Elite Onyx Viper rolls defense dice against an attacking figure who is not adjacent, add 8 defense dice to the defending Viper.
Phantom Knights (3) Insubstantial 3  R 
 D 
A Phantom Knight adds 3 additional defense dice when rolling defense against a normal attack from a figure who is not adjacent.
Crixus One Shield Defense  D 
When rolling defense dice, if Crixus rolls at least one shield, the most wounds Crixus may take for this attack is one.
Migol Ironwill One Shield Defense  D 
When rolling defense dice, if Migol Ironwill rolls at least one shield, the most wounds Migol Ironwill can take for this attack is one.
Agent Skahen Stealth Dodge  R 
 D 
When Agent Skahen rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage.
Deathwalker 7000 Stealth Dodge  R 
 D 
When Deathwalker 7000 rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage.
Krav Maga Agents (3) Stealth Dodge  R 
 D 
When a Krav Maga Agent rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage.
Warriors of Ashra (3) Defensive Agility  D 
When a Warrior of Ashra rolls defensive dice against a normal attack from an adjacent figure, one shield will block all damage.
Sgt. Drake Alexander Thorian Speed  R 
 D 
Opponents' figures must be adjacent to Sgt. Drake Alexander to attack him with a normal attack.
Sgt. Drake Alexander Thorian Speed  R 
 D 
Opponents' figures must be adjacent to Sgt. Drake Alexander to attack him with a normal attack.
Dzu-Teh (3) Glacier Camouflage  R 
 D 
If a Dzu‑Teh is adjacent to a Glacier Mountain, opponents' figures must be adjacent to that Dzu‑Teh to attack it with a normal attack.
Pelloth Lurk In The Shadows  D 
If Pelloth is on a shadow space, opponent's figures must be adjacent to attack him with a normal attack.
Estivara Cloud of Darkness  D 
After taking a turn with Estivara, you may roll the 20-sided die. If you roll a 16 or higher, while she remains on that space, Estivara has no visible Hit Zone until the next time you reveal an order marker.
Nakita Agents (3) Smoke Powder 13  R 
 D 
When any Nakita Agent you control, or any figure you control that is adjacent to any Nakita Agent you control, is targeted for a normal attack from a non‑adjacent opponent, you may roll the 20‑sided die. If you roll a 13 or higher, all Nakita Agents you control, and all figures you control that are adjacent to those Nakita Agents, no longer have any visible hit zones for the duration of the targeting figure's turn.
Brave Arrow Concealment 10  D 
If Brave Arrow is targeted and receives one or more wounds from an attacking figure who is not adjacent, you must roll the 20-sided die. Count the minimum number of spaces between the attacker and Brave Arrow. Add this number to your die roll. If you roll a 10 or higher, ignore any wounds Brave Arrow just received.
Mohican River Tribe (3) Concealment 19  D 
If a Mohican River Tribesman you control is targeted and receives one or more wounds from an attacking figure who is not adjacent, you must roll the 20-sided die. Count the minimum number of spaces between the attacker and the Mohican River Tribesman. Add this number to your die roll. If you roll a 19 or higher, ignore any wounds the Mohican River Tribesman just received.
Darrak Ambershard Hide In Darkness  D 
If Darrak Ambershard is attacked with a normal attack and at least 1 skull is rolled, roll the 20-sided die. If Darrak Ambershard is on a dungeon space, add 3 to your die roll. If he is on a shadow space, add 6 to your die roll. If you roll 1-15, roll defense dice normally. If you roll a 16 or higher, ignore all damage that would be inflicted by the attack.
Deepwyrm Drow (3) Hide In Darkness  D 
If a Deepwyrm Drow is attacked with a normal attack and at least 1 skull is rolled, roll the 20-sided die. If that Deepwyrm Drow is on a dungeon space, add 3 to your die roll. If it is on a shadow space, add 6 to your die roll. If you roll 1-15, roll defense dice normally. If you roll a 16 or higher, ignore all damage that would be inflicted by the attack.
Drow Chainfighter Hide In Darkness  D 
If a Drow Chainfighter is attacked with a normal attack and at least 1 skull is rolled, roll the 20-sided die. If that Drow Chainfighter is on a dungeon space, add 3 to your die roll. If he is on a shadow space, add 6 to your die roll. If you roll a 1-15, roll defense dice normally. If you roll a 16 or higher, ignore all damage that would be inflicted by the attack.
Parmenio Sacred Band Defy Death 15  D 
When an adjacent Sacred Band figure you control receives one or more wounds, roll the 20-sided die before removing that figure. If you roll a 15 or higher, ignore any wounds.
Microcorp Agents (3) Stealth Armor 15  D 
When a Microcorp Agents receives one or more wounds, before removing that agent, roll the 20‑sided die. If you roll a 15 or higher, ignore any wounds.
Horned Skull Brutes (3) Expendable Rabble  D 
If a Horned Skull Brute you control is attacked with a normal attack by an opponent's figure and receives 1 or more wounds, you may destroy a small Goblin figure you control that is adjacent to that Horned Skull Brute to ignore any wounds that Horned Skull Brute just received.
Mezzodemon Warmongers (2) Exoskeleton  D 
At the start of the game, place 1 copper Exoskeleton marker on a Mezzodemon Warmongers Army Card for each Mezzodemon Warmonger figure in your Army. After a Mezzodemon Warmonger rolls defense dice against a normal attack, you may remove 1 Exoskeleton marker from its Army Card to ignore all wounds inflicted by that attack.
Sir Dupuis Tactical Disengagement 7  D 
When Sir Dupuis receives one or more wounds from a leaving engagement attack, immediately roll the 20-sided die. If you roll a 7 or higher, ignore any wounds from that leaving engagement attack.
Acolarh Leaf of the Home Tree Aura  R 
 D 
When any Elf you control within 8 clear sight spaces of Acolarh receives enough wounds to be destroyed, you may roll 10 Ullar Valkyrie dice before removing the figure. If you roll at least 3 Ullar symbols, ignore any wounds that figure just received. Acolarh's Leaf of the Home Tree Aura does not affect Acolarh.
Sonlen Dragon Healing  R 
 D 
Before moving, you may choose a wounded Hero figure within 4 clear sight spaces of Sonlen. Roll the 20-sided die. If you roll a 15 or higher, remove one wound marker from the chosen Hero's Army Card. Sonlen's Dragon can use its Dragon Healing on Sonlen.
Kelda the Kyrie Warrior Healing Touch  D 
After moving and before attacking, choose a wounded hero figure adjacent to Kelda. Then roll the 20‑sided die to add or remove wound markers from the chosen figure's card: If you roll 1, add 2 markers. If you roll 2‑5, remove 1 marker. If you roll 6‑17, remove up to 2 markers. If you roll 18‑20, remove all markers.
Rhogar Dragonspine Lay on Hands  R 
 D 
After moving and before attacking with Rhogar Dragonspine, you may choose a wounded friendly Hero figure adjacent to Rhogar Dragonspine and roll the 20-sided die. If you roll a 6 or higher, remove 1 wound marker from the chosen figure's Army Card.
Ana Karithon Healing Word  D 
After revealing an Order Marker on a wounded small or medium Hero figure you control that is adjacent to Ana Karithon, and before using any other special powers on any Army Card or Glyph, you may first roll the 20-sided die. If you roll a 1-12, nothing happens. If you roll a 13 or higher, remove up to 2 wound markers from that Hero's Army Card.
Cyprien Esenwein Life Drain  A 
 D 
Each time Cyprien Esenwein destroys a figure, you may remove a wound marker from this Army Card. Cyprien Esenwein cannot Life Drain destructible objects.
Iskra Esenwein Life Drain  A 
 D 
Each time Iskra Esenwein destroys a figure, you may remove a wound marker from this Army Card. Iskra Esenwein cannot Life Drain destructible objects.
Marcu Esenwein Life Drain  A 
 D 
Each time Marcus Esenwein destroys a figure, you may remove a wound marker from this Army Card. Marcu Esenwein cannot Life Drain destructible objects.
Sonya Esenwein Life Drain  A 
 D 
Each time Sonya Esenwein destroys a figure, you may remove a wound marker from this Army Card. Sonya Esenwein cannot Life Drain destructible objects.
Ice Troll Berserker Cold Regenerate  D 
After taking a turn with this Ice Troll Berserker, remove 1 wound marker from this Ice Troll Berserker's Army Card. If it is on a snow or ice space, remove 1 additional wound marker.
Feral Troll Regenerate  D 
After taking a turn with this Feral Troll, remove 1 Wound Marker from this Feral Troll's Army Card.
Greater Ice Elemental Cold Healing  D 
After taking a turn with this Greater Ice Elemental, if it is on at least one snow or ice space, remove 1 wound marker from this Greater Ice Elemental's Army Card.
Kurrok the Elementalist Summon Elemental  D 
After moving and before attacking with Kurrok the Elementalist, you may roll the 20-sided die. If you roll an 11 or higher, you may if possible, place one of your previously destroyed small or medium Elementals on an empty space within 3 clear sight spaces of Kurrok the Elementalist.
Marro Hive Marro Rebirth  D 
After taking a turn with Marro Hive, you may roll the 20-sided die. If you roll a 13 or higher, you may place any previously destroyed common Marro Squad figure from your army on an empty space adjacent to Marro Hive.
Marro Warriors (4) Water Clone  D 
Instead of attacking with all of the Marro Warriors, one at a time, roll the 20‑sided die for each Marro Warrior in play. If you roll a 15 or higher, place a previously destroyed Marro Warrior on a same‑level space adjacent to that Marro Warrior. Any Marro Warrior on a water space needs a 10 or higher to Water Clone. You may only Water Clone after you move.
Marro Dividers (3) Cell Divide  D 
When a Marro Divider you control receives one or more wounds from a Normal or Special Attack by an opponent's figure, you may roll the 20-sided die before removing that figure. If you roll a 17 or higher, ignore any wounds that figure just received and, if possible, place one of your previously destroyed Marro Dividers on a same-level space adjacent to the defending Marro Divider.
Zombies of Morindan (3) Zombies Rise Again  D 
If a Zombie of Morindan that you control destroys an opponent's small or medium figure, replace that figure immediately, if possible, with one of your own previously destroyed Zombies of Morindan. Newly placed Zombies of Morindan cannot attack this turn. Undead are not affected by Zombies Rise Again.
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.
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.
Thorgrim the Viking Champion Defensive Aura 1  D 
All friendly figures adjacent to Thorgrim add 1 die to their defense.
Kyntela Gwyn Strength of Oak Aura 1  D 
All friendly Elves adjacent to Kyntela Gwyn add 1 to their defense dice.
Concan the Kyrie Warrior Knight and Sentinel Enhancement  A 
 D 
All friendly Knights and Sentinels adjacent to Concan roll an additional attack die and an additional defense die.
Swog Rider Orc Archer Enhancement  R 
 A 
 D 
All friendly Orc Archers adjacent to a Swog Rider receive an additional attack die and an additional defense die.
Grimnak Orc Warrior Enhancement  A 
 D 
All friendly Orc Warriors adjacent to Grimnak roll an additional attack die and an additional defense die.
Tornak Orc Warrior Enhancement  A 
 D 
All friendly Orc Warriors adjacent to Tornak receive an additional attack die and an additional defense die.
Nerak the Glacian Swog Rider Orc Defensive Aura 1  D 
All Orc figures you control within 4 clear sight spaces of Nerak add 1 to their defense dice. Nerak's Orc Defensive Aura does not affect Nerak.
Hatamoto Taro Heroic Defense Aura  R 
 D 
When defending against a normal attack by an adjacent figure with any Samurai or Ashigaru figures you control within 8 clear sight space of Hatamoto Taro, you may roll Einar Valkyrie dice. Each Einar symbol rolled counts as an additional shield. Heroic Defense Aura does not affect Hatamoto Taro.
Ana Karithon Protection from Evil Aura  R 
 D 
All small or medium figures you control within 3 clear sight spaces of Ana Karithon add 1 to their defense dice when rolling defense against an attack from a figure who follows Utgar. Ana Karithon's Protection from Evil Aura does not affect Ana Karithon.
Raelin the Kyrie Warrior Defensive Aura  R 
 D 
All figures you control within 4 clear sight spaces of Raelin add 2 to their defense dice. Raelin's Defensive Aura does not affect Raelin.
Raelin the Kyrie Warrior Extended Defensive Aura  R 
 D 
All figures you control within 6 clear sight spaces of Raelin add 1 to their defense dice. Raelin's Extended Defensive Aura does not affect Raelin.
Empress Kiova Gift of the Empress Aura  R 
 D 
When you roll defense dice for any Kyrie you control who follows Einar and is within 5 clear sight spaces of Empress Kiova, you may re-roll all defense dice that did not show shields. Gift of the Empress Aura can be used only once for each defense roll. Empress Kiova's Gift of the Empress Aura does not affect Empress Kiova.
Thorgrim the Viking Champion Warrior's Armor Spirit 1  D 
When Thorgrim is destroyed, place this figure on any unique Army Card. Thorgrim's Spirit adds 1 to the defense number on that card.
Sir Dupuis Chalice of Fortitude  D 
If Sir Dupuis has 4 or more wounds on his Army Card, add 1 to his defense dice.
Evar Scarcarver Frost Rage  A 
 D 
When revealing a numbered order marker on Evar Scarcarver's Army Card, you may also reveal an "X" order marker that is on Evar Scarcarver's Army Card to activate Frost Rage for the duration of the round. While Frost Rage is active, add 1 to Evar Scarcarver's Attack and Defense values for each wound marker on his Army Card.
Siege Crag of Steel  M 
 A 
 D 
When revealing a numbered order marker on Siege's Army Card, you may also reveal an "X" order marker that is on Siege's Army Card to activate Crag of Steel for the duration of the round. While Crag of Steel is active, add 3 to Siege's Defense value and subtract 2 from Siege's Attack and Move values. When Siege attacks while Crag of Steel is active, he may attack any or all figures adjacent to him. Roll each attack separately.
Su-Bak-Na Hive Supremacy  M 
 A 
 D 
Any time you roll the 20‑sided die for a Marro or Wulsinu Army Card, you may add 1 to your die roll.
Darrak Ambershard Disarm Traps  D 
When you roll the 20-sided die for a Treasure Glyph trap with Darrak Ambershard, you may add 4 to your die roll.
Silver Surfer Stealth Flying  M 
 D 
When counting spaces for Silver Surfer's movement, ignore elevations. Silver Surfer may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Silver Surfer starts to fly, if he is engaged he will not take any leaving engagement attacks.
Venom Spider-Sense 14  M 
 D 
If Venom is attacked by an opponent's figure and at least 1 skull is rolled, roll the 20-sided die. If you roll 1-13, roll defense dice normally. If you roll 14-20, Venom takes no damage and instead may immediately move using his Swing Line 4 Special Power
Spider-Man Spidey-Sense 11  M 
 D 
If Spider-Man is attacked by an opponent's figure and at least 1 skull is rolled, roll the 20-sided die. If you roll 1-10, roll defense dice normally. If you roll 11-20, Spider-Man takes no damage and may immediately move using his Swing Line 4 Special Power
Captain America Counter Strike  A 
 D 
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.
Breakable Wall Section Strong Defense  D 
When rolling defensive dice against a normal attack from small or medium figures, add 1 automatic shield to whatever is rolled.
Thanos Rejected by Death  D 
At the start of each of your turns after Thanos has been destroyed, roll the 20-sided die. If you roll a 19 or higher, immediately place Thanos on a space adjacent to any figure you control and remove all Wound Markers on Thanos' card.
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.
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