Character Power Similar |
Move Range Attack Defense |
Works With Team |
Unique |
Size |
Normal |
D20 |
Order Marker |
Dest Obj
Special Powers
that work with or against Unique Characters. Bonding is excluded unless "unique" is
mentioned (see Red Flag of Fury Aura).
Brandis Skyhunter | Archer's Glory | M R A |
After taking a turn with Brandis Skyhunter, if he destroyed an opponent's non-adjacent Unique Hero, you may take another turn with Brandis Skyhunter. |
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. |
Knaves of the Silver Scimitar (4) | The Captain's Way | R D |
At the start of the game, choose a Unique Captain you control to be the Knaves of the Silver Scimitar's Captain for this game. Knaves of the Silver Scimitar roll one additional defense die against attacks from non-adjacent figures when their chosen Captain is within 4 clear sight spaces. |
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. |
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. |
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. |
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. |
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. |
Loviatak the Kyrie Warrior | Dynastic Leadership | M |
If you control Loviatak and another Unique Kyrie Hero who follows Utgar, figures you control who follow Utgar increase their Move Value by 1. |
Eldgrim the Viking Champion | Warrior's Swiftness Spirit | M |
When Eldgrim is destroyed, you may place this figure on any unique Army Card. Eldgrim's spirit adds 1 to the move number on that card. |
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. |
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. |
Misaerx the Kyrie Warrior | Life Drain Spirit | D |
When Misaerx the Kyrie Warrior is destroyed, place this figure on the Army Card of a Unique Warrior Hero that follows Revna. That Hero now has Life Drain. |
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. |
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. |
Acolytes of Vorganund (3) | Blood Summoning | D |
At the start of the game, you may choose any or all Unique Demon Heroes you control to be Bound Heroes of the Acolytes of Vorganund. Place those Heroes on this card. Once per turn, instead of moving normally with an Acolyte of Vorganund, you may destroy that Acolyte and place a Bound Hero from this card on the space that Acolyte occupied. |
Tetraites | Finishing Blow | A |
After Tetraites inflicts one or more wounds on a small or medium Unique Hero with his normal attack, if that figure has only 1 Life remaining, you may destroy that Hero. |
Suskra | Gore | A |
If Suskra inflicts one or more wounds on a Unique Hero with a normal attack, you must place 1 additional wound marker on the defending figure's Army Card. |
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. |
Chen Tang | Quivering Palm | A |
Start the game with 3 Palm Markers on this card. After moving and before attacking, you may choose a small or medium Unique Hero adjacent to Chen Tang without any Palm Markers its Army Card. Roll the 20-sided die. If you roll a 13 or higher, place a Palm Marker on the chosen figure's Army Card. For the duration of the game, at the end of each round, each other figure with one of your Palm Markers on its card receives a wound. Palm Markers cannot be placed on Monk Army Cards. |
Calibrax the Kyrie Warrior | Life Transfer Aura | R D |
Each time Calibrax destroys an adjacent figure which is not a destructible object, you may choose a wounded Hero figure you control within 3 clear sight spaces of Calibrax. Remove one wound marker from the chosen Hero's Army Card. Calibrax cannot remove wound markers from his own card. |
Ebon Armor (4) | Animated Materiel | D |
When an Ebon Armor you control is destroyed, you may place it on a Unique Human Army Card in your army that does not already have an Ebon Armor on it. |
Ebon Armor (4) | Eternal War | D |
For the entire game, when a Unique Human Hero or Squad figure you control is destroyed by a normal or special attack or leaving engagement attack by an opponent's figure, you may replace it with your previously destroyed Ebon Armor from that figure's Army Card, if possible. |
Ataraxis the Starlich | Nanobot Soul Cage | D |
When Ataraxis is destroyed, you may remove all wound markers from this card and place Ataraxis on the card of any Unique Hero within 5 spaces of Ataraxis. For the entire game, if a Unique Hero with your Ataraxis on its card is destroyed by a normal or special attack or a leaving engagement attack, immediately place Ataraxis on a space the destroyed figure occupied, if possible. |
Skeletons of Annellintia (4) | Necromancy | D |
When a Skeleton of Annellintia you control is destroyed, roll the 20-sided die. If you roll an 11 or higher, place that Skeleton of Annellintia on the army card of any Unique Lord, Lady, Duke or Duchess you control. |
Skeletons of Annellintia (4) | Reanimation | D |
After revealing an order marker on this Army Card, before taking a turn with the Skeletons of Annellintia, you may remove one previously destroyed Skeleton of Annellintia from the Army Card of one Unique Hero you control and place it on any empty space adjacent to that Hero. |
Father Caylus | Staff of Enfeeblement | R A |
Start the game with one Enfeeblement Marker on this card. After moving and before attacking, you may place your Enfeeblement Marker on the Army Card of a Unique Hero within 4 clear sight spaces of Father Caylus. For the remainder of the round, that Unique Hero subtracts 1 from its Move and Attack values and cannot attack with any special attack. At the end of the round, return your Enfeeblement Marker to this card. |
Command Courier | Command Dispatch | M A |
After taking a turn with a Command Courier, if that Command Courier did not attack, you may choose an adjacent small or medium Unique Hero you control that follows Vydar and take a turn with that Hero. |
Tombstone Gunslinger | Outlaw Band | M A |
After revealing an Order Marker on a Tombstone Gunslinger, if there is at least one Order Marker on a Unique Outlaw Hero you control, you may first take a turn with one other Common Outlaw Hero 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. |
Maekor | Lizardfolk War Cry | M A |
After revealing an Order Marker on Maekor and taking a turn with Maekor, if Maekor is engaged, you may immediately take a turn with one other Unique Lizardfolk Hero you control. |
Goblin Slashers (4) | You Got This, Boss! | M A |
After taking a turn with the Goblin Slashers, if no Goblin Slashers you control are engaged, you may take a turn with a Goblin 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. |
Ranjit Singh | Lion of Punjab | M A |
Before rolling for initiative, you may reveal the 'X' Order Marker on this Army Card. If you do, while your other three Order Markers are on Army Cards you control that follow three different Valkyrie Generals, every Unique figure you control with an Order Marker on its card adds 1 to its Move and 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. |
Manauvi | Warrior's Charging Spirit | M |
When Manauvi is destroyed, place this figure on a Unique Army Card with a Range of 1. Manauvi's Spirit adds 2 to the Move number of that card. |
Arktos | Hunter's Aim Spirit | R |
When Arktos is destroyed, place this figure on any Unique Army Card with a Range number of 4 or more. Arktos's Spirit adds 2 to the Range number of that 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. |
Bol | Opportunistic Hero | D |
If a Unique Hero you control is destroyed, you may move all unrevealed Order Markers on that Hero's Army Card to Bol's Army Card. |
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. |