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 Special Powers that involve using the 20-Sided Die.

Airborne Elite (4) The Drop  M 
Airborne Elite do not start the game on the battlefield. At the start of each round, before you place Order Markers, roll the 20‑sided die. If you roll a 13 or higher you may place all 4 Airborne Elite figures on any empty spaces. You cannot place them adjacent to each other or other figures, or on glyphs.
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.
Arkmer Engagement Strike 13  M 
 A 
If an opponent's small or medium figure moves adjacent to Arkmer, roll the 20-sided die. If you roll a 13 or higher, the opponent's figure receives one wound. Figures may be targeted only as they move into engagement with Arkmer.
Nakita Agents (3) Engagement Strike 15  M 
 A 
If an opponent's small or medium figure moves adjacent to a Nakita Agent, roll the 20‑sided die. If you roll a 15 or higher, the opponent's figure receives a wound. Figures may be targeted only as they move into engagement with a Nakita Agent.
Greater Ice Elemental Ice Spikes 15  M 
 A 
If an opponent's figure moves adjacent to this Greater Ice Elemental, roll the 20-sided die. If this Greater Ice Elemental is on at least one ice or snow space, add 2 to your die roll. If you roll a 15 or higher, the opponent's figure receives 1 wound. Figures can be affected by Ice Spikes only as they move into engagement with this Greater Ice Elemental.
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.
Marrden Hounds (3) Wild Pack Movement  M 
Before moving, roll the 20‑sided die. If you roll 1‑3, add 1 to the move value of this card.. If you roll 4‑6, add 3 to the move value of this card.. If you roll 7‑20, add 7 to the move value of this card.
Tarn Viking Warriors (4) Berserker Charge  M 
After moving and before attacking, roll the 20‑sided die. If you roll a 15 or higher, you may move all Tarn Viking Warriors again.
Ice Troll Berserker Ice Troll Charge  M 
After moving and before attacking with this Ice Troll Berserker, roll the 20-sided die. If this Ice Troll Berserker is on a snow or ice space, add 3 to your die roll. If you roll a 13 or higher, you may move this Ice Troll Berserker again.
Marro Drones (3) Hive Swarm  M 
 A 
Before moving Marro Drones, roll the 20‑sided die. If you roll 1‑12, you may move and attack with up to 3 Marro Drones you control. If you roll 13‑16, you may move and attack with up to 6 Marro Drones you control. If you roll 17‑20, you may move and attack with up to 9 Marro Drones you control.
Aubrien Archers (3) Frenzy  M 
 R 
 A 
After you take a turn with Aubrien Archers, roll the 20‑sided die. If you roll a 16 or higher, you may take another turn with Aubrien Archers.
Elite Onyx Vipers (3) Frenzy  M 
 A 
After you take a turn with Elite Onyx Vipers, roll the 20‑sided die. If you roll a 16 or higher you may take another turn with Elite Onyx Vipers.
Venoc Vipers (3) Frenzy  M 
 A 
After you take a turn with Venoc Vipers, roll the 20‑sided die. If you roll a 16 or higher you may take another turn with Venoc Vipers.
Frost Giant of Morh Battle Frenzy  A 
After attacking with this Frost Giant of Morh, roll the 20-sided die. If you roll a 16 or higher, you may attack again with this Frost Giant of Morh.
Tor-Kul-Na Trample Stomp  M 
 A 
At any point while moving, Tor-Kul-Na may choose a small or medium figure that is adjacent, on the same level, and on a space where Tor-Kul-Na may end his movement. Roll the 20-sided die. If you roll 1-7, the figure is safe and Tor-Kul-Na's movement ends. If you roll 8-20, the chosen figure receives one wound. If the wound destroys the figure, move Tor-Kul-Na on the space that the figure occupied, and you may continue Tor-Kul-Na's movement. If the chosen figure is not destroyed, Tor-Kul-Na's movement ends. Tor-Kul-Na must be on a space where he can end movement each time he uses this power.
Estivara Venom Ray Special Attack  R 
 A 
Range 5. Attack 3. If Estivara inflicts at least 1 wound with Venom Ray Special Attack, roll the 20-sided die for Venom Damage. If you roll a 1-9, the defending figure receives no additional wounds for Venom Damage. If you roll a 10-19, add 1 additional wound marker to the defending figure's Army Card, and roll again for Venom Damage. If you roll a 20, destroy the defending figure.
Sujoah Poison Sting Special Attack  A 
Range 1. Attack 4. If Sujoah inflicts at least 1 wound with Poison Sting Special Attack, roll the 20-sided die for Poison Damage. If you roll a 1-9, the defending figure received no additional wounds for Poison Damage. If you roll a 10-19, add 1 additional wound marker to the defending figures Army Card, and roll again for Poison Damage. If you roll a 20, destroy the defending figure.
Deepwyrm Drow (3) Poison Weapons  A 
Each time a Deepwyrm Drow attacks a small, medium, or large Hero with a normal attack or a leaving engagement attack and inflicts at least 1 wound, roll the 20-sided die. If you roll a 1-11, nothing happens. If you roll a 12 or higher, add 1 additional wound to the defending figure.
Wo-Sa-Ga Coil Crush  A 
When attacking a small, medium or large figure, if Wo-Sa-Ga inflicts at least 2 wounds, roll the 20-sided die. If you roll a 15 or higher, destroy the defending figure.
Black Wyrmling Fledgling Acid Breath  R 
 A 
Instead of attacking with a Black Wyrmling, you may choose one small or medium figure within 4 clear sight spaces of it. Roll the 20-sided die. If you roll a 1-10, nothing happens. If you roll an 11-15, the chosen figure receives 1 wound. If you roll a 16 or higher, the chosen figure receives 2 wounds.
Braxas Poisonous Acid Breath  R 
 A 
Instead of attacking, you may choose up to 3 different small or medium figures within 4 clear sight spaces of Braxas. One at a time, roll the 20‑sided die for each chosen figure. If the chosen figure is a Squad figure and you roll an 8 or higher, destroy it. If the chosen figure is a Hero figure and you roll a 17 or higher, destroy the chosen Hero.
Sudema Stare of Stone  R 
 A 
Instead of attacking, choose any figure within 4 clear sight spaces of Sudema. Roll the 20‑sided die. If the chosen figure is a Squad figure and you roll a 7 or higher, destroy it. If the chosen figure is a Hero figure and you roll a 17 or higher, destroy the chosen Hero.
Atlaga the Kyrie Warrior Ullar's Bolt of the Witherwood  R 
 A 
After moving and before attacking with Atlaga, you may choose any opponent's figure within 5 clear sight spaces of Atlaga. Roll the 20-sided die. If you roll a 1-15, nothing happens. If you roll a 16 or higher, the chosen figure is destroyed. Atlaga may attempt to use this power only once per game.
Mogrimm Forgehammer Commander's Strike  R 
 A 
After moving and before attacking with Mogrimm Forgehammer, you may choose any opponent's figure within 5 clear site spaces that is engaged with any other figure you control. Roll the 20-sided die. If you roll a 15 or higher, the chosen figure receives 1 wound.
Grimnak Chomp  A 
Before attacking, choose one medium or small figure adjacent to Grimnak. If the chosen figure is a Squad figure, destroy it. If the chosen figure is a Hero figure, roll the 20‑sided die. If you roll a 16 or higher, destroy the chosen Hero.
Deathwalker 7000 Self-Destruct  A 
After moving and instead of attacking, Deathwalker may choose to self‑destruct. Roll the 20 sided die to determine if any other figures are wounded. If you roll a 1‑3, all adjacent figures are safe. If you roll a 4‑15, each adjacent figure receives 2 wounds. If you roll a 16‑19, each adjacent figure receives 4 wounds. If you roll a 20, each adjacent figure receives 8 wounds. After using this power, Deathwalker is always destroyed.
Runa Helm of Mintonsoul Aura  R 
 A 
After moving and before attacking, Runa may use her Helm of Mitonsoul Aura. When using the Helm of Mitonsoul Aura, you must roll the 20‑sided die for all figures within 3 clear sight spaces of Runa, one at a time. If you roll a 20, destroy the figure. Runa's Helm of Mitonsoul Aura does not affect Runa.
Deadeye Dan Sharpshooter  M 
 R 
 A 
Instead of attacking, you may choose any non‑adjacent figure within 10 clear sight spaces of Deadeye Dan. Roll the 20‑sided die. If you roll a 19 or 20, the chosen figure is destroyed. If you roll a 1‑18, you missed. Deadeye Dan may not use this special power if he moved this turn.
Me-Burq-Sa Paralyzing Stare 16  R 
 A 
After moving and before attacking, choose any small or medium figure within 6 clear site spaces of Me‑Burq‑Sa. Roll the 20‑sided die. If you roll 16 or higher, the chosen figure cannot roll any defense dice if attacked by Me‑Burq‑Sa this turn.
James Murphy Whip 12  A 
After moving and before attacking, choose a small or medium figure adjacent to James. Roll the 20‑sided die. If you roll a 12 or higher, the chosen figure cannot roll any defense dice if attacked by James this turn.
Retiarius Net Trip 14  A 
After moving and before attacking, roll the 20‑sided die. If you roll a 14 or higher, any small or medium figure attacked by Retarius this turn may roll no more than 1 die for defense.
Omnicron Repulsors (3) Circuitry Overload  A 
After moving and before attacking, you must roll the 20-sided die once for each Soulborg figure adjacent to any Omnicron Repulsors you control. If the figure is a Squad figure and you roll a 13 or higher, destroy that figure. If the figure is a Hero figure and you roll a 16 or higher, that figure receives a wound. Omnicron Repulsors are not affected by Circuitry Overload.
Fire Elemental Searing Intensity  A 
After moving and before attacking, you must roll the 20-sided die once for each figure adjacent to at least one Fire Elemental you control. If you roll a 14 or higher, that figure receives 1 wound. Figures with the Lava Resistant special power are not affected by Searing Intensity.
Marrden Hounds (3) Marro Plague  A 
After moving and before attacking, you must roll the 20‑sided die once for each figure adjacent to any Marrden Hounds you control. If you roll a 16 or higher, that figure receives a wound. Soulborgs and Wulsinu are not affected by this marro plague.
Kee-Mo-Shi Toxic Skin  A 
After attacking, you must roll the 20‑sided die once for each figure adjacent to Kee‑Mo‑Shi. If you roll a 17 or higher, that figure receives one wound. Soulborgs are not affectd by Toxic Skin.
Sonlen Dragon Swoop  R 
 A 
After moving and before attacking, you may choose any figure within 4 clear sight spaces of Sonlen. Roll the 20-sided die. If you roll a 15 or higher, the chosen figure receives one wound.
Marro Stingers (3) Stinger Drain  A 
After moving and before attacking, you may roll the 20-sided die. If you roll a 1-4, you must destroy a Marro Stinger you control and you cannot attack this turn. If you roll a 5-9, add 0 to the attack value of this card. If you roll a 10 or higher, add 1 to the attack value of this card.
Anubian Wolves (3) Unleashed Fury  A 
Before moving, roll the 20‑sided die. If you roll a 1, choose an Anubian Wolf you control and destroy it. If you roll a 2‑6, add 1 to the attack value of this card. If you roll a 7‑11, add 2 to the attack value of this card. If you roll a 12‑15, add 3 to the attack value of this card. If you roll a 16‑19, add 4 to the attack value of this card. If you roll a 20, add 8 to the attack value of this card.
Master of the Hunt Javelin  R 
After moving and before attacking with this Master of the Hunt, you may roll the 20-sided die. If you roll a 16 or higher, add 3 to this Master of the Hunt's Range value for the duration of its turn.
Dund Crippling Gaze 15  R 
 A 
Before moving, you may choose a figure within 5 clear sight spaces of Dund. Roll the 20‑sided die. If you roll a 15 or higher remove all order markers on the chosen figure's army card (or cards if your opponent has more than one common card for that figure).
Fyorlag Spiders (3) Entangling Web  A 
After moving and before attacking, you may choose any one small or medium opponent's figure that is engaged with at least three Fyorlag Spiders that you control. Roll the 20-sided die. If you roll a 16 or higher, remove one unrevealed order marker at random from the chosen figure's Army Card (or cards if your opponent has more than one Common Army Card for that figure).
Omnicron Repulsors (3) EMP Response  A 
 D 
If an Omnicron Repulsor you control successfully defends against an attack by a Soulborg figure, you must roll the 20-sided die. If you roll a 14 or higher, the attacking figure must immediately end its turn and all order markers must be removed from its Army Card (or cards if your opponent has more than one Common Army Card for that figure).
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.
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.
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 Chilling Touch  A 
After moving and before attacking, Cyprien Esenwein may attempt a Chilling Touch. To do this, choose a figure adjacent to Cyprien Esenwein and roll the 20-sided die. If you roll 1-12, nothing happens. If you roll 13-15, the chosen figure receives 1 wound. If you roll 16-17, the chosen figure receives 2 wounds. If you roll 18-19, the chosen figure receives 3 wounds. If you roll a 20 or higher, the chosen figure receives 6 wounds. Cyprien Esenwein's Chilling Touch does not affect Soulborgs or destructible objects.
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.
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.
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 
 A 
When revealing an order marker on this Mind Flayer Mastermind, after taking this Mind Flayer Mastermind's turn, you may choose any Unique Hero figure within 4 clear sight spaces of this Mind Flayer Mastermind. Roll the 20-sided die. If you roll a 17 or higher, take temporary control of the chosen Hero and immediately take a turn with that Hero. At the end of that turn, control of the chosen Hero returns to its previous owner. All order markers that were on the figure's Army Card will stay on the Army Card. Enslave does not affect Mind Flayers.
Werewolf Lord Moon Frenzy  M 
 A 
After revealing an order marker on this Werefolf Lord, before taking this Werewolf Lord's turn, roll the 20-sided die. If you roll an 11 or higher, you may first take a turn with any Hybrid Hero in play. If you take a turn with an opponent's Hybrid Hero, you control that hero for the duration of its turn. At the end of its turn, control of the Hybrid Hero returns to its previous owner. All order markers that were on the figure's Army Card will stay on the Army Card.
Sir Hawthorne Stab In the Back After you take a turn with Sir Hawthorne, you must roll the 20‑sided die. If you roll a 1, choose an opponent. That opponent now controls Sir Hawthorne. Remove any order markers on this Army Card, then give the card to that opponent.
Marcu Esenwein Eternal Hatred After revealing an order marker on this card, you must roll the 20-sided die. If you roll a 17 or higher, choose an opponent. That opponent will now control Marcu Esenwein for the remainder of your turn, but will not be able to view any unrevealed order markers on this card. At the end of that turn, control of Marcu returns to you. All order markers and figures that were on Marcu's Army Card will stay on his Army Card.
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.
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.
Shurrak Knockback 14  M 
 R 
 A 
When a small or medium figure rolls defense dice and is not destroyed by a normal or special attack by Shurrak, immediately roll the 20-sided die. If you roll a 14 or higher, you may Knockback the figure by placing it on any empty space within 3 clear sight spaces of Shurrak. The space must be on the same level as or lower than its current location. A figure moved by Knockback never takes any leaving engagement attacks. A non-flying figure moved lower by Knockback can receive any falling damage that may apply.
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.
Drow Chainfighter Chain Grab  M 
After moving and before attacking with a Drow Chainfighter, you may choose one opponent's small or medium figure within 3 clear sight spaces whose base is no more than 6 levels above that Drow Chainfighter's height or 6 levels below that Drow Chainfighter's base. Roll the 20-sided die. If you roll a 9 or higher, place the chosen figure on any empty same-level space adjacent to that Drow Chainfighter. If the chosen figure is engaged when it is moved by Chain Grab, it will not take any leaving engagement attacks.
Valguard Berserker Charge Enhancement  M 
Add 1 to your die roll when you roll for the Berserker Charge power on any Army Card.
Sonya Esenwein Eternal Strength  A 
Anytime you roll the 20-sided die for Cyprien Esenwein's Chilling Touch, you may add 2 to your die roll.
Venoc Warlord Frenzy Enhancement  M 
 A 
Add 1 to your die roll when you roll for the Frenzy power on any Army Card.
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.
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.
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.
Ogre Warhulk Mine! When you roll the 20-sided die for a Treasure Glyph trap with this Ogre Warlhulk, you must subtract 4 from your role.
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
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 Dust-of-Death  R 
 A 
After moving and before attacking, you may either 1) Roll the 20-sided die once for each figure adjacent to Red Skull, or 2) Roll the 20-sided die once for any one figure up to 3 clear sight spaces away. If you roll a 19 or higher, that figure is destroyed.
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.
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