Character Power Similar |
Move Range Attack Defense |
Works With Team |
Unique |
Size |
Normal |
D20 |
Order Marker |
Dest Obj |
Special Powers
that can Benefit Other Characters.
Rechets of Bogdan (3) | Iskra's Summoning | M |
Rechets of Bogdan do not start the game on the battlefield. They must be summoned onto the battlefield by Iskra Esenwein. Works with: Iskra Esenwein |
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. Works with: Rechets of Bogdan |
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. Works with: Arkmer, Acolarh, Emirroon, Jorhdawn, Kyntela Gwyn, Morsbane, Ulgenish |
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. Works with: Arkmer, Acolarh, Chardris, Emirroon, Kyntela Gwyn, Morsbane, Ulgenish |
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. Works with: Deepwyrm Drow, Drow Chainfighter, Estivara |
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. Works with: Omnicron Snipers, Zetacron |
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. Works with: Blastatrons, Gladiatrons, Major Q9, Major X17 |
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. Works with: Me-Burq-Sa, Ne-Gok-Sa |
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. Works with: Alastair MacDirk, Eldgrim, Finn, Sir Denrick, Sir Gilbert, Sir Hawthorne, Thorgrim |
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. Works with: Braxas, Charos, Mimring, Nilfheim, Orthkurik, Zelrig |
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. Works with: Many Characters |
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. Works with: Many Characters |
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. Works with: Many Characters |
Arkmer | Staff of Lerkintin | D |
When defending with Arkmer, add as many defense dice as the number of Elves you control adjacent to Arkmer. Works with: Many Characters |
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. Works with: Sacred Band |
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. Works with: Goblin Cutters |
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. Works with: Many Characters |
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. Works with: Many Characters |
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. Works with: Air Elemental, Earch Elemental, Fire Elemental, Water Elemental |
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. Works with: Marro Drones, Marro Drudge, Marro Stingers |
Sonya Esenwein | Eternal Heartbreak | If you control Cyprien Esenwein and he is destroyed, Sonya Esenwein immediately receives 2 wounds. Works with: Cyprien Esenwein | |
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. Works with: Taelord, Runa |
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. Works with: Acolarh, Arkmer, Chardris, Emirroon, Jorhdawn, Kyntela Gwyn, Morsbane |
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. Works with: Many Characters |
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. Works with: Ashigaru Harquebus, Ashigaru Yari, Hatamoto Taro, Izumi Samurai, Kaemon Awa, Kozuke Samurai, Tagawa Samurai, Tagawa Samurai Archers |
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. Works with: Marro Dividers, Marro Drones, Marro Drudge, Marro Stingers |
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. Works with: Air Elemental, Earch Elemental, Fire Elemental, Water Elemental |
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. Works with: Su-Bak-Na, Tor-Kul-Na, Wo-Sa-Ga |
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. Works with: Ice Troll Berserker, Krug, Mimring, Swog Rider |
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. Works with: Braxas, Charos, Mimring, Nilfheim, Orthkurik, Zelrig |
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. Works with: Grimnak, Nerak, Orak, Tornak |
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. Works with: Grimnak, Nerak, Ornak, Tornak |
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. Works with: Khosumet, Werewolf Lord |
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. Works with: Sujoah, Wyvern |
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. Works with: Marcus Decimus Gallus, Me-Burq-Sa, Mogrimm Forgehammer, Ne-Gok-Sa, Parmenio, Valguard, Venoc Warlord |
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. Works with: Marcus Decimus Gallus, Parmenio, Valguard |
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. Works with: Me-Burq-Sa, Ne-Gok-Sa |
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. Works with: Venoc Warlord |
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. Works with: Alastair MacDirk, Eldgrim, Finn, Sir Denrick, Sir Gilbert, Sir Hawthorne, Thorgrim |
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. Works with: Alastair MacDirk, Eldgrim, Finn, Sir Denrick, Sir Gilbert, Sir Hawthorne, Thorgrim |
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. Works with: Crixus, Retiarius, Spartacus |
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. Works with: Me-Burq-Sa, Nerak, Ogre Pulverizer, Ogre Warhulk, Swog Rider |
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. Works with: Air Elemental, Dumutef Guard, Khosumet, Sir Hawthorne, Taelord, Venoc Warlord |
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. Works with: Migol Ironwill, Mogrimm Forgehammer |
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. Works with: Brave Arrow |
Blastatrons (4) | Gladiatron Movement Bonding | M |
Before taking a turn with Blastatrons, you may move 4 Gladiatrons you control up to 5 spaces each. Works with: Gladiatrons |
Nakita Agents (3) | Gorillinator Movement Bonding | M |
Before taking a turn with Nakita Agents, you may move 3 Gorillinators you control up to 7 spaces each. Works with: Gorillinators |
Agent Skahen | Cover Fire | M |
When attacking an opponent's figure, if Agent Skahen inflicts one or more wounds, you may move one Tricky figure you control who follows Vydar and is within 8 clear sight spaces of Agent Skahen up to 4 spaces. You cannot use Cover Fire to move Agent Skahen. Works with: Agent Carr, Dund, Gorillinators, Krav Maga Agents, Microcorp Agents, Nakita Agents, Otonashi |
Sir Gilbert | Jandar's Dispatch | M |
After you take a turn with Sir Gilbert, you may roll 12 Jandar Valkyrie dice. Move up to 4 squad figures you control who follow Jandar up to X spaces. X equals the number of Jandar symbols rolled. Any squad figures moved with Jandar's Dispatch must be within 8 clear sight spaces of Sir Gilbert prior to moving. Works with: Many Characters |
Brunak | Carry | M |
Before moving Brunak, choose an unengaged friendly small or medium figure adjacent to Brunak. After you move Brunak, place the chosen figure adjacent to Brunak. Works with: Many Characters |
Theracus | Carry | M |
Before moving Theracus, choose an unengaged friendly small or medium figure adjacent to Thercus. After you move Theracus, place the chosen figure adjacent to Theracus. Works with: Many Characters |
Saylind the Kyrie Warrior | Spear of Summoning | M |
After moving and before attacking, choose any figure you control on the battlefield, then roll the 20‑sided die. If you roll a 1‑8, nothing happens. If you roll a 9‑20, move the chosen figure to any space adjacent to Saylind. If the summoned figure is engaged, the figure does not receive any leaving engagement attacks. Works with: Many Characters |
Emirroon | Elven Summoning Spell | M |
After moving and before attacking, you may roll the 20-sided die. Add the number of elves you control adjacent to Emirroon to your die roll. If you roll 1-4, nothing happens. If you roll 5-11, you may place 1 Elf you control adjacent to Emirroon. If you roll 12-17, you may place up to 2 Elves you control adjacent to Emirroon. If you roll 18-20, you may place up to 3 Elves you control adjacent to Emirroon. If the summoning Elves are engaged, they will not take any leaving engagement attacks. Emirroon cannot summon an Elf that he is already adjacent to. Works with: Many Characters |
Tul-Bak-Ra | Teleport Reinforcements | M |
When Tul-Bak-Ra receives one or more wounds from an opposing figure's Normal or Special Attack but is not destroyed, you may choose one friendly Marro Squad figure for every wound Tul-Bak-Ra just received. Place the chosen figure(s) on any empty space(s) adjacent to Tul-Bak-Ra. If the teleported figure(s) are engaged, they will not take any leaving engagement attacks. Works with: Grok Riders, Marro Dividers, Marro Drones, Marro Drudge, Marro Stingers, Marro Warriors |
Horned Skull Brutes (3) | Barge into Battle | M |
After moving and before attacking, if a Horned Skull Brute you control ends its movement unengaged, you may choose an engaged small or medium friendly Squad figure within 3 clear sight spaces of that Horned Skull Brute whose base is no more that 2 levels higher or lower than the base of that Horned Skull Brute. You may switch that Horned Skull Brute with the chosen Squad figure. Figures moved by Barge into Battle never take any leaving engagement attacks. Works with: Many Characters |
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. Works with: Many Characters |
Warden 816 | Guard Leadership | M |
All Guards you control move one additional Space. Works with: Blastatrons, Drow Chainfighter, Dumutef Guard, Granite Guardians, Gurei-Oni, Marrden Nagrubs, Obsidian Guards, Zettian Guards |
Atlaga the Kyrie Warrior | Kyrie Leadership | M |
All Kyrie you control, except Atlaga, move one additional space. Works with: Many Characters |
Venoc Warlord | Scout Leadership | M |
All scouts you control can move an additional 2 spaces. Works with: Elite Onyx Vipers, Fyorlag Spiders, Mohican River Tribe, Theracus, Venoc Vipers, Zetacron |
Marcus Decimus Gallus | Soldier Leadership | M |
All Soldiers you control move one additional space. Works with: 10 Regiment of Foot, 4th Massachusetts Line, Airborne Elite, Einar Imperium, Roman Legionnaires, Sacred Band, Sgt. Drake Alexander, Warforged Soldiers |
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. Works with: Shaolin Monks |
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. Works with: Capuan Gladiators, Crixus, Retiarius |
Acolarh | Ullar's Amulet | M |
All friendly figures who follow Ullar and start their turn adjacent to Acolarh may move 2 additional spaces. Works with: Many Characters |
Otonashi | Tricky Speed 4 | M |
If Otonashi starts her turn adjacent to any figure you control who has a tricky personality, she may move 4 additional spaces. Works with: Many Characters |
Deathwalker 9000 | Range Enhancement | R |
Any Soulborg Guards you control with a Range number of 4 or more that are adjacent to Deathwalker 9000 add 2 spaces to their range. Works with: Zettian Guards, Blastatrons |
Laglor | Vydar's Range Enhancement Aura | R |
All friendly figures with a Range number of 4 or more who follow Vydar and are within 4 clear sight spaces of Laglor add 2 to their Range number. Vydar's Range Enhancement Aura does not affect Laglor. Works with: Agent Carr, Blastatrons, Gorillinators, James Murphy, Krav Maga Agents, Major Q9, Microcorp Agents, Nakita Agents |
Khosumet the Darklord | Relentless Assault | A |
Each friendly figure adjacent to Khosumet with a relentless personality receives an additional attack die. Works with: Many Characters |
Dumutef Guard | Devourer Attack Enhancement | A |
All friendly Devourers adjacent to a Dumutef Guard receive an additional attack die. Works with: Anubian Wolves, Marcu Esenwein, Rechets of Bogdan, Shades of Bleakwoode |
Marcus Decimus Gallus | Soldier Attack Enhancement | A |
All friendly Soldiers adjacent to Marcus Decimus Gallus receive an additional attack die. Works with: 10th Regiment of Foot, 4th Massachusetts Line, Airborne Elite, Einar Imperium, Roman Legionnaires, Sacred Band, Sgt. Drake Alexander |
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. Works with: Elite Onyx Vipers, Fyorlag Spiders, Mohican River Tribe, Theracus, Venoc Vipers, Zetacron |
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. Works with: Many Characters |
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. Works with: Many Characters |
Thorgrim the Viking Champion | Defensive Aura 1 | D |
All friendly figures adjacent to Thorgrim add 1 die to their defense. Works with: Many Characters |
Kyntela Gwyn | Strength of Oak Aura 1 | D |
All friendly Elves adjacent to Kyntela Gwyn add 1 to their defense dice. Works with: Many Characters |
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. Works with: Knights of Weston, Phantom Knights, Sentinals of Jandar, Templar Cavalry, Sir Dupuis |
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. Works with: Arrow Gruts |
Grimnak | Orc Warrior Enhancement | A D |
All friendly Orc Warriors adjacent to Grimnak roll an additional attack die and an additional defense die. Works with: Blade Gruts, Heavy Gruts |
Tornak | Orc Warrior Enhancement | A D |
All friendly Orc Warriors adjacent to Tornak receive an additional attack die and an additional defense die. Works with: Blade Gruts, Heavy Gruts |
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. Works with: Blade Gruts, Heavy Gruts |
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. Works with: Arrow Gruts, Blade Gruts, Grimnak, Heavy Gruts, Swog Rider, Ornak, Tornak |
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. Works with: Ashigaru Harquebus, Ashigaru Yari, Izumi Samurai, Kaemon Awa, Kozuke Samurai, Tagawa Samurai, Tagawa Samurai Archers |
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. Works with: Many Characters |
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. Works with: Fyorlag Spiders |
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. Works with: Many Characters |
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. Works with: Many Characters |
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. Works with: Many Characters |
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. Works with: Einar Imperium |
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. Works with: Knights of Weston, Phantom Knights, Templar Cavalry |
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. Works with: Many Characters |
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. Works with: Many Characters |
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. Works with: Many Characters |
Valguard | Berserker Charge Enhancement | M |
Add 1 to your die roll when you roll for the Berserker Charge power on any Army Card. Works with: Tarn Viking Warriors |
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. Works with: Cyprien Esenwein |
Venoc Warlord | Frenzy Enhancement | M A |
Add 1 to your die roll when you roll for the Frenzy power on any Army Card. Works with: Aubrien Archers, Elite Onyx Vipers, Venoc Vipers |
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. Works with: Many Characters |
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. Works with: Anubian Wolves |
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. Works with: Many Characters |