Character Power Similar |
Move Range Attack Defense |
Works With Team |
Unique |
Size |
Normal |
D20 |
Order Marker |
Dest Obj |
Special Powers
that work against Destructible Objects, like the Fortress Door. There is debate over
Marro Plague and Toxic Skin.
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. |
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. |
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. |
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. |
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). |
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. |
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. |
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. |
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. |
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. |
Fen Hydra | Hydra Heads | A |
When this Fen Hydra attacks, it may attack up to 4 times. Reduce the number of times this Fen Hydra can attack by 1 for each wound marker on this Army Card. |
Evar Scarcarver | Double Assault | R A |
When Evar Scarcarver attacks an adjacent figure or destructible object, he may attack one additional time. |
Agent Skahen | Double Attack | R A |
When Agent Skahen attacks, she may attack one additional time. |
Guilty McCreech | Double Attack | R A |
When Guilty McCreech attacks, he may attack one additional time. |
Ogre Pulverizer | Double Attack | R A |
When this Ogre Pulverizer attacks, it may attack one additional time. |
Syvarris | Double Attack | R A |
When Syvarris attacks, he may attack one additional time. |
Krug | Double Attack | A |
When Krug attacks, he may attack one additional time. |
Einar Imperium (3) | Double Attack | A |
When each member of the Einar Imperium attacks, he may attack one additional time. |
Master 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. |
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. |
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. |
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. |
Minions of Utgar (3) | Deadly Strike | A |
When attacking with Minions of Utgar all skulls rolled count for one additional hit. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
Water Elemental | Water Mastery | A D |
While a Water Elemental is on a water space, add 1 to its Attack and Defense. |
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. |
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. |
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. |
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. |
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. |
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. |