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 Special Powers sorted by Power Name

Tandros Kreel +2 Broadsword  A 
If Tandros Kreel is attacking an adjacent figure, add 2 dice to Tandros Kreel's attack.
Brontos Abduct  M 
 A 
Before moving Brontos, you may choose a small or medium figure adjacent to Brontos. Brontos does not take leaving engagement attacks from the chosen figure. After you move Brontos, place the chosen figure adjacent to Brontos on an unoccupied land space, if possible. A figure moved by Abduct never takes any leaving engagement attacks. If Brontos attacks this turn, he must attack the Abducted figure.
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.
Seleena Acrobatic  D 
When Seleena rolls defense dice against a normal attack, one shield will block all damage.
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.
Admiral EJ-1M Admiral's Orders After rolling for Initiative, you may move any Order Markers from this card onto any of your Pirate or Captain Army Cards.
Haduc Aegis of the Crimson Sigil  D 
When Haduc, or any Elf Wizard you control adjacent to Haduc, rolls defense dice, add one automatic shield to whatever is rolled for each revealed order marker on Haduc's Army Card.
Ewashia, Master of Tides Aegis of the River  M 
 D 
Ewashia does not have to stop her movement when entering a water space. Add 1 to Ewashia's Defense Value while she is on a water space.
Air Elemental Air Mastery  A 
Figures that have the Flying or Stealth Flying special power subtract 1 from their defense dice when attacked by an Air Elemental.
Sahuagin Raider Amphibious  M 
 D 
While a Sahuagin Raider is on a water space, add 2 to its Defense. If a Sahuagin Raider starts its turn on a water space, add 1 to its movement for that turn. A Sahuagin Raider does not have to stop its movement when entering a water space.
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.
Bol Ankle Shank  A 
If Bol is attacking a large or huge figure, add 2 dice to Bol's attack.
Kita the Springrunner Apparition  R 
 D 
Figures must be within two spaces of Kita the Springrunner to target her with a normal or special attack.
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.
Sharwin Wildborn Arcane Riposte  A 
 D 
When Sharwin Wildborn rolls defense dice against a normal attack, all excess shields count as unblockable hits on the attacking figure.
Brandis Skyhunter Archer's Glory  M 
 R 
 A 
Each time Brandis Skyhunter destroys an opponent's non-adjacent Unique Hero, you may take another turn with Brandis Skyhunter.
Honor Guard of the Blasted Lands (3) Arc Lances  A 
All Honor Guards you control adjacent to at least one other Honor Guard you control receive 1 automatic skull when attacking.
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.
Wildwood Monarch Ascend 4  M 
Instead of moving normally, the Wildwood Monarch may move one space. That space may be up to 4 levels higher.
Wildwood Runner Ascend 4  M 
Instead of moving normally, a Wildwood Runner may move one space. That space may be up to 4 levels higher.
Wildwood Sentinel Ascend 4  M 
Instead of moving normally, this Wildwood Sentinel may move one space. That space may be up to 4 levels higher.
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.
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.
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.
Otonashi Attack the Wild 2  A 
When attacking a figure who has a wild personality, Otonashi rolls 2 additional attack dice.
Gothlok Aura of Despair  R 
 A 
All figures within 4 clear sight spaces of Gothlok roll 1 less defense die. Figures that follow Valkrill are not affected by Aura of Despair.
Gorillitroopers (2) Autocannons  R 
 A 
Before attacking, you may add 4 to the Range number and subtract 2 from the Attack number of this Army Card for the duration of this turn. When using Autocannons, a Gorillitrooper that did not move this turn may attack one additional time.
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.
Corvor the Tainted One Avatar of Corruption  R 
 A 
Before moving, you must roll the 20-sided die for all figures within 2 clear sight spaces of Corvor the Tainted One, one at a time. If you roll a 15 or higher, that figure receives a wound. Demons are not affected by Avatar of Corruption.
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.
Bugbear Basher Bash  M 
 R 
 A 
If this Bugbear Basher did not move this turn, add 2 to his Attack.
Torin Battleaxe  A 
If Torin is attacking a small or medium figure, add 2 dice to Torin's attack.
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.
Manauvi Battle Frenzy  A 
After attacking with Manauvi, roll the 20-sided die. If you roll a 16 or higher, you may attack again with Manauvi.
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.
Rendar Fy Battle Rifle  M 
 R 
 A 
When attacking, if Rendar Fy did not move this turn, he may either add 3 to his Range or attack one additional time.
Capt. John Varan Battle Valor Special Attack  M 
 R 
 A 
Range 5. Attack 2. Instead of moving and attacking normally, Capt. John Varan may use Battle Valor Special Attack. When using Battle Valor Special Attack, Capt. John Varan may move up to 3 spaces before attacking. When moving and attacking with Battle Valor Special Attack, Capt. John Varan may move and attack one additional time for each wound marker on this Army Card.
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.
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.
Dreadgul Raiders (3) Berserker Charge  M 
After moving and before attacking, roll the 20-sided die. If you roll a 15 or higher, you may move the same Dreadgul Raiders again.
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.
Valguard Berserker Charge Enhancement  M 
Add 1 to your die roll when you roll for the Berserker Charge power on any Army Card.
Brute Gruts (4) Berserker Frenzy  A 
Once per turn, after attacking with the Brute Gruts, you may place a Berserker Marker on this card to attack one additional time with the Brute Gruts. Subtract 1 from the Brute Gruts' Defense value for each Berserker Marker on this card. A maximum of 3 Berserker Markers can be placed on this card.
Knights of Blackgaard (4) Blackgaard Surge  M 
 A 
If no Knights of Blackgaard you control are engaged, you must subtract 3 from your initiative roll. If at least one Order Marker is on the Knights of Blackgaard, you may add 1 to your initiative roll for each engaged Knight of Blackgaard you control.
Fia Bonny the Void Siren Black Powder Pistol  R 
Start the game with 3 black Powder Markers on this card. After moving and before attacking, you may remove a Powder Marker from this card to add 4 to Fia Bonny the Void Siren's Range Value for the rest of the turn. You may only use this Special Power once during a round.
Exiles of the Sundered Sea (4) Black Powder Pistols  R 
Start the game with 3 black Powder Markers on this card. After moving and before attacking, you may remove a Powder Marker from this card to add 4 to the Exiles of the Sundered Sea's Range Value for the rest of the turn. You may only use this Special Power once during a round.
Mika Connour Blend Into Shadow Mika Connour starts each game with up to 2 shadow tiles on her Army Card. If Mika Connour ends her turn on an empty land space, you may place a shadow tile from her Army Card onto the space she occupies if the shadow tile fits normally onto that space.
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.
Nicholas Esenwein Bloodborn Rising  D 
Each time Nicholas Esenwein destroys a figure, you may remove a wound marker from this Army Card. If the destroyed figure was small or medium, and not undead, replace that figure immediately, if possible, with one of your own previously destroyed Thralls. Nicholas Esenwein may not use Bloodborn rising on destructible object.
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.
Preyblood Thrall Blood Hunger  M 
 A 
Before moving a Preyblood Thrall, you may choose an opponent's figure. Add 1 to the Preyblood Thrall's Move and Attack values for each wound marker on the chosen figure's Army Card to a maximum of +3 for each. To use Blood Hunger, the Preyblood Thrall must end its move adjacent to the chosen figure and must attack that figure if possible. If the Preyblood Thrall does not inflict at least one wound on the chosen figure, destroy the Preyblood Thrall.
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.
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.
Viceron the Blood Knight Bloodstorm Ritual Special Attack  A 
Range Special. Attack 4. Bloodstorm Ritual Special Attack affects all figures within 2 clear sight spaces of Viceron the Blood Knight. Roll 4 attack dice once for all affected figures. All affected figures roll defense dice separately. Bloodstorm Ritual Special Attack does not affect Viceron. After attacking with Bloodstorm Ritual Special Attack, place a wound marker on this Army Card.
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.
Killian Vane III Blunderbuss Special Attack  R 
 A 
Range 4. Attack 3. All figures adjacent to the figure targeted by Blunderbuss Special Attack are also affected by Blunderbuss Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Killian Vane III cannot be affected by his own Blunderbuss Special Attack.
Admiral EJ-1M Boarding Party Special Attack  M 
 R 
 A 
Range 5. Attack 2 + Special. You may attack up to 4 times with Boarding Party Special Attack. Roll one additional attack die when attacking a figure engaged with a Pirate or Captain you control. After each attack, if that was the first time you attacked the defending figure this turn, you may move one Pirate or Captain figure you control up to 4 spaces. You may not move the same figure more than once in a turn using Boarding Party Special Attack.
Kursus Bound  M 
Instead of his normal move, Kursus may use Bound. Bound has a move of 4. When counting spaces for Bound, ignore elevations. Kursus may bound over water without stopping, pass over figures without becoming engaged, and bound over obstacles such as ruins. Kursus may not bound more than 15 levels up or down in a single bound. If Kursus is engaged when he starts his bound, he will take any leaving engagement attacks.
Cathar Spearmen (4) Braced Spear 16  M 
 A 
If an opponent's figure moves adjacent to a previously unengaged Cathar Spearman, roll the 20-sided die. If you roll a 16 or higher, the opponent's figure receives one wound.
Wildwood Sentinel Branch of the Awakened Forest  M 
 A 
After taking a turn with this Wildwood Sentinel, you may take a turn with a small Wildwood Hero you control.
Louis "Mad Dog" Malone Brawler  A 
 D 
If Louis "Mad Dog" Malone is engaged, add 1 to his attack dice and 1 to his defense dice.
Major J15 Breaching Scythe  A 
When rolling attack dice for a normal attack against large or huge figures or destructible objects, Major J15 always adds 1 automatic skull to whatever is rolled.
Sir Orrick A Brother's Call  M 
Sir Orrick may add 1 to his Move number for each engaged Human you control who follows Jandar other than Sir Orrick, up to a maximum of +3 for A Brother's Call.
Loviatak the Kyrie Warrior Brutality Aura  A 
When a Squad figure you control within 4 clear sight spaces of Loviatak the Kyrie Warrior attacks an adjacent figure with a normal attack, before defense dice are rolled, you may re-roll all attack dice that did not show skulls. Brutality Aura may only be used once per turn.
Father Caylus Brutal Taskmaster  M 
 A 
If there is a revealed Order Marker on Father Caylus, all Clerics you control that start their turn within 4 clear sight spaces of Father Caylus may add 2 to their Move value and add 1 to their Attack value. This power does not affect Father Caylus.
Agent Nora Bullet Storm Special Attack  R 
 A 
Range Special. Attack 3. Choose 6 spaces in a straight line from Agent Nora. Choose one figure within clear line of sight on those spaces to attack with Bullet Storm Special Attack. When using Bullet Storm Special Attack, Agent Nora may attack up to 6 times, but must choose a different 6 spaces in a straight line each time.
Brute Gruts (4) Bully  A 
When attacking a Common figure, Brute Gruts receive 1 additional attack die.
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.
Myrddin Call Lightning Special Attack  R 
 A 
Range 6. Attack 3. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by Call Lightning Special Attack. Myrddin only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Myrddin can be affected by his own Call Lightning Special Attack. Figures under overhangs cannot be targeted with Call Lightning Special Attack.
Knaves of the Silver Scimitar (4) Captain's Orders  M 
 A 
Before taking a turn with the Knaves of the Silver Scimitar, you may first take a turn with their chosen Captain or a Pirate Hero you control.
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.
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.
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.
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.
Dorim the Bulkhead Brawler Chain Axe  A 
After rolling attack dice, before defense dice are rolled, you may re-roll one die that did not roll a skull.
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.
Wastewalker Gage Chainsaw Sweep Special Attack  A 
Range 1. Attack 4. Choose a figure to attack. You must choose a figure adjacent to both Gage and the chosen figure to also be affected by Chainsaw Sweep Special Attack, if possible. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. If you do not roll any skulls with Chainsaw Sweep Special Attack, Gage receives a wound.
Sir Dupuis Chalice of Fortitude  D 
If Sir Dupuis has 4 or more wounds on his Army Card, add 1 to his defense dice.
Dorim the Bulkhead Brawler Charge!!!  M 
If Dorim the Bulkhead Brawler attacks an opponent's figure during his turn, the Move Value of all your Army Cards is increased by 1 until the next time you reveal an Order Marker.
Kozuke Samurai (3) Charging Assault  M 
Any or all Kozuke Samurai may add 3 to their Move number as long as they are unengaged prior to moving. Kozuke Samurai must be able to move adjacent to an opponent's figure in order to use Charging Assault.
Manauvi Charging Assault  M 
Manauvi may add 3 to his Move number as long as he is unengaged prior to moving. Manauvi must be able to move adjacent to an opponent's figure in order to use Charging Assault.
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.
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.
Rygarn Chrono-Key  M 
 A 
Once per round, before revealing a numbered marker on an Army Card in your army, you may choose this Army Card or an Army Card that has at least one figure you control within 6 spaces of Rygarn. Move that numbered Order Marker to the chosen Army Card and reveal it on that Army Card instead.
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.
Zettian Infantry (3) Circuitry Replacement  A 
 D 
If a friendly Soulborg Hero who follows Utgar receives one or more wounds from a special power that is not an attack, you may destroy a guard in the Zettian Infantry you control that is adjacent to that Hero to ignore any wounds that Hero just received.
Clawfoot Interceptor Claw Grab  M 
While this Clawfoot Interceptor is flying, you may choose one small figure or one friendly medium Raptorian figure that it passed over this turn. Place the chosen figure on an empty same-level space adjacent to this Clawfoot Interceptor at the end of its move. If the chosen figure is engaged when it is moved by Claw Grab, it will not take any leaving engagement attacks. Figures under overhangs can never be moved by Claw Grab.
Koggo Clear Shot  R 
 A 
When attacking a figure that is not engaged, Koggo rolls 1 additional attack die.
Tomb Skeleton Archers (2) Clear Shot  R 
 A 
When attacking a figure that is not engaged, a Tomb Skeleton Archer rolls 1 additional attack die.
Tandros Kreel Cleave  A 
When Tandros Kreel attacks an adjacent figure, you may choose one Squad figure that is also adjacent to Tandros Kreel. If the defending figure receives any wounds from Tandros Kreel's attack, the chosen figure receives one wound.
Axegrinders of Burning Forge (4) Climb X2  M 
When moving up or down levels of terrain, The Axegrinders of Burning Forge may double their Height.
Deathreavers (4) Climb X2  M 
When moving up or down levels of terrain, Deathreavers may double their Height.
Marrden Nagrubs (3) Climb X2  M 
When moving up or down levels of terrain, Marrden Nagrubs may double their Height.
Migol Ironwill Climb X2  M 
When moving up or down levels of terrain, Migol Ironwill may double his Height.
Shieldsmiths of Granite Keep (3) Climb X2  M 
When moving up or down levels of terrain, Shieldsmiths of Granite Keep may double their height.
Wolves of Badru (3) Climb X2  M 
When moving up or down levels of terrain, Wolves of Badru may double their height.
Fyorlag Spiders (3) Climb X3  M 
When moving up or down levels of terrain, Fyorlag Spiders may triple their height.
Red Ants of Aunstrom (4) Climb X3  M 
When moving up or down levels of terrain, Red Ants of Aunstrom may triple their height.
Xualtiaca Fire Ants (4) Climb X3  M 
When moving up or down levels of terrain, Xualtiaca Fire Ants may triple their height.
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.
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.
Patrick Ferguson Code of Honor Patrick Ferguson cannot attack unengaged Unique figures that do not have any Order Markers on their Army Cards.
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.
Greater Ice Elemental Cold Healing  D 
After taking a turn with this Greater Ice Elemental, if it is on at least one snow or ice space, remove 1 wound marker from this Greater Ice Elemental's Army Card.
Ice Troll Berserker Cold Regenerate  D 
After taking a turn with this Ice Troll Berserker, remove 1 wound marker from this Ice Troll Berserker's Army Card. If it is on a snow or ice space, remove 1 additional wound marker.
Tandros Kreel Combat Challenge  A 
If an opponent's figure that is adjacent to Tandros Kreel attacks with a normal or special attack, it must attack Tandros Kreel.
Gen. Simon Fraser Combat Leader  M 
 A 
If at least one Order Marker is on Gen. Simon Fraser, you may add 3 to your initiative roll.
Mogrimm Forgehammer Combat Leader  M 
 A 
If at least one order marker is on Mogrimm Forgehammer, you may add 3 to your initiative roll.
Protectors of Ullar (3) Combined Arbalest  A 
When attacking with a Protector of Ullar, roll 1 additional attack die for every wound that has been inflicted on the defending figure this turn by Protectors of Ullar you control.
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.
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.
Ewashia, Master of Tides Command Familiar  M 
 A 
After revealing an Order Marker on Ewashia, Master of Tides, before taking Ewashia's turn, you may take a turn with a Small or Medium Beast you control.
Raakchott, Steward of Death Command Familiar  M 
 A 
After revealing an Order Marker on Raakchott, Steward of Death, before taking Raakchott's turn, you may take a turn with a Small or Medium Beast you control.
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.
Shiori Concentrated Will  A 
 D 
If Shiori has only one unrevealed order marker on her Army Card, add 1 to her attack and defense.
Raakchott, Steward of Death Consume the Dead  A 
Start the game with 3 red Consume Markers. When a figure within 3 clear sight spaces of Raakchott is destroyed, place a Consume Marker on this Army Card. You cannot place more than one Consume Marker on this card each turn.
Deltacron Corrupted Programming When revealing an order marker on Deltacron, after taking Deltacron's turn, if Deltacron's normal or special attack destroyed a figure or destructible object, you must roll the 20-sided die. If you roll a 3 or lower, choose an opponent. That opponent will now take a turn with Deltacron, but will not be able to view any unrevealed Order Markers on this card. At the end of that turn, control of Deltacron returns to you. All Order Markers that were on Deltacron's Army Card will stay on his Army Card.
Akumaken Counter Strike  A 
 D 
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against Samurai.
Charos Counter Strike  A 
 D 
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.
Izumi Samurai (3) Counter Strike  A 
 D 
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai.
Kaemon Awa Counter Strike  A 
 D 
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai.
Kantono Daishi Counter Strike  A 
 D 
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against Samurai.
Kozuke Samurai (3) Counter Strike  A 
 D 
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai.
Tagawa Samurai (3) Counter Strike  A 
 D 
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai.
Tagawa Samurai Archers (3) Counter Strike  A 
 D 
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai.
Tomoe Gozen Counter Strike  A 
 D 
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai.
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.
Knights of Weston (4) A Coward's Reward  M 
 A 
Knights of Weston roll one additional die against figures leaving an engagement with them.
Sir Denrick A Coward's Reward  M 
 A 
Sir Denrick rolls one additional die against each figure leaving an engagement with him.
Sir Orrick A Coward's Reward  M 
 A 
Sir Orrick rolls one additional die against each figure leaving an engagement with him.
Koggo Cower  M 
 D 
After Koggo rolls defense dice against a normal attack from an opponent's figure, you may move Koggo up to 3 spaces, and Koggo no longer has any visible Hit Zones for the duration of the attacking figure's turn while he remains unengaged. Koggo will never take any leaving engagement attacks while using Cower.
53rd North Carolina Sharpshooters (2) Crack Shot  R 
 A 
A 53rd North Carolina Sharpshooter receives an additional attack die when attacking a figure that is at least 4 spaces away.
Siege Crag of Steel  M 
 A 
 D 
When revealing a numbered order marker on Siege's Army Card, you may also reveal an "X" order marker that is on Siege's Army Card to activate Crag of Steel for the duration of the round. While Crag of Steel is active, add 3 to Siege's Defense value and subtract 2 from Siege's Attack and Move values. When Siege attacks while Crag of Steel is active, he may attack any or all figures adjacent to him. Roll each attack separately.
Ewashia, Master of Tides Create Water Ewashia starts each game with 3 water tiles on this Army Card. At the end of Ewashia's turn, you may place a water tile from this Army Card on Ewashia's space or within 1 space of Ewashia, if the water tile fits normally onto that space.
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).
Kozil Crushing Grasp 15  A 
After attacking with Kozil, if Kozil attacked a small or medium figure and rolled at least one skull and Kozil is still adjacent to that figure, you may roll the 20-sided die. If you roll a 15 or higher, inflict 2 wounds on that figure.
Crypt Guardian Curse of the Mummy  A 
When you choose an opponent's figure and roll the 20-sided die for a special power on any Undead Army Card, you may add 2 to the die roll if the chosen figure is engaged with this Crypt Guardian.
Red Ants of Aunstrom (4) Cutting Mandibles  M 
 A 
Each Red Ant of Aunstrom that did not move this turn may add 1 die to its attack.
Gladiatrons (4) Cyberclaw  M 
All small or medium opponent's figures that enter or occupy a space adjacent to any Gladiatron may not move. Figures affected by the Cyberclaw cannot be moved by any special power on an Army Card or Glyph.
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.
Acolytes of Vorganund (3) Dark Pact  M 
 A 
After taking a turn with the Acolytes of Vorganund, you may take a turn with a Bound Hero you control. If you do, and a figure other than the Bound Hero received wounds or was destroyed during the Bound Hero's turn, nothing happens. Otherwise, destroy an Acolyte of Vorganund you control.
Omnicron Snipers (3) Deadly Shot  R 
 A 
When attacking with Omnicron Snipers, all skulls rolled count for one additional hit.
Patrick Ferguson Deadly Shot  R 
 A 
When attacking with Patrick Ferguson, 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.
Executioner 616 Deadly Strike  A 
When attacking with Executioner 616, each skull rolled counts as one additional hit.
Loviatak the Kyrie Warrior Deadly Strike  A 
When attacking with Loviatak, all skulls rolled count for one additional hit.
Migol Ironwill Deadly Strike  A 
When attacking with Migol Ironwill, each skull rolled counts as one additional hit.
Minions of Utgar (3) Deadly Strike  A 
When attacking with Minions of Utgar all skulls rolled count for one additional hit.
Specters of Aldorn (4) Deathly Touch  A 
When attacking with the Specters of Aldorn, if at least one Specter of Aldorn moved through the defending figure this turn, subtract 1 from its defense.
Warriors of Ashra (3) Defensive Agility  D 
When a Warrior of Ashra rolls defensive dice against a normal attack from an adjacent figure, one shield will block all damage.
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.
Thorgrim the Viking Champion Defensive Aura 1  D 
All friendly figures adjacent to Thorgrim add 1 die to their defense.
Tomoe Gozen Defensive Formation  D 
If Tomoe Gozen is adjacent to at least one other Samurai you control, add 1 die to the Defense of Tomoe Gozen and all Samurai you control adjacent to Tomoe Gozen.
Ebon Armor (4) Defensive Positioning  D 
While an Ebon Armor is engaged, it has no visible Hit Zone.
Varkaanan Blade Dancers (3) Defensive Vault  M 
 D 
After a Varkaanan Blade Dancer rolls defense dice against a normal attack from an adjacent opponent's figure, if she is still adjacent to the attacking figure, you may place that Varkaanan Blade Dancer on any other space adjacent to the attacking figure, if possible. A Varkaanan Blade Dancer does not take any leaving engagement attacks when using Defensive Vault.
Akumaken Demonblade  A 
For every opponent's figure Akumaken destroys, place a Soul Marker on this card. Before attacking with Akumaken, you may remove any number of Soul Markers from this card. For each marker removed, add 1 automatic skull to whatever is rolled. A maximum of 2 Soul Markers can be placed on this card. Akumaken cannot use Demonblade on destructible objects.
Morgoloth Demon Leadership  M 
All Demons you control, except Morgoloth, move one additional space.
Zettian Deathwings (2) Detonation Special Attack  A 
Range 1. Attack 5. A Zettian Deathwing that moved but did not attack normally may use Detonation Special Attack. Any figures adjacent to the attacking Zettian Deathwing are affected by Detonation Special Attack. Roll 5 attack dice for all affected figures. Destroy the attacking Zettian Deathwing before each figure rolls defense dice separately.
Dumutef Guard Devourer Attack Enhancement  A 
All friendly Devourers adjacent to a Dumutef Guard receive an additional attack die.
Ashi-Dhulu Devour from Beneath  R 
 A 
Before using Stealth Underground Movement, you may choose a small or medium Common figure on a space where Ashi-Dhulu could end his Stealth Underground Movement. Destroy the chosen figure and immediately place Ashi-Dhulu on that space using Stealth Underground Movement.
Count Raymond Devout Leadership  M 
All figures you control with a devout personality move one additional space.
Ranjit Singh Diplomatic Subterfuge  R 
 A 
Once per round, after moving and before attacking, you may choose a figure within 4 clear sight spaces of Ranjit Singh and roll the 20-sided die. If you roll an 8 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 card for that figure).
Omegacron Directed Fire  A 
Instead of attacking with Omegacron this turn, you may choose up to 3 unengaged Soulborg Squad figures you control who follow Jandar. Take a single turn with the chosen figures, during which the chosen figures may only attack. Omegacron must also have line of sight to any figure attacked using Directed Fire.
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.
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.
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.
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.
Agent Carr Disengage  M 
 D 
Agent Carr is never attacked when leaving an engagement.
Arrow Gruts (3) Disengage  M 
 D 
Arrow Gruts are never attacked when leaving an engagement.
Arthur of Sherwood Disengage  M 
 D 
Arthur of Sherwood is never attacked when leaving an engagement.
Blade Gruts (4) Disengage  M 
 D 
Blade Gruts are never attacked when leaving an engagement.
Bol Disengage  M 
 D 
Bol is never attacked when leaving an engagement.
Brute Gruts (4) Disengage  M 
 D 
Brute Gruts are never attacked when leaving an engagement.
Buccaneers of Tortuga (4) Disengage  M 
 D 
Buccaneers of Tortuga are never attacked when leaving an engagement.
Deathreavers (4) Disengage  M 
 D 
Deathreavers are never attacked when leaving an engagement.
Exiles of the Sundered Sea (4) Disengage  M 
 D 
Exiles of the Sundered Sea are never attacked when leaving an engagement.
Fia Bonny the Void Siren Disengage  M 
 D 
Fia Bonny is never attacked when leaving an engagement.
Heavy Gruts (4) Disengage  M 
 D 
Heavy Gruts are never attacked when leaving engagements.
Hrognak Disengage  M 
 D 
Hrognak is never attacked when leaving an engagement.
Kha Disengage  M 
 D 
Kha is never attacked when leaving an engagement.
Knaves of the Silver Scimitar (4) Disengage  M 
 D 
Knaves of the Silver Scimitar are never attacked when leaving an engagement.
Locksley Disengage  M 
 D 
Locksley is never attacked when leaving an engagement.
Nerak the Glacian Swog Rider Disengage  M 
 D 
Nerak is never attacked when leaving an engagement.
Ninjas of the Northern Wind (3) Disengage  M 
 D 
Ninjas of the Northern Wind are never attacked when leaving an engagement.
Nottingham Brigand Disengage  M 
 D 
A Nottingham Brigand is never attacked when leaving an engagement.
Siiv Disengage  M 
 D 
Siiv is never attacked when leaving an engagement.
Swog Rider Disengage  M 
 D 
Swog Rider is never attacked when leaving an engagement.
Tornak Disengage  M 
 D 
Tornak is never attacked when leaving an engagement.
Isamu Dishonorable Attack  A 
When attacking a figure who follows Jandar, Isamu rolls 2 additional attack dice.
Kantono Daishi Dishonorable Leadership  M 
 A 
When revealing an Order Marker on Kantono Daishi, after taking Kantono Daishi's turn, if Kantono Daishi is unengaged, you may take a turn with one of the following that you control: 1 Ninja Squad, or up to 2 Ninja Heroes. Any figure that is taking a turn with Dishonorable Leadership must be within clear sight of Kantono Daishi before moving.
Marutuk Dismissive Swipe  M 
 A 
At any point while moving normally, if Marutuk is on a space where she may end her movement, Marutuk may choose an adjacent small or medium figure and roll the 20-sided die. If you roll a 12 or higher, the chosen figure receives 1 wound. Marutuk may only use this power once per turn. If she does, she cannot attack a small or medium figure this turn.
Templar Cavalry (3) Dismiss the Rabble  D 
When rolling defense dice against adjacent attacking small or medium Squad figures, Templar Cavalry Knights receive 1 additional defense die.
Clawfoot Interceptor Dive Bomb  M 
 A 
If this Clawfoot Interceptor uses its Flying special power this turn, it receives 2 additional attack dice.
Van Nessing Divine Mission  M 
 A 
After revealing an order marker on Van Nessing's Army Card, after taking Van Nessing's turn, you may reveal an "X" order marker that is on Van Nessing's Army Card and take another turn with Van Nessing. During this additional turn, Van Nessing adds 2 to his normal attack against Undead figures.
Evar Scarcarver Double Assault  R 
 A 
When Evar Scarcarver attacks an adjacent figure or destructible object, he may attack one additional time.
Kha Double Assault  R 
 A 
When Kha attacks an adjacent figure or destructible object, he may attack one additional time.
Louis "Mad Dog" Malone Double Assault  R 
 A 
When Louis "Mad Dog" Malone 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.
Calibrax the Kyrie Warrior Double Attack  R 
 A 
When Calibrax attacks, he may attack one additional time.
Einar Imperium, The (3) Double Attack  A 
When each member of the Einar Imperium attacks, he may attack one additional time.
Guilty McCreech Double Attack  R 
 A 
When Guilty McCreech attacks, he may attack one additional time.
Krug Double Attack  A 
When Krug attacks, he may attack one additional time.
Lilja Double Attack  R 
 A 
When Lilja attacks, she may attack one additional time.
Morgoloth Double Attack  A 
When Morgoloth attacks, he may attack one additional time.
Ogre Pulverizer Double Attack  R 
 A 
When this Ogre Pulverizer attacks, it may attack one additional time.
Omegacron Double Attack  R 
 A 
When Omegacron attacks, he may attack one additional time.
Syvarris Double Attack  R 
 A 
When Syvarris attacks, he may attack one additional time.
Tyrian the Kyrie Warrior Double Attack  R 
 A 
When Tyrian attacks, he may attack one additional time.
20th Maine Volunteers (3) Downhill Attack  A 
A 20th Maine Volunteer with a height advantage on an adjacent opponent's figure rolls an additional attack die when attacking that figure.
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.
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.
Nhah Scirh Cultists (4) Dragonkind Enmity  A 
A Nhah Scirh Cultist rolls an additional attack die when attacking a Dragon.
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.
Motley Max Dread Chain Grab 6  M 
After moving and before attacking with Motley Max, you may choose up to two enemy small or medium figures within 3 clear sight spaces whose bases are no more than 6 levels above Motley Max's height or 6 levels below Motley Max's base. Roll the 20-sided die once for each figure. If you roll a 6 or higher, place that figure on any empty same-level space adjacent to Motley Max. If the chosen figure is engaged when it is moved by Dread Chain Grab 6, it will not take any leaving engagement attacks.
Corvor the Tainted One Dreadful Presence  A 
Figures attacking Corvor the Tainted One with a normal attack subtract 1 from their attack dice.
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.
Red Mantis Blade Dancers (2) Dual Strike  A 
When a Red Mantis Blade Dancer attacks, that Blade Dancer may attack one additional time. A Red Mantis Blade Dancer cannot attack the same figure more than once per turn.
Varkaanan Darkclaws (3) Dual Strike  A 
When a Varkaanan Darkclaw attacks, he may attack one additional time. A Varkaanan Darkclaw cannot attack the same figure more than once per turn.
Mok Dwarven Gunners  M 
Instead of attacking with a Dwarf Squad figure you control that is unengaged and adjacent to Mok, you may remove that figure from the battlefield and place it on this card. There can be a maximum of two Dwarf figures on this card.
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.
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.
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.
Zhen Yuan Eagle Claw  A 
Before attacking with Zhen Yuan, you may choose an opponent's adjacent figure to attack with Eagle Claw. If the chosen figure receives one or more wounds from Zhen Yuan but is not destroyed, Zhen Yuan may attack the chosen figure one additional time. For the second attack, the chosen figure subtracts 1 from its defense dice for each wound received on the first attack. You may not use Whirlwind Assault if you chose a figure for Eagle Claw this turn.
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.
Bahadur Easy Prey  A 
Small Squad figures attacked by Bahadur subtract 2 from their defense dice. Medium Squad figures attacked by Bahadur subtract 1 from their defense dice.
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.
Buccaneers of Tortuga (4) Elusive 15  M 
 D 
If a Buccaneer of Tortuga you control is attacked by an opponent's figure that is not adjacent and at least 1 skull is rolled, roll the 20-sided die. If you roll a 1-14, roll defense dice normally. If you roll a 15 or higher, that Buccaneer of Tortuga takes no damage and may immediately move up to 3 spaces.
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.
Haduc Elven Supremacy  A 
Any time you roll the 20-sided die for an Elf Army Card, you may add 1 to your die roll.
Re-Tak-Shi Emerge from Swamp  M 
At the start of each round, before you place Order Markers, roll the 20-sided die. If you roll a 12-16, you may place Re-Tak-Shi on any empty water space or swamp space within 10 spaces. If you roll a 17 or higher, you may place her on any empty space within 10 spaces. If Re-Tak-Shi is engaged when she uses Emerge from Swamp, she will not take any leaving engagement attacks.
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).
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.
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.
Motley Max Engagement Strike 14  M 
 A 
If an opponent's small or medium figure moves adjacent to Motley Max, roll the 20-sided die. If you roll a 14 or higher, the opponent's figure receives a wound. Figures may only be targeted as they move into engagement with Motley Max.
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.
Bloodburst Thrall Engorge  A 
When a Bloodburst Thrall attacks, you may add 1 to its Attack number. If you do, and the defending figure is destroyed, you must roll the 20-sided die. If you roll a 13 or lower, destroy that Bloodburst Thrall.
Bramcephys Enraged  M 
 A 
When revealing an Order Marker on Bramcephys, after taking Bramcephys's turn, if there are six or more wound markers on this card you may take one additional turn with Bramcephys.
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.
Cxurg'gyath Enslave Enhancement  A 
Add 1 to your die roll when you roll for the Enslave power on any Army Card.
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).
Xenithrax the Vineweaver Erupting Earth Special Attack  R 
 A 
Range 5+ Special. Attack 4 - Special. The first target of Erupting Earth Special Attack must be within a range of 5. After attacking with Erupting Earth Special Attack, you may choose a figure that was adjacent to the defending figure at the beginning of that attack and attack that chosen figure with Erupting Earth Special Attack, rolling one fewer attack die. You may continue attacking with Erupting Earth Special Attack in this manner, rolling one fewer die than the previous attack, up to a total of four attacks. A figure cannot be attacked more than once in a turn with Erupting Earth Special Attack.
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.
Sonya Esenwein Eternal Heartbreak If you control Cyprien Esenwein and he is destroyed, Sonya Esenwein immediately receives 2 wounds.
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.
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.
Beakface Rogue Evasive 2  R 
 D 
When a Beakface Rogue rolls defense dice against an attacking figure who is not adjacent, add 2 defense dice to the defending Rogue.
Mellifera Evasive 2  R 
 D 
When Mellifera rolls defense dice against an attacking figure who is not adjacent, add 2 defense dice to Mellifera.
Zettian Deathwings (2) Evasive 2  R 
 D 
When a Zettian Deathwing rolls defense dice against an attacking figure who is not adjacent, add 2 defense dice to the defending Zettian Deathwing.
Beakface Sneaks (2) Evasive 3  R 
 D 
When a Beakface Sneak rolls defense dice against an attacking figure who is not adjacent, add 3 defense dice to the defending Sneak.
Elite Onyx Vipers (3) Evasive 8  R 
 D 
When an Elite Onyx Viper rolls defense dice against an attacking figure who is not adjacent, add 8 defense dice to the defending Viper.
Brontos Evil Eye Defense  R 
 A 
 D 
When rolling defense dice against a normal attack from a non-adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.
Gurei-Oni Evil Eye Defense  R 
 A 
 D 
When rolling defense dice against a normal attack from a non-adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.
Bramcephys Evil Eye Glare  R 
 A 
 D 
When rolling defense dice against a normal attack from a non-adjacent opponent, if there are any excess shields, you may choose either the attacking figure or a figure adjacent to the attacking figure to receive one wound.
Torin Evil Eye Protection  R 
 A 
 D 
When Torin, or any friendly small or medium Utgar figure adjacent to Torin, rolls defense dice against a normal attack from a non-adjacent attacking figure, all excess shields count as unblockable hits inflicted by Torin on the attacking figure.
Warden 816 Evisceraxe Special Attack  A 
Range 1. Attack 5. The Evisceraxe Special Attack cannot be used on small figures.
Mezzodemon Warmongers (2) Exoskeleton  D 
At the start of the game, place 1 copper Exoskeleton marker on a Mezzodemon Warmongers Army Card for each Mezzodemon Warmonger figure in your Army. After a Mezzodemon Warmonger rolls defense dice against a normal attack, you may remove 1 Exoskeleton marker from its Army Card to ignore all wounds inflicted by that attack.
Jarek Guy Exosuit 15  D 
If Jarek Guy is attacked and at least 1 skull is rolled, roll the 20-sided die. If you roll 1-14, roll defense dice normally. If you roll a 15 or higher, ignore all damage that would be inflicted by the attack.
Soontir Van Exosuit 15  D 
If Soontir Van is attacked and at least 1 skull is rolled, roll the 20-sided die. If you roll 1-14, roll defense dice normally. If you roll a 15 or higher, ignore all damage that would be inflicted by the attack.
Bugbear Basher Expendable Rabble  D 
If this Bugbear Basher 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 this Bugbear Basher to ignore any wounds this Bugbear Basher just received.
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.
Kira Jax Exploit Weakness  R 
 A 
At any point before, during, or after movement, you may choose one opponent's figure within 6 clear sight spaces of Kira Jax. All of the special powers on the chosen figure's army card (or cards if your opponent has more than one Common Army Card for that figure) are negated until the end of Kira Jax's turn. Kira Jax can only use Exploit Weakness once per turn.
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.
Deathcommander Mark 3 Explosive Rounds Special Attack  A 
Range 5. Attack 3. Choose a figure to attack. You may also choose one other figure adjacent to the targeted figure to be affected by Explosive Rounds Special Attack. Roll attack dice once for both figures. Each figure rolls defense dice separately. When Deathcommander Mark 3 attacks with his Explosive Rounds Special Attack, he may attack one additional time.
Raelin the Kyrie Warrior v2 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.
Cormin the Dark Facade  D 
If Cormin the Dark is targeted for a normal attack from an opponent's figure, you may roll the 20-sided die. If you roll an 11 or higher, choose a small or medium figure you control that is within 4 spaces of Cormin. Switch Cormin with the chosen figure. If you do, the attacking figure must attack the chosen figure, if possible, and cannot attack any other figure this turn. Figures moved by Facade never take any leaving engagement attacks. You cannot roll for the Facade power more than once per turn.
Nhah Scirh Cultists (4) Fanatical Advance  M 
A Nhah Scirh Cultist is never attacked when leaving an engagement with a Squad figure.
Kate Crawford Fan the Hammer Special Attack  A 
Range 5. Attack 2. Choose a figure to attack. Kate may attack that figure up to three times with Fan the Hammer Special Attack.
Axegrinders of Burning Forge (4) Fearless Advantage  A 
 D 
An Axegrinder of Burning Forge rolls an additional die when attacking or defending against large or huge figures.
Heracles Fearless Advantage  A 
Heracles rolls an additional die when attacking or defending against large or huge figures.
Quasatch Hunters (3) Feral Rage  A 
When a Quasatch Hunter attacks, it may attack up to 2 additional times. A Quasatch Hunter cannot attack the same figure more than once per turn.
Seleena Feral Swipe  A 
If Seleena is attacking an adjacent figure, add 1 die to Seleena's attack. If that figure is a Hybrid, add one additional die to Seleena's attack.
Erevan Sunshadow Fey Step  M 
Once per game, Erevan Sunshadow may use Fey Step. Before moving normally with Erevan Sunshadow, you may place him on any empty space within 5 spaces of his current location. If Erevan Sunshadow is engaged when he uses Fey Step, he will not take any leaving engagement attacks.
Garrett Burns Fight the Law  A 
When attacking a Lawman, Garrett Burns rolls 1 additional attack die.
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.
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.
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.
8th Infantry Pathfinder Firefight  R 
 A 
After revealing an Order Marker on an 8th Infantry Pathfinder, instead of taking a turn with a Pathfinder, you may choose up to three Pathfinders you control. One at a time, take a turn with each Pathfinder. During these turns, the chosen Pathfinders may not move.
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.
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.
Knaves of the Silver Scimitar (4) First Assault 1  M 
 A 
When attacking with a Knave of the Silver Scimitar, if the defending figure was not adjacent to that Knave of the Silver Scimitar at the start of this turn, that Knave of the Silver Scimitar receives 1 additional attack die.
Maltis Tez First Assault 2  M 
 A 
When attacking with Maltiz Tez, if the defending figure was not adjacent to Maltis Tez at the start of this turn, Maltis Tez receives 2 additional attack dice.
Olog First Assault 2  M 
 A 
When attacking with Olog, if the defending figure was not adjacent to Olog at the start of this turn, Olog receives 2 additional attack dice.
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.
Varkaanan Swiftfangs (4) First Strike  M 
 A 
When Order Marker 1 is revealed on the Varkaanan Swiftfangs, add 2 to their Move number and 1 extra attack die for that turn.
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.
Vulcanmech Incendiborgs (3) Flamethrower Special Attack  R 
 A 
Range Special. Attack 4. A Vulcanmech Incendiborg that does not attack normally may use Flamethrower Special Attack. Choose 2 spaces in a straight line from the attacking Vulcanmech Incendiborg. All figures on those spaces that are in line of sight are affected by Flamethrower Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
Tomb Skeletons (3) Flanking  A 
When attacking with a Tomb Skeleton you control, if the defending figure is engaged with at least 1 other figure you control, it subtracts 1 from its defense dice.
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.
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.
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.
Blue Wyrmling Fledgling Lightning Breath Special Attack  R 
 A 
Range 4 + Special. Attack 2. Choose a figure to attack. You may also choose one other figure within 3 clear sight spaces of the targeted figure to be affected by Fledgling Lightning Breath Special Attack. Roll attack dice once for both figures. Each figure rolls defense dice separately. Fledgling Lightning Breath Special Attack does not affect destructible objects.
Command Courier Fleet Footed  M 
 D 
If a Command Courier is attacked with a normal attack 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 an 11 or higher, that Command Courier takes no damage and instead may move up to 4 spaces. A figure moving with Fleet Footed never takes any leaving engagement attacks. A Command Courier can use Fleet Footed only if he ends his move not adjacent to any enemy figures.
Beakface Sneaks (2) Flocking  M 
After taking a turn with the Beakface Sneaks, if at least one Beakface Sneak attacked an opponent's figure, you may move up to two Raptorians you control that did not move or attack this turn up to 6 spaces each.
Quorik Warwitch Flutter  M 
 D 
If Quorik Warwitch is attacked by an adjacent opponent's figure and at least 1 skull is rolled, roll the 20-sided die. If you roll 1-9, roll defense dice normally. If you roll a 10 or higher, Quorik Warwitch takes no damage and may immediately move up to 2 spaces. If Quorik Warwitch is engaged when she starts to flutter, she will not take any leaving engagement attacks.
Amberhive Protectors (4) Flying  M 
When counting spaces for an Amberhive Protector’s movement, ignore elevations. An Amberhive Protector may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When an Amberhive Protector starts to fly, if she is engaged, she will take any leaving engagement attacks.
Atlaga the Kyrie Warrior Flying  M 
When counting spaces for Atlaga's movement, ignore elevations. Atlaga may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Atlaga starts to fly, if he is engaged he will take any leaving engagement attacks.
Axentia Flying  M 
When counting spaces for Axentia's movement, ignore elevations. Axentia may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Axentia starts to fly, if she is engaged she will take any leaving engagement attacks.
Azazel the Kyrie Warrior Flying  M 
When counting spaces for Azazel the Kyrie Warrior's movement, ignore elevations. Azazel may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Azazel starts to fly, if he is engaged he will take any leaving engagement attacks.
Black Wyrmling Flying  M 
When counting spaces for a Black Wyrmling's movement, ignore elevations. A Black Wyrmling may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If a Black Wyrmling is engaged when it starts to fly, it will take any leaving engagement attacks.
Blue Wyrmling Flying  M 
When counting spaces for a Blue Wyrmling's movement, ignore elevations. A Blue Wyrmling may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If a Blue Wyrmling is engaged when it starts to fly, it will take any leaving engagement attacks.
Braxas Flying  M 
When counting spaces for Braxas's movement, ignore elevations. Braxas may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Braxas starts to fly, if she is engaged she will take any leaving engagement attacks.
Brimstone Flying  M 
When counting spaces for Brimstone's movement, ignore elevations. Brimstone may pass over water, without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Brimstone starts to fly, if he is engaged he will take any leaving engagement attacks.
Calibrax the Kyrie Warrior Flying  M 
When counting spaces for Calibrax's movement, ignore elevations. Calibrax may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If Calibrax is engaged when he starts to fly, he will take any leaving engagement attacks.
Charos Flying  M 
When counting spaces for Charos's movement, ignore elevation. Charos may fly over water without stopping. Charos may pass over figures without becoming engaged. Charos may fly over obstacles such as ruins. When Charos starts to fly, if he is engaged he will take any leaving engagement attacks.
Clawfoot Interceptor Flying  M 
When counting spaces for a Clawfoot Interceptor's movement, ignore elevations. A Clawfoot Interceptor may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Clawfoot Interceptor starts to fly, if it is engaged it will take any leaving engagement attacks.
Concan the Kyrie Warrior Flying  M 
When counting spaces for Concan's movement, ignore elevations. Concan may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Concan starts to fly, if he is engaged he will take any leaving engagement attacks.
Corvor the Tainted One Flying  M 
When counting spaces for Corvor the Tainted One's movement, ignore elevations. Corvor may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Corvor starts to fly, if he is engaged he will take any leaving engagement attacks.
Emperor Andask Flying  M 
When counting spaces for Emperor Andask's movement, ignore elevations. Emperor Andask may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If Emperor Andask is engaged when he starts to fly, he will take any leaving engagement attacks.
Himmelskralle Flying  M 
When counting spaces for Himmelskralle's movement, ignore elevations. Himmelskralle may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Himmelskralle starts to fly, if she is engaged she will take any leaving engagement attacks.
Iskra Esenwein Flying  M 
When counting spaces for Iskra Esenwein's movement, ignore elevations. Iskra Esenwein may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Iskra Esenwein starts to fly, if she is engaged she will take any leaving engagement attacks.
Kalagrith Flying  M 
When counting spaces for Kalagrith's movement, ignore elevations. Kalagrith may fly over water without stopping, pass over figures without becoming engaged and fly over obstacles such as ruins. When Kalagrith starts to fly, if she is engaged, she will take any leaving engagement attacks.
Kelda the Kyrie Warrior Flying  M 
When counting spaces for Kelda's movement, ignore elevations. Kelda may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Kelda starts to fly, if she is engaged she will take any leaving engagement attacks.
Loviatak the Kyrie Warrior Flying  M 
When counting spaces for Loviatak's movement, ignore elevations. Loviatak may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Loviatak starts to fly, if she is engaged she will take any leaving engagement attacks.
Marcu Esenwein Flying  M 
When counting spaces for Marcu Esenwein's movement, ignore elevations. Marcu Esenwein may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Marcu Esenwein starts to fly, if he is engaged he will take any leaving engagement attacks.
Mellifera Flying  M 
When counting spaces for Mellifera's movement, ignore elevations. Mellifera may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Mellifera starts to fly, if she is engaged, she will take any leaving engagement attacks.
Mimring Flying  M 
When counting spaces for Mimring's movement, ignore elevations. Mimring may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Mimring starts to fly, if he is engaged he will take any leaving engagement attacks.
Minions of Utgar (3) Flying  M 
When counting spaces for Minions of Utgar's movement, ignore elevation. Minions of Utgar may fly over water without stopping, pass over figures without becoming engaged and fly over obstacles such as ruins. When a Minion of Utgar starts to fly, if he is engaged he will take any leaving engagement attacks.
Misaerx the Kyrie Warrior Flying  M 
When counting spaces for Misaerx's movement, ignore elevations. Misaerx may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Misaerx starts to fly, if she is engaged she will take any leaving engagement attacks.
Moltenclaw Flying  M 
When counting spaces for Moltenclaw's movement, ignore elevations. Moltenclaw may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If Moltenclaw is engaged when he starts to fly, he will take any leaving engagement attacks.
Nicholas Esenwein Flying  M 
When counting spaces for Nicholas Esenwein's movement, ignore elevations. Nicholas Esenwein may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Nicholas Esenwein starts to fly, if he is engaged he will take any leaving engagement attacks.
Nilfheim Flying  M 
When counting spaces for Nilfheim's movement, ignore elevations. Nilfheim may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Nilfheim starts to fly, if he is engaged he will take any leaving engagement attacks.
Onshu the Welkineye Flying  M 
When counting spaces for Onshu's movement, ignore elevations. Onshu may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Onshu starts to fly, if he is engaged he will take any leaving engagement attacks.
Othkurik The Black Dragon Flying  M 
When counting spaces for Othkurik's movement, ignore elevations. Othkurik may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If Othkurik is engaged when he starts to fly, he will take any leaving engagement attacks.
Protectors of Ullar (3) Flying  M 
When counting spaces for a Protector of Ullar's movement, ignore elevations. A Protector of Ullar may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Protector of Ullar starts to fly, if he is engaged he will take any leaving engagement attacks.
Quahon Flying  M 
When counting spaces for Quahon's movement, ignore elevations. Quahon may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If Quahon is engaged when she starts to fly, she will take any leaving engagement attacks.
Quorik Warwitch Flying  M 
When counting spaces for Quorik Warwitch's movement, ignore elevations. Quorik Warwitch may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Quorik Warwitch starts to fly, if she is engaged she will take any leaving engagement attacks.
Racheim Flying  M 
When counting spaces for Racheim's movement, ignore elevations. Racheim may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Racheim starts to fly, if he is engaged he will take any leaving engagement attacks.
Raelin the Kyrie Warrior Flying  M 
When counting spaces for Raelin's movement, ignore elevations. Raelin may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Raelin starts to fly, if she is engaged she will take any leaving engagement attacks.
Raelin the Kyrie Warrior v2 Flying  M 
When counting spaces for Raelin's movement, ignore elevations. Raelin may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Raelin starts to fly, if she is engaged she will take any leaving engagement attacks.
Raelin the Kyrie Warrior v3 Flying  M 
When counting spaces for Raelin's movement, ignore elevations. Raelin may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Raelin starts to fly, if she is engaged she will take any leaving engagement attacks.
Rechets of Bogdan (3) Flying  M 
When counting spaces for Rechets of Bogdan's movement, ignore elevations. Rechets of Bogdan may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Rechet of Bogdan starts to fly, if he is engaged he will take any leaving engagement attacks.
Red Wyrmling Flying  M 
When counting spaces for a Red Wyrmling's movement, ignore elevations. A Red Wyrmling may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If a Red Wyrmling is engaged when it starts to fly, it will take any leaving engagement attacks.
Runa Flying  M 
When counting spaces for Runa's movement, ignore elevations. Runa may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Runa starts to fly, if she is engaged she will take any leaving engagement attacks.
Saylind the Kyrie Warrior Flying  M 
When counting spaces for Saylind's movement, ignore elevations. Saylind may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Saylind starts to fly, if she is engaged she will take any leaving engagement attacks.
Sentinels of Jandar (3) Flying  M 
When counting spaces for Sentinels of Jandar's movement, ignore elevations. Sentinels of Jandar may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Sentinel of Jandar starts to fly, if he is engaged he will take any leaving engagement attacks.
Sgt. Drake Alexander v3 Flying  M 
When counting spaces for Sgt. Drake Alexander's movement, ignore elevations. Drake may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Drake starts to fly, if he is engaged he will take any leaving engagement attacks.
Sonya Esenwein Flying  M 
When counting spaces for Sonya Esenwein's movement, ignore elevations. Sonya Esenwein may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Sonya Esenwein starts to fly, if she is engaged she will take any leaving engagement attacks.
Su-Bak-Na Flying  M 
When counting spaces for Su‑Bak‑Na's movement, ignore elevation. Su‑Bak‑Na may fly over water without stopping. Su‑Bak‑Na may pass over figures without becoming engaged. Su‑Bak‑Na may fly over obstacles such as ruins. When Su‑Bak‑Na starts to fly, if he is engaged he will take any leaving engagement attacks.
Sujoah Flying  M 
When counting spaces for Sujoah's movement, ignore elevations. Sujoah may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Sujoah starts to fly, if he is engaged he will take any leaving engagement attacks.
Theracus Flying  M 
When counting spaces for Theracus's movement, ignore elevations. Theracus may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Theracus starts to fly, if he is engaged he will take any leaving engagement attacks.
Tyrian the Kyrie Warrior Flying  M 
When counting spaces for Tyrian's movement, ignore elevations. Tyrian may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Tyrian starts to fly, if he is engaged he will take any leaving engagement attacks.
Ulginesh Flying  M 
When counting spaces for Ulginesh's movement, ignore elevations. Ulginesh may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Ulginesh starts to fly, if he is engaged he will take any leaving engagement attacks.
White Wyrmling Flying  M 
When counting spaces for a White Wyrmling's movement, ignore elevations. A White Wyrmling may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If a White Wyrmling is engaged when it starts to fly, it will take any leaving engagement attacks.
Wyvern Flying  M 
When counting spaces for a Wyvern's movement, ignore elevations. A Wyvern may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If a Wyvern is engaged when it starts to fly, it will take any leaving engagement attacks.
Xenithrax the Vineweaver Flying  M 
When counting spaces for Xenithrax's movement, ignore elevations. Xenithrax may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Xenithrax starts to fly, if she is engaged she will take any leaving engagement attacks.
Zelrig Flying  M 
When counting spaces for Zelrig's movement, ignore elevations. Zelrig may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Zelrig starts to fly, if he is engaged he will take any leaving engagement attacks.
Zettian Deathwings (2) Flying  M 
When counting spaces for a Zettian Deathwing's movement, ignore elevations. A Zettian Deathwing may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Zettian Deathwing starts to fly, if it is engaged it will take any leaving engagement attacks.
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.
Mellifera Frenzied Swarm 14  A 
After a Common Insect you control attacks a figure within 4 spaces of Mellifera with a normal or special attack, roll the 20-sided die. If you roll a 14 or higher, that Common Insect may attack again with a normal or special attack.
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.
Venoc Warlord Frenzy Enhancement  M 
 A 
Add 1 to your die roll when you roll for the Frenzy power on any Army Card.
Skull Demon Frightening Presence  A 
Common figures attacking this Skull Demon with a normal attack subtract 1 from their attack dice.
Racheim Frost Breath Special Attack  A 
Range 6. Attack 4. Figures with the Lava Resistant special power roll 2 less defense dice when attacked by Racheim's Frost Breath Special Attack.
Evar Scarcarver Frost Rage  A 
 D 
When revealing a numbered order marker on Evar Scarcarver's Army Card, you may also reveal an "X" order marker that is on Evar Scarcarver's Army Card to activate Frost Rage for the duration of the round. While Frost Rage is active, add 1 to Evar Scarcarver's Attack and Defense values for each wound marker on his Army Card.
Asterios Furious Charge Special Attack  M 
 A 
Range 1. Attack 3. Instead of moving and attacking normally with Asterios, you may move Asterios up to 5 spaces. Asterios can attack up to 3 times with Furious Charge Special Attack at any point before, during, or after this move as long as Asterios is on a space where he can end his movement. Asterios cannot attack the same figure more than once on a single turn. Asterios will never take any leaving engagement attacks from small or medium Squad figures while using Furious Charge Special Attack.
Azurite Warlord Furious Wrath 3  A 
When Azurite Warlord attacks, you may add 3 to his Attack number. If you do, at the end of Azurite Warlord's turn place 1 wound marker on Azurite Warlord's Army Card.
Granite Guardians (3) Gain High Ground  M 
After taking a turn with Granite Guardians, you may move each Granite Guardian you control up to 1 space. This space may be up to 4 levels higher.
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.
12th Caucasus Rifles (2) Gas Grenade Special Attack  R 
 A 
Range 5. Lob 12. Attack 1. Before attacking normally, one 12th Caucasus Rifle Soldier may choose a figure to attack with Gas Grenade Special Attack. No clear line of sight is needed. Any figures adjacent to the chosen figure are also affected by Gas Grenade Special Attack. Roll one attack die once for all affected figures. If you roll a skull, all figures affected by Gas Grenade Special Attack subtract 1 from their defense dice for the entire turn. Each figure rolls defense dice separately. Gas Grenade Special Attack never affects destructable objects or 12th Caucasus Rifles.
Agent Carr Ghost Walk  M 
Agent Carr can move through all figures.
Ninjas of the Northern Wind (3) Ghost Walk  M 
Ninjas of the Northern Wind can move through all figures.
Sir Denrick Giant Killer  A 
When Sir Denrick attacks huge figures, add 2 attack dice.
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.
Locksley Give to the Poor Any Treasure Glyphs on this Army Card that are not Ancient Artifact Treasure Glyphs are treated as being on the Army Cards of all friendly Common Heroes within 3 clear sight spaces.
Dzu-Teh (3) Glacier Camouflage  R 
 D 
If a Dzu‑Teh is adjacent to a Glacier Mountain, opponents' figures must be adjacent to that Dzu‑Teh to attack it with a normal attack.
Dzu-Teh (3) Glacier Traverse  M 
If a Dzu-Teh is adjacent to a Glacier Mountain, the Dzu‑Teh may Glacier Traverse instead of moving normally. You may do this with any or all Dzu‑Teh you control each turn. To Glacier Traverse, move to any unoccupied space adjacent to that Glacier Mountain.
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.
Blastatrons (4) Gladiatron Movement Bonding  M 
Before taking a turn with Blastatrons, you may move 4 Gladiatrons you control up to 5 spaces each.
Beakface Rogue Glide  M 
 D 
A Beakface Rogue never rolls for falling damage.
Beakface Sneaks (2) Glide  M 
 D 
Beakface Sneaks never roll for falling damage.
Bugbear Basher Goblin Melee Attack Enhancement  A 
All friendly Goblin figures adjacent to this Bugbear Basher roll an additional attack die when attacking an adjacent figure.
Goblin Slashers (4) Goblin Retreat  M 
After attacking with Goblin Slashers, you may move 3 engaged Goblin Slashers you control up to 3 spaces each. A Goblin Slasher never takes leaving engagement attacks when moving with Goblin Retreat and can only move if it ends its retreating move not adjacent to any enemy figures.
Urk Goblin Sneak Attack  A 
When attacking an opponent's figure, add 1 attack die for every Common Goblin figure you control that is adjacent to the defending figure, to a maximum of 3 additional dice.
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.
Otar Gore and Toss 7  M 
When a small or medium figure rolls defense dice and is not destroyed by an attack from Otar, immediately roll the 20-sided die. If you roll a 7 or higher, you may Toss the figure by placing it on any empty same-level space adjacent to Otar. A figure moved by Gore and Toss never takes any leaving engagement attacks.
Zaeus Gorillinator Attack Bonding  A 
After revealing an order marker on Zaeus, you may take a turn with a squad of Gorillinators you control before taking a turn with Zaeus. The Gorillinators cannot move during this turn.
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.
Sgt. Drake Alexander v2 Grapple Arm  M 
Instead of his normal move, Sgt. Drake Alexander may use his Grapple Arm. Grapple Arm has a move of 4. When counting spaces for Grapple Arm ignore elevations. Drake may grapple over water without stopping, over figures without becoming engaged, and over obstacles such as ruins. Drake may not grapple more than 45 levels up or down in a single Grapple Arm move. If Drake is engaged when he starts his Grapple Arm move, he will take any leaving engagement attacks.
Sgt. Drake Alexander v3 Grapple Grab 8  M 
After moving and before attacking with Drake, you may choose one enemy Small or Medium figure within 4 clear sight spaces whose level is no more than 6 levels above or below Drake's level. Roll the 20-sided die. If you roll a 8 or higher, place the chosen figure on any empty same-level space adjacent to Drake. If the chosen figure is engaged when it is moved by Grapple Grab, it will not take any leaving engagement attacks.
Sgt. Drake Alexander Grapple Gun 25  M 
Instead of Sgt. Drake Alexander's normal move, he may move only one space. This space may be up to 25 levels higher. When using the Grapple Gun, all engagement rules still apply.
Wastewalker Gage Grapple Rifle  M 
Instead of his normal move, Wastewalker Gage may use his Grapple Rifle. Grapple Rifle has a move of 4. When counting spaces for Grapple Rifle, ignore elevations. Gage may grapple over water without stopping, over figures without becoming engaged, and over obstacles such as ruins. Gage may not grapple more than 45 levels up or down in a single Grapple Rifle move. If Gage is engaged when he starts his Grapple Rifle move, he will take any leaving engagement attacks. If Gage used Grapple Rifle this turn, he may not attack a non-adjacent figure.
Priscus Grapple Special Attack  A 
Range 1. Attack 3. A small or medium figure attacked with Grapple Special Attack rolls one less defense die.
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.
Ulfrid Hornwrangler Grim Determination Special Attack  A 
Range 1. Attack 4. If Grim Determination Special Attack does not destroy a figure, Ulfrid Hornwrangler receives a wound and must attack that figure again with his Grim Determination Special Attack, if possible.
Millerson Grit  A 
When Millerson attacks, he may attack one additional time for every two wound markers on this Army Card.
Grok Riders (3) Grok Training Marro Hive cannot rebirth Grok Riders with its Marro Rebirth special power.
Brimstone Growing Heat  A 
After taking a turn with Brimstone, you must place a Growing Heat Marker on this card, up to a maximum of 4 Growing Heat Markers.
Uzog Gruesome Display  A 
When a figure engaged with Uzog defends against an attack from a Durgeth figure, the defending figure rolls one fewer defense die for each Skull Marker on this card.
Warden 816 Guard Leadership  M 
All Guards you control move one additional Space.
M-43 Resistance Fighters (3) Guerrilla Tactics  M 
After taking a turn with the M-43 Resistance Fighters, for each M-43 Resistance Fighter you control that attacked an opponent's figure this turn, you may move any Mariedian figure you control that did not attack this turn up to 3 spaces. A Mariedian figure may only be moved by Guerrilla Tactics once per turn.
Major J15 Guided Cannon Special Attack  R 
 A 
Range 4. Attack 4. Major J15 may target and attack non-adjacent figures with his Guided Cannon Special Attack while engaged.
Mok Gunner Casualties  D 
If there is at least one Dwarf figure on Mok's card when Mok receives one or more wounds from an attack by a non-adjacent figure, you must roll the 20-sided die. If you roll a 15 or higher, remove one Dwarf figure from Mok's card and ignore any wounds.
Mok Gunner Special Attack  A 
Range 5. Attack 3. After attacking normally, Mok may attack with Gunner Special attack once for each Dwarf figure on this card. While engaged, Mok may target and attack non-adjacent figures with Gunner Special Attack. Mok cannot attack the same figure twice with Gunner Special Attack.
Bramcephys Hack and Slash Special Attack  A 
Range 1. Attack 4. When Bramcephys attacks with his Hack and Slash Special Attack, he may attack one additional time. He cannot attack the same figure more than once this turn.
Microcorp Troopers (4) Hard Targets  D 
Figures attacking a Microcorp Trooper never have height advantage.
Augamo Headlong Charge Special Attack  M 
 A 
Range 1. Attack 4. Instead of moving and attacking normally with Augamo, you may move Augamo up to 4 spaces. Augamo can attack up to 2 times with Headlong Charge Special Attack at any point before, during or after this move as long as Augamo is on a space where he could end his movement.
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.
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.
Brimstone Heat Blast Special Attack  A 
Range 2. Attack Special. Heat Blast Special Attack affects all figures within 2 clear sight spaces of Brimstone. Roll one attack die for each Growing Heat Marker on this Army Card. Roll attack dice once for all affected figures. Each figure rolls defense dice seperately. Heat Blast Special Attack does not affect Brimstone or figures with the Lava Resistant special power. After attacking with Heat Blast Special Attack, remove all Growing Heat Markers from this Army card.
Pel the Hill Giant Heavy Axe Pel cannot make leaving engagement attacks against small or medium figures.
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.
Microcorp Troopers (4) Heavy Weapon Special Attack  A 
Range 6. Attack 4. Up to one Microcorp Trooper that was activated but did not move or attack normally this turn may attack with Heavy Weapon Special Attack.
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.
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.
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.
Durgeth Ravagers (3) Hide In Swamp  D 
If a Durgeth Ravager is attacked with a normal attack and at least 1 skull is rolled, roll the 20-sided die. If that Durgeth Ravager is on a swamp space, add 3 to your die roll. If he is on a swamp water 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.
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.
Tombstone Gunslinger High Noon  R 
 A 
A Tombstone Gunslinger rolls an additional attack die for each Unique Outlaw Hero you control within 2 clear sight spaces of that Tombstone Gunslinger, up to a maximum of 2 additional attack dice.
Morgan's Riflemen (3) Hit and Run  M 
After taking a turn with Morgan's Riflemen, if none of the Morgan's Riflemen moved this turn, you may move each Morgan's Rifleman you control up to 5 spaces.
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.
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.
Su-Bak-Na Hive Supremacy  A 
Any time you roll the 20‑sided die for a Marro or Wulsinu Army Card, you may add 1 to your die roll.
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.
20th Maine Volunteers (3) Hold Ground  D 
If there is only one unrevealed Order Marker on any 20th Maine Volunteers army card you control, all 20th Maine Volunteers you control add 2 to their defense dice.
Van Nessing Holy Relic  R 
 D 
When the 20-sided die is rolled for a special power on an opponent's Undead Army Card and at least one of the figures from that Army Card is within 3 clear sight spaces of Van Nessing, subtract 3 from the die roll.
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.
Millerson Honor Among Thieves  R 
 A 
 D 
When a Rogue you control who is adjacent to Millerson is attacked by an opponent's figure that is not adjacent to that Rogue and receives one or more wounds from that attack, you may place the same number of wound markers on this Army Card to ignore any wounds that Rogue just received.
Eilan Sidhe (2) Horde Attack  M 
 A 
You may attack with any 2 Eilan Sidhe you control, even Eilan Sidhe that did not move this turn.
Red Ants of Aunstrom (4) Horde Attack  M 
 A 
You may attack with any 4 Red Ants of Aunstrom you control, even Ants that did not move this turn.
Zombies of Morindan (3) Horde Movement  M 
 A 
You may move up to 6 Zombies of Morindan that you control each turn. However, you may attack with only 3 Zombies of Morindan. You may attack with any 3 Zombies of Morindan, even Zombies of Morindan that you did not move this turn.
Zombie Hulk Horde Shriek  M 
 A 
After revealing an order marker and before taking a turn with this Zombie Hulk, if this Zombie Hulk is not engaged, you may first take a turn with another Undead Savage Hero or Squad that you control.
Hrognak (mounted) Howdah Archer Special Attack  R 
 A 
Range 6. Attack 2. After attacking normally, Hrognak may attack with Howdah Archer Special Attack. Hrognak may target and attack non-adjacent figures with Howdah Archer Special Attack while engaged.
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.
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.
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.
Arktos Hunter Attack Enhancement  A 
All friendly Hunters adjacent to Arktos receive an additional attack die.
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.
Teeth of the Makwa (3) Hunting Party  M 
After taking a turn with a Scout or Tribesman Hero you control, you may immediately move up to 6 Teeth of the Makwa you control up to 3 spaces each.
Makwa Tribesman Hunt of the Makwa  A 
After this Makwa Tribesman attacks, he may attack one additional time. The additional attack must target a figure that is within 3 clear sight spaces of a Hunter you control.
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.
Zettian Deathwings (2) Hyper Speed Burst 3  M 
After moving and attacking with Zettian Deathwings, each Zettian Deathwing you activate this turn may move up to 3 spaces.
Greater Ice Elemental Ice Cold  M 
While a Greater Ice Elemental is on a water or ice space, that space and all same-level water spaces adjacent to that Greater Ice Elemental are considered normal ice spaces. Figures do not have to stop their movement on normal ice spaces.
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.
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.
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.
Axentia Immolation 14  A 
After moving and before attacking, you must roll the 20-sided die for Axentia and then once for each figure adjacent to Axentia. If you roll a 14 or higher, that figure receives 1 wound. Figures with the Lava Resistant special power are not affected by Immolation.
Cathar Spearmen (4) Impale  R 
 A 
When attacking a non-adjacent figure, a Cathar Spearman receives an additional attack die.
Major X17 Improved Cyberclaw  M 
All small, medium or large opponent's figures that enter or occupy a space adjacent to Major X17 may not move. Figures affected by the Cyberclaw cannot be moved by any special power on an Army Card or Glyph.
Kuthnak Incantation of Boiling Blood  M 
 A 
Before moving normally with a Common Orc Squad you control, you may choose a figure in that Squad within 4 clear sight spaces of Kuthnak. For the rest of the turn, the chosen figure adds 3 to its Move and 1 to its Attack, and may attack any or all figures adjacent to it this turn with its normal attack. Roll each attack separately. After that turn, destroy the chosen figure.
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.
Shieldsmiths of Granite Keep (3) Indomitable  M 
 A 
If a Shieldsmith of Granite Keep begins his turn unengaged, add 2 to his Move value this turn. If he begins his turn engaged, add 2 to his Attack value this turn.
Capuan Gladiators (3) Initiative Advantage  M 
 A 
If all of your order markers are on Gladiator Army Cards, you may add 1 to your initiative roll for every order marker on the Capuan Gladiators' Army Card, up to a maximum of +3 for Initiative Advantage.
Amberhive Protectors (4) Insect Strategic Bonding  M 
 A 
Before taking a turn with Amberhive Protectors, you may first take a turn with any Insect Hero you control. If you do not take a turn with any Insect Hero you control, you may move and attack with up to 6 Amberhive Protectors you control.
Phantom Knights (3) Insubstantial 3  R 
 D 
A Phantom Knight adds 3 additional defense dice when rolling defense against a normal attack from a figure who is not adjacent.
Bok-Bur-Na Intimidate  A 
Small and Medium figures within 3 clear sight spaces of Bok-Bur-Na reduce their Defense Value by 1 when attacked by a Captain or Pirate you control.
Nhah Scirh Cultists (4) Iron Resolve  D 
When rolling defense dice against a special attack, a Nhah Scirh Cultist always adds 1 automatic shield to whatever is rolled.
Yi Feng Iron Shirt Mastery  A 
 D 
When rolling defense dice against a normal attack from an adjacent figure, if Yi Feng receives no wounds from the attack, the attacking figure receives one wound.
Breach Iron Tough  D 
When rolling defense dice against a special attack, Breach always adds 2 automatic shields to whatever is rolled.
Iron Golem Iron Tough  D 
When rolling defense dice against a special attack, this Iron Golem always adds 2 automatic shields to whatever is rolled.
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.
Frostclaw Paladins (4) Jandar Champion Bonding  M 
 A 
Before taking a turn with the Frostclaw Paladins, you may take a turn with a Champion you control who follows Jandar.
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.
Achillean Gladiatrix Javelin  R 
After moving and before attacking with an Achillean Gladiatrix, you may roll the 20-sided die. If you roll a 16 or higher, add 3 to that Achillean Gladiatrix's Range value for the duration of her turn.
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.
Quasatch Hunters (3) Jungle Tracking  M 
If a Quasatch Hunter begins its turn adjacent to an Evergreen Tree or Jungle Piece, it may move 2 additional spaces.
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.
Shiori v2 Kieru 14  M 
 D 
If Shiori is attacked with a normal or special attack and receives 1 or more wounds, roll the 20-sided die. If you roll a 14 or higher, you may place Shiori on an empty space within 2 spaces of Shiori that is not more than 6 levels above or below Shiori's level. If you do, ignore all wounds just received.
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.
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.
Shurrak Knockback 14  M 
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.
Atlaga the Kyrie Warrior Kyrie Leadership  M 
All Kyrie you control, except Atlaga, move one additional space.
Emperor Andask Kyrie Supremacy  A 
Any time you roll the 20-sided die for a Kyrie army card, you may add 1 to your die roll.
Heracles Labors  M 
 A 
After taking a turn with Heracles, you may reveal an "X" Order Marker that is on Heracles's Army Card and take another turn with Heracles. During this additional turn, Heracles cannot attack a small or medium figure.
Granite Guardians (3) Landslide  A 
A Granite Guardian with a height advantage on an adjacent opponent's figure rolls an additional attack die when attacking that figure.
Avernus Lava Resistant  M 
 D 
Avernus never rolls for molten lava damage or lava field damage, and it does not have to stop on molten lava spaces.
Brunak Lava Resistant  M 
 D 
Brunak never rolls for molten lava damage or lava field damage and he does not have to stop in molten lava spaces.
Fire Elemental Lava Resistant  M 
 D 
A Fire Elemental never rolls for molten lava damage or lava field damage and it does not have to stop on molten lava spaces.
Iron Golem Lava Resistant  M 
 D 
This Iron Golem never rolls for molten lava damage or lava field damage, and it does not have to stop on molten lava spaces.
Moltenclaw Lava Resistant  M 
 D 
Moltenclaw never rolls for molten lava damage or lava field damage, and he does not have to stop on molten lava spaces.
Obsidian Guards (3) Lava Resistant  M 
 D 
Obsidian Guards never roll for molten lava damage or lava field damage and they do not have to stop on molten lava spaces.
Shurrak Lava Resistant  M 
 D 
Shurrak never rolls for molten lava damage or lava field damage, and he does not have to stop on molten lava spaces.
Obsidian Guards (3) Lava Throw  R 
 A 
When an Obsidian Guard is on a molten lava space it may add 2 to its range.
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.
Pel the Hill Giant Lazy If Pel is engaged, he cannot move normally.
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.
Kon-Tar-Na Leaping Assault  M 
 A 
After moving and before attacking, if Kon-Tar-Na moved less than 4 spaces, he may use Leaping Assault. Choose an opponent's figure within 3 clear sight spaces and place Kon-Tar-Na on any unoccupied space adjacent to the chosen figure. Kon-Tar-Na may not move more than 7 levels up or down using Leaping Assault. If Kon-Tar-Na is engaged when he starts his Leaping Assault, he will take any leaving engagement attacks.
Asterios Legendary Creature 3  D 
When rolling defense dice against a normal attack from small or medium Squad figures, Asterios receives 3 additional defense dice.
Rechets of Bogdan (3) Lethal Sting  A 
When rolling attack dice against a small or medium figure, if a Rechet of Bogdan rolls a skull on every die , the defending figure cannot roll any defense dice and is immediately destroyed.
Sentinels of Grax (2) Levitation  M 
 D 
Sentinels of Grax do not take falling damage and may ignore all effects from terrain tiles they move onto or occupy.
Specters of Aldorn (4) Levitation  M 
 D 
Specters of Aldorn do not take falling damage and may ignore all effects from terrain tiles they move onto or occupy.
Cyprien Esenwein Life Drain  A 
 D 
Each time Cyprien Esenwein destroys a figure, you may remove a wound marker from this Army Card. Cyprien Esenwein cannot Life Drain destructible objects.
Iskra Esenwein Life Drain  A 
 D 
Each time Iskra Esenwein destroys a figure, you may remove a wound marker from this Army Card. Iskra Esenwein cannot Life Drain destructible objects.
Marcu Esenwein Life Drain  A 
 D 
Each time Marcus Esenwein destroys a figure, you may remove a wound marker from this Army Card. Marcu Esenwein cannot Life Drain destructible objects.
Misaerx the Kyrie Warrior Life Drain  A 
 D 
Each time this figure destroys a figure, you may remove a Wound Marker from this Army Card. This figure cannot Life Drain destructible objects.
Sonya Esenwein Life Drain  A 
 D 
Each time Sonya Esenwein destroys a figure, you may remove a wound marker from this Army Card. Sonya Esenwein cannot Life Drain destructible objects.
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.
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.
Varkaanan Quickblades (3) Lighting Slash Special Attack  A 
Range 1. Attack 3. A Varkaanan Quickblade that did not attack normally may use Lightning Slash Special Attack. Defending figures that were not adjacent to this Varkaanan Quickblade at the start of its turn subtract 1 from their defense dice for each skull rolled with Lightning Slash Special Attack.
Quahon Lightning Breath Special Attack  R 
 A 
Range 4 + Special. Attack 4. Choose a figure to attack. You may also choose a second figure within 3 clear sight spaces of the targeted figure and a third figure within 2 clear sight spaces of the second figure to be affected by Lightning Breath Special Attack. Roll attack dice once for all figures. Each figure rolls defense dice seperately. Lightning Breath Special Attack does not affect destructable objects.
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.
VarJa, The Living Storm  A 
At any point while moving, when the Varja leaves a space occupied by another figure, you must roll the 20 sided die. If you roll a 17 or higher, remove all Order Markers from that figure's Army Card (or cards if that player has more than one Common card for that figure). Figures may not be affected by Living Storm more than once per turn.
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.
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.
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.
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.
Breach Long Strides  M 
Breach can move through all small and medium figures.
Marutuk Long Strides  M 
Marutuk can move through all small and medium figures.
Greenscale Warriors (3) Loyalty to the Lizard King  R 
 A 
 D 
At the start of the game, choose a Unique Lizardfolk Hero you control, or a Unique large or huge Dragon Hero you control, to be the Greenscale Warriors' Lizard King. A Greenscale Warrior rolls 1 additional attack and defense die when its chosen Lizard King is within 2 clear sight spaces. You can choose only one Lizard King for all the Greenscale Warriors you control.
Ogre Pulverizer Lumbering Bully  A 
 D 
When attacking with this Ogre Pulverizer, all excess shields rolled by the defending figure count as unblockable hits inflicted by the defending figure on this Ogre Pulverizer.
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.
Cxurg'gyath Lurk In Shadows  R 
 D 
If Cxurg'gyath is on a shadow space, opponents' figures must be adjacent to him to attack him with a normal attack.
Pelloth Lurk In The Shadows  R 
 D 
If Pelloth is on a shadow space, opponent's figures must be adjacent to attack him with a normal attack.
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.
Major Q10 Machine Pistol Special Attack  R 
 A 
Range 7. Attack 2. Major Q10 may use this special attack 4 times in the same turn. Q10 may target the same figure or a different figure with each attack.
Z'Thoth, Mouth of the Abyss Maddening Visage  M 
After moving and before attacking, you may choose a figure within 6 clear sight spaces of Z'Thoth and roll the 20-sided die. If you roll a 1-10, choose an opponent. That player must move the figure 1 space, if possible. If you roll an 11 or higher, you must move the chosen figure 1 space, if possible. Figures moves by Maddening Visage take any leaving engagement attacks that apply.
Heirloom Mage Hand  M 
After moving and before attacking with Heirloom, you may choose a Treasure Glyph on an unoccupied space within 4 spaces of Heirloom. You may move that Treasure Glyph onto any empty same-level space adjacent to Heirloom. Symbol-side-up Treasure Glyphs cannot be revealed, and a power-side-up Treasure Glyph must be placed power-side-up when moved by Mage Hand.
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.
Count Raymond Maneuver 9  M 
 D 
When Count Raymond, or any friendly human figure who follows Einar within 5 clear sight spaces of Count Raymond, receives one or more wounds from a leaving engagement attack, immediately roll the 20-sided die. If you roll a 9 or higher, ignore any wounds from that leaving engagement attack.
8th Infantry Pathfinder Marching Orders  M 
When revealing an Order Marker on the Army Card of a Unique Soldier Hero you control that follows Jandar, and after taking that Unique Soldier Hero's turn, you may move each 8th Infantry Pathfinder figure you control up to 5 spaces. A Pathfinder must be able to move adjacent to a Unique Soldier figure you control that follows Jandar in order to use Marching Orders.
Soontir Van Mariedian Move Enhancement  M 
All friendly Mariedians who start their turn adjacent to Soontir Van may move 2 additional spaces when moving normally.
Deathcommander Mark 3 Marked For Destruction  A 
When a Soulborg figure that you control who follows Utgar attacks a figure engaged with Deathcommander Mark 3 with a normal attack, before defense dice are rolled, you may re-roll one attack die that did not show a skull. Marked for Destruction can only be used once for each attack. Marked for Destruction does not affect Deathcommander Mark 3.
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.
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.
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.
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.
Akumaken Mask of Terror  D 
When a Squad figure adjacent to Akumaken attacks using a normal attack, it subtracts 1 from its attack dice. Figures with the fearless personality are not affected by Mask of Terror.
Fia Bonny the Void Siren Master of Disguise 13  D 
The first time each turn that Fia Bonny is targeted by a Squad figure with a normal or special attack, you may roll the 20-sided die. If you roll a 13 or higher, Fia Bonny cannot be targeted by that attack or any other attack this turn.
Talingul Master of Great Constructs  M 
 R 
 A 
After revealing an Order Marker on Talingul, instead of taking that turn with Talingul, you may take a turn with up to two large or huge Construct Heroes you control. A figure taking a turn with Master of Great Constructs must be within 8 clear sight spaces of Talingul before moving.
Xundar Master of Shadows  M 
 R 
 A 
After revealing an Order Marker on Xundar, and instead of taking that turn with Xundar, you may move Xundar up to 5 spaces and then take a turn with up to three small or medium Common Shadow heroes you control that are within 8 spaces of Xundar.
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.
Master Win Chiu Woo Master's Assault  A 
Master Woo may attack any or all figures adjacent to him. Roll each attack separately.
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.
Master Lao Xin Master's Strike  A 
When rolling attack dice for a normal attack, Master Xin always adds 1 automatic skull to whatever is rolled.
Deathstalkers (3) Maul  A 
When rolling attack dice against a small or medium figure, if a Deathstalker rolls a skull on every die, the defending figure receives a wound for every skull, and cannot roll any defense dice.
Havech Eradicators (3) Mechanical Components Marro Hive cannot rebirth Havech Eradicators with its Marro Rebirth special power.
10th Regiment of Foot (4) Melee Defense 1  D 
When rolling defense dice against a normal attack from an adjacent figure, a Soldier in the 10th Regiment of Foot adds 1 to his defense dice.
Gladiatrons (4) Melee Defense 1  D 
When rolling defense dice against a normal attack from an adjacent figure, a Gladiatron adds 1 die.
Major X17 Melee Defense 4  D 
When rolling defense dice against a normal attack from an adjacent figure, Major X17 adds 4 dice.
Hoplitron Melee Soulborg Bonding  M 
 A 
After revealing an Order Marker on a Hoplitron Army Card, before taking that Hoplitron's turn, you may take a turn with one other Soulborg Hero you control with a Range of 1.
Maekor Mercenary Defensive Formation  D 
If Maekor is adjacent to at least one other Mercenary you control, add 1 die to the Defense of Maekor and all Mercenaries you control adjacent to Maekor.
Tul-Bak-Ra Mind Blast Special Attack  R 
 A 
Range 3. Attack 3. Tul-Bak-Ra does not need clear line of sight to attack with Mind Blast Special Attack.
Bloodburst Thrall Mindless Pack  M 
 A 
After revealing an order marker on this card, roll the 20-sided die. If you roll a 1-5, you may take a turn with 1 Thrall you control. If you roll a 6-15, you may take a turn with up to 2 Thralls you control. If you roll a 16 or higher, you may take a turn with up to 3 Thralls you control.
Darkprowl Thrall Mindless Pack  M 
 A 
After revealing an order marker on this card, roll the 20-sided die. If you roll a 1-5, you may take a turn with 1 Thrall you control. If you roll a 6-15, you may take a turn with up to 2 Thralls you control. If you roll a 16 or higher, you may take a turn with up to 3 Thralls you control.
Deathstrike Thrall Mindless Pack  M 
 A 
After revealing an order marker on this card, roll the 20-sided die. If you roll a 1-5, you may take a turn with 1 Thrall you control. If you roll a 6-15, you may take a turn with up to 2 Thralls you control. If you roll a 16 or higher, you may take a turn with up to 3 Thralls you control.
Preyblood Thrall Mindless Pack  M 
 A 
After revealing an order marker on this card, roll the 20-sided die. If you roll a 1-5, you may take a turn with 1 Thrall you control. If you roll a 6-15, you may take a turn with up to 2 Thralls you control. If you roll a 16 or higher, you may take a turn with up to 3 Thralls you control.
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.
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.
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.
M.A.R.S. Missle Barrage Special Attack  R 
 A 
Range 6. Attack 3. Choose up to two figures to attack. Any figures adjacent to the chosen figures are also affected by Missile Barrage Special Attack. Roll attack dice once for all affected figures. M.A.R.S. can be affected by his own Missile Barrage Special Attack.
Goblin Cutters (4) Mob Attack  A 
When attacking with a Goblin Cutter you control, if the defending figure is engaged with at least 2 other Goblin Cutters you control, it subtracts 2 from its defense dice.
Urk Mob Swarm  M 
After revealing an Order Marker on this Army Card and before taking a turn with Urk, you may move up to 8 Common Goblin figures you control up to 2 spaces each. Figures moved by Mob Swarm never take any leaving engagement attacks.
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.
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.
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.
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.
Wildwood Monarch Nature's Keeper Wildwood figures you control cannot attack other Wildwood figures you control.
Eilan Sidhe (2) Nature's Protection  D 
When an Eilan Sidhe rolls defense dice while adjacent to a tree or bush, one shield will block all damage.
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.
Ataraxis the Starlich Necrotizing Wormhole  M 
 R 
Before moving, you may choose a small or medium figure you control within 5 spaces of Ataraxis. Switch Ataraxis and the chosen figure. If the chosen figure is not Undead, it receives 1 wound. Figures moved by Necrotizing Wormhole never take any leaving engagement attacks.
Avernus Negative Element  D 
Avernus can never roll defense dice while it is on a water space.
Fire Elemental Negative Element  D 
A Fire Element can never roll defense dice while it is on a water space.
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.
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.
Shiori v2 Ninjutsu Matery Special Attack  M 
 A 
Range 1. Attack 2 + Special. If Shiori did not move normally, she may attack with Ninjutsu Mastery Special Attack up to three times. Before each attack, you must choose an opponent's figure with 2 clear sight spaces of Shiori and place Shiori on an empty space adjacent to that figure that is not more than 6 spaces higher or lower than Shiori's base. When attacking with Ninjutsu Mastery Special Attack, Shiori rolls 2 attack dice, or 3 attack dice if Shiori has exactly one unrevealed Order Marker on her Army Card.
Omegacron Omnicron Mobilization  M 
Instead of moving with Omegacron, you may move up to 3 other Soulborg figures you control who follow Jandar up to 5 spaces each.
Crixus One Shield Defense  D 
When rolling defense dice, if Crixus rolls at least one shield, the most wounds Crixus may take for this attack is one.
Migol Ironwill One Shield Defense  D 
When rolling defense dice, if Migol Ironwill rolls at least one shield, the most wounds Migol Ironwill can take for this attack is one.
Himmelskralle Onslaught 3  M 
 A 
After attacking with Himmelskralle, if she destroyed a figure with her normal attack, Himmelskralle may move up to 3 spaces and attack again. Himmelskralle may continue using Onslaught until she does not destroy a figure.
Buccaneers of Tortuga (4) Opportunist  A 
When attacking a figure that does not have any revealed Order Markers on its Army Card (or cards if there is more than one Common Army Card for that figure), Buccaneers of Tortuga receive 1 additional attack die.
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.
Zogross Hardscale Opportunity Strike 15  A 
 D 
If an opponent's figure that is engaged with Zogross Hardscale targets any other figure you control with a normal attack, roll the 20-sided die. If you roll a 15 or higher, no dice are rolled for this attack, no defense dice are rolled, and the attacking figure receives one wound.
Quorik Warwitch Orb of Pain Special Attack  R 
 A 
Range 4. Attack 1, 2 or 3. Quorik Warwitch starts each turn with 6 attack dice. Choose any non-adjacent figure within range and attack by rolling 1, 2 or 3 attack dice. Quorik Warwitch may keep making special attacks with 1, 2 or 3 attack dice until she has rolled all 6 attack dice. Quorik Warwitch may target the same or different figures with each attack.
Emperor Andask Orb of Vengeance Aura  A 
When a figure you control within 4 clear sight spaces of Emperor Andask attacks an adjacent figure with a normal attack, before defense dice are rolled, you may re-roll all attack dice that did not show skulls. Orb of Vengeance Aura does not affect Emperor Andask. Orb of Vengeance Aura may only be used once per turn.
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.
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.
Death Chasers of Thesk (3) Orc Battle Rush  M 
At the start of the first round of the game, after all order markers have been placed, you may move all Death Chasers of Thesk you control up to 5 spaces each. They must end their Orc Battle Rush movement on an empty space.
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.
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.
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.
Hrognak Orc Movement Aura  M 
If an Orc figure you control begins its turn within 2 clear sight spaces of Hrognak, it may move 1 additional space. Hrognak's Orc Movement Aura does not affect Hrognak.
Hrognak (mounted) Orc Movement Aura  M 
If an Orc figure you control begins its turn within 2 clear sight spaces of Hrognak, it may move 1 additional space. Hrognak's Orc Movement Aura does not affect Hrognak.
Grimnak Orc Warrior Enhancement  A 
 D 
All friendly Orc Warriors adjacent to Grimnak roll an additional attack die and an additional defense die.
Tornak Orc Warrior Enhancement  A 
 D 
All friendly Orc Warriors adjacent to Tornak receive an additional attack die and an additional defense die.
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.
Alastair MacDirk Overextend Attack  M 
 A 
After taking a turn with Alastair MacDirk, you may place a wound marker on Alastair MacDirk and take another turn with him. You may only use this power once during a round.
Eldgrim the Viking Champion Overextend Attack  M 
 A 
After taking a turn with Eldgrim, you may place a wound marker on Eldgrim and take another turn with him. You may use this power only once during a round.
Nicholas Esenwein Overextend Attack  M 
 A 
After taking a turn with Nicholas Esenwein, you may place a wound marker on Nicholas Esenwein and take another turn with him. You may only use this power once per round.
Suskra Overextend Attack  M 
 A 
After taking a turn with Suskra, you may place a wound marker on Suskra and take another turn with him. You may use this power only once during a round.
Knight Irene Overwhelm Special Attack  A 
Range 1. Attack 3 + Special. You may attack twice with Overwhelm Special Attack. If you attack the same figure a second time, you may roll an additional attack die for the second attack. You may not use Overwhelm Special Attack if you used the Run Special Power this turn.
Zombie Hulk Paralyzing Fear  A 
Figures attacked by any Undead subtract one from their defense dice for every Zombie Hulk they are engaged to.
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.
Arthur of Sherwood Passing Blow  M 
 A 
Once while moving normally, Arthur of Sherwood may choose a small or medium figure that he was not engaged to at the start of this turn. When Arthur leaves engagement with that figure, you may roll the 20-sided die. If you roll an 11 or higher, the chosen figure receives one wound. Arthur cannot attack the chosen figure on this turn.
Agent Nora Phantom Walk  M 
 D 
Agent Nora can move through all figures and is never attacked when leaving an engagement.
Isamu Phantom Walk  M 
 D 
Isamu can move through all figures and is never attacked when leaving an engagement.
Kantono Daishi Phantom Walk  M 
 D 
Kantono Daishi can move through all figures and is never attacked when leaving an engagement.
Kita the Springrunner Phantom Walk  M 
 D 
Kita can move through all figures and is never attacked when leaving an engagement.
Kumiko Phantom Walk  M 
 D 
Kumiko can move through all figures and is never attacked when leaving an engagement.
Moriko Phantom Walk  M 
 D 
Moriko can move through all figures and is never attacked when leaving an engagement.
Otonashi Phantom Walk  M 
 D 
Otonashi can move through all figures and is never attacked when leaving an engagement.
Shadow Binder Phantom Walk  M 
 D 
A Shadow Binder can move through all figures and is never attacked when leaving an engagement.
Shadow Hound Phantom Walk  M 
 D 
A Shadow Hound can move through all figures and is never attacked when leaving an engagement.
Shiori Phantom Walk  M 
 D 
Shiori can move through all figures and is never attacked when leaving an engagement.
Shiori v2 Phantom Walk  M 
 D 
Shiori can move through all figures and is never attacked when leaving an engagement.
Specters of Aldorn (4) Phantom Walk  M 
 D 
Specters of Aldorn can move through all figures and are never attacked when leaving an engagement.
VarJa, The Phantom Walk  M 
 D 
The Varja can move through all figures and is never attacked when leaving an engagement.
Cal the Smuggler Phase Teleport Device  M 
At the beginning of each round, before placing Order Markers, if Cal the Smuggler has not been destroyed, you must roll the 20-sided die for Cal's Phase Teleport Device. If you roll a 1-4, remove Cal from the battlefield. If you roll a 5-10, nothing happens. If you roll an 11-20, you may place Cal on any empty space on the battlefield that is not adjacent to an enemy figure. If Cal is engaged when he uses Phase Teleport Device, he will not take any leaving engagement attacks.
Axentia Phoenix Rising  R 
 A 
When Axentia would be destroyed, do not destroy Axentia. If it is Axentia's turn, her turn ends immediately. Before the next Order Marker is revealed by any player, remove all wound markers from this Army Card and roll the 20-sided die for all figures within 2 clear sight spaces of Axentia, one at a time. If you roll a 7 or higher, the figure receives a wound. After using Phoenix Rising, negate all powers on this card except Flying for the rest of the game.
Banshees of Durgeth Swamp (2) Piercing Scream  R 
 A 
After taking a turn with the Banshees of Durgeth Swamp, you may destroy one Common figure within 3 clear sight spaces of at least two Banshees of Durgeth Swamp you control.
Sgt. Drake Alexander v2 Pistol Fire Special Attack  R 
 A 
Range 5. Attack 3. Drake may not use Pistol Fire Special Attack to attack a figure who follows Jandar.
Maekor Plasma Blade Arc  R 
 A 
When Maekor attacks an adjacent figure that is not a destructible object, you may choose one Squad figure that is within 2 clear sight spaces of the defending figure. If the defending figure receives any wounds from Maekor's attack, the chosen figure receives 1 wound.
Jarek Guy Plasma Grenade Special Attack  R 
 A 
Range 3. Lob 20. Attack 3. Choose a figure to attack. No clear line of sight is needed. Any figures adjacent to the chosen figure are also affected by Plasma Grenade Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Jarek Guy can be affected by his own Plasma Grenade Special Attack.
Havech Eradicators (3) Plasma Surge  R 
 A 
After attacking a non-adjacent figure with a Havech Eradicator you control, you must roll the 20-sided die. If you roll a 1-6, destroy that Havech Eradicator. If you roll a 7-17, that Havech Eradicator is safe. If you roll an 18-20, you may attack again with that Havech Eradicator.
Swaysil Point Blank Shot 1  R 
 A 
When attacking a non-adjacent figure within 3 clear sight spaces, Swaysil rolls one additional die.
Mezzodemon Warmongers (2) Poison Cloud  A 
When a Mezzodemon Warmonger attacks a common figure, add 1 to its Attack value.
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.
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.
Kha Poison Weapons  A 
Each time Kha 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.
Darkprowl Thrall Pounce Special Attack  M 
 R 
 A 
Range 3. Attack 5. Instead of attacking normally, a Darkprowl Thrall may attempt to pounce. To pounce, choose a non-adjacent small or medium figure whose base is not higher or lower than 5 levels from the base of the attacking Thrall. If the figure is destroyed, immediately place the attacking Thrall on the space the figure occupied. If the figure is not destroyed, destroy the attacking Thrall.
Wolves of Badru (3) Pounce Special Attack  M 
 R 
 A 
Range 3. Attack 5. A Wolf of Badru that moved but did not attack normally may use Pounce Special Attack. To pounce, choose a non-adjacent small or medium figure whose base is not higher or lower than 5 levels from the base of the attacking Wolf. If the figure is destroyed, immediately place the attacking Wolf on the space the figure occupied. If the figure is not destroyed, destroy the attacking Wolf.
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.
Gen. Simon Fraser Prepare the Charge  M 
All friendly Soldiers who start their turn within 6 clear sight spaces of Gen. Simon Fraser may add 2 to their Move number as long as they are unengaged prior to moving. Figures must be able to move adjacent to an opponent's figure in order to use Prepare the Charge.
Gorillitroopers (2) Primadon Strategic Attack Bonding  A 
Before taking a turn with the Gorillitroopers, you may first take a turn with any Primadon Hero you control. That Primadon Hero may only attack during its turn. If you take a turn with any Primadon Hero you control, the Gorillitroopers cannot use their Autocannons special power this turn.
M-43 Resistance Fighters (3) Priority Targeting  R 
 A 
An engaged M-43 Resistance Fighter may target and attack non-adjacent figures unless that M-43 Resistance Fighter is engaged with a hero figure.
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.
Honor Guard of the Blasted Lands (3) Protective Repositioning  M 
At the end of each round, you may move up to 6 Honor Guard figures you control up to 2 spaces each. Honor Guards must be able to move adjacent to a friendly figure to use Protective Repositioning.
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).
Cxurg'gyath Psionic Explosion Special Attack  R 
 A 
Range 4. Attack 3. Choose a figure to attack. Each opponent's figure adjacent to the chosen figure is also affected by the Psionic Explosion Special Attack. Cxurgy'gyath does not need clear line of sight to attack with Psionic Explosion Special Attack. Roll 3 attack dice once for all affected figures. Each figure rolls defense dice separately.
Capt. John Varan Purple Heart  R 
 A 
 D 
When a Human you control who follows Jandar and is adjacent to Capt. John Varan receives one or more wounds from an attacking figure who is not adjacent, you may instead place all of those wound markers on this Army Card.
Sentinels of Grax (2) Quantum Reconstitution  D 
After revealing an Order Marker on this Army Card, you may roll the 20-sided die. If you roll a 14 or higher, you may, if possible, place one of your previously destroyed Sentinels of Grax on an empty space adjacent to a Sentinel of Grax you control.
Elaria the Pale Queen of Thieves  R 
 A 
After a tricky figure you control within 6 clear sight spaces of Elaria the Pale rolls the 20-sided die for a special power on its Army Card, you may add 1 to your die roll. Queen of Thieves does not affect Elaria the Pale.
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.
Cal the Smuggler Quick Draw 11  R 
 A 
When Cal the Smuggler is targeted for a normal attack from an opponent's non-adjacent figure within 7 clear sight spaces of him, you may roll the 20-sided die. If you roll an 11 or higher, the opponent's figure receives 1 wound.
Garrett Burns Quick Draw 13  R 
 A 
When Garrett Burns is targeted for a normal attack from an opponent's non-adjacent figure within 7 clear sight spaces of Garrett Burns, you may roll the 20-sided die. If you roll a 13 or higher, the opponent's figure receives 1 wound.
Tombstone Gunslinger Quick Draw 17  R 
 A 
When a Tombstone Gunslinger is targeted for a normal attack from an opponent's non-adjacent figure within 7 clear sight spaces of that Tombstone Gunslinger, you may roll the 20-sided die. If you roll a 17 or higher, the opponent's figure receives 1 wound.
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.
Josie Whistlestop Quick Shot  R 
 A 
When Josie Whistlestop attacks, she may attack up to 2 additional times. Subtract 1 from Josie's Attack value on her second attack and subtract 2 from her Attack value on her third attack.
Siiv Quick Stab Special Attack  A 
Range 1. Attack 2. Small and medium figures may not roll defense dice when attacked by Quick Stab Special Attack.
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.
Zaeus Rail Gun Special Attack  R 
 A 
Range 7. Attack 4. When Zaeus attacks an opponent's figure that is not adjacent with his Rail Gun Special Attack, you must choose a figure adjacent to the targeted figure, if possible. If Zaeus inflicts more wounds than needed to destroy the targeted figure, all excess wounds count as unblockable hits on the chosen figure.
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.
Augamo Ramming 6  M 
When a small or medium figure rolls defense dice and is not destroyed by a normal or special attack from Augamo, immediately roll the 20-sided die. If you roll a 6 or higher, you may Ram the figure. The player who controls the Rammed figure must place that figure, if possible, on an empty space within 2 spaces of its current location, within clear sight of Augamo but not adjacent to him. The space must be on the same level as or lower than its current location. A Rammed figure never takes any leaving engagement attacks. A non-flying figure moved lower by Ramming can receive any falling damage that may apply.
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.
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.
Prince al'Kahora Razorpetal Stance  A 
If Prince al'Kahora did not move this turn, he may attack one additional time.
Cathar Spearmen (4) Reach  R 
 A 
If an opponent's figure is within 2 spaces of a Cathar Spearman, and its base is no more than 3 levels above that Cathar Spearman's height or 3 levels below that Cathar Spearman's base, that Cathar Spearman may add 1 to his Range when attacking that figure.
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.
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.
Martial La Hire Reckless Second Swing  A 
When Martial La Hire wounds a figure with his normal attack, he must attack one additional time, if possible.
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.
Vulcanmech Incendiborgs (3) Redundant Systems  D 
Start the game with 3 Redundant Systems markers on this army card. After a Vulcanmech Incendiborg receives one or more wounds, you may remove 1 Redundant Systems marker from this card to ignore all wounds.
Feral Troll Regenerate  D 
After taking a turn with this Feral Troll, remove 1 Wound Marker from this Feral Troll's Army Card.
Fortress Door Reinforced Defense  D 
When rolling defensive dice against a normal attack from small or medium figures, add 2 automatic shields to whatever is rolled. When rolling defensive dice against a normal attack from large or huge figures, add 1 automatic shield to whatever is rolled.
Azazel the Kyrie Warrior Rejected by Death  D 
At the start of each of your turns after Azazel the Kyrie Warrior has been destroyed, roll the 20-sided die. If you roll a 19 or higher, immediately place Azazel on a space adjacent to any figure you control and remove all Wound Markers on Azazel's card.
Knights of Blackgaard (4) Relentless Army Attack Bonus  A 
If every Army Card you control has a relentless personality, each Knight of Blackgaard receives one additional attack die.
Khosumet the Darklord Relentless Assault  A 
Each friendly figure adjacent to Khosumet with a relentless personality receives an additional attack die.
Executioner 616 Remote Detonation  R 
 A 
Instead of attacking, you may choose Executioner 616 or another Soulborg you control within 4 clear sight spaces of Executioner 616. Roll the 20-sided die. Add 3 to your die roll if the chosen figure is medium, 7 to your die roll if the chosen figure is large, and 10 to your die roll if the chosen figure is huge. If you roll 1-12, nothing happens. If you roll 13-19, all figures adjacent to the chosen figure receive one wound. If you roll a 20 or higher, all figures adjacent to the chosen figure receive 3 wounds. After using Remote Detonation, destroy the chosen figure.
Deathstrike Thrall Return to the Grave Special Attack  A 
Range 1. Attack 6. After attacking with Return to the Grave Special Attack, destroy the attacking Deathstrike Thrall.
Templar Cavalry (3) Righteous Smite  A 
When attacking an opponent's figure who follows Utgar, Templar Cavalry Knights receive 1 additional attack die.
Dumutef Guard Road Strength  A 
 D 
Add 1 to Dumutef Guard's attack and defense while on a road space.
Granite Guardians (3) Rock Throw  A 
 R 
If a Granite Guardian has a height advantage on an opponent's figure, it may add 2 to its range when attacking that figure.
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.
Nottingham Brigand Rogue Hero Bonding  M 
 A 
After revealing an Order Marker on a Nottingham Brigand Army Card, before taking that Nottingham Bragand's turn, you may take a turn with one other Rogue Hero you control.
Crypt Guardian Royal Escort  M 
 A 
When Revealing an Order Marker on this Crypt Guardian, after taking this Crypt Guardian's turn, you may take a turn with one other Guard Hero or Queen Hero you control.
Frostclaw Paladins (4) Run 3  M 
 A 
Before moving a Frostclaw Paladin, you may add 3 to that figure's Move Value this turn. If you do, subtract 2 from that figure's Attack Value this turn.
Knight Irene Run 3  M 
 A 
Before moving Knight Irene, you may add 3 to her Move Value this turn. If you do, subtract 2 from her Attack Value this turn.
Swaysil Run Down  M 
 A 
After moving Swaysil, you may choose a small or medium figure adjacent to her that was not adjacent at the start of this turn. Roll the 20-sided die. If you roll a 13 or higher, the chosen figure receives one wound.
Bloodburst Thrall Rupture  A 
When a Bloodburst Thrall you control receives one or more wounds from a normal attack by an opponent's figure, you may choose an opponent's figure adjacent to that Bloodburst Thrall and roll the 20-sided die before removing that figure. If you roll a 14 or higher, the chosen figure receives 1 wound.
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.
Beorn Boltcutter Sabotage  A 
Destructible objects and opponents' Soulborg figures subtract 2 from their defense dice when adjacent to Beorn Boltcutter.
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.
Amberhive Protectors (4) Sacrificial Sting Special Attack  A 
Range 1. Attack 4. When attacking a figure within 4 spaces of an Insect Hero you control, an Amberhive Protector may use Sacrificial Sting Special Attack. If the defending figure receives any wounds from Sacrificial Sting Special Attack, destroy the attacking Amberhive Protector.
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.
Viceron the Blood Knight Sanguine Sword  A 
 D 
Each time Viceron the Blood Knight destroys a figure with a normal attack, you may remove a wound marker from this Army Card. Viceron cannot use Sanguine Sword on destructible objects.
Durgeth Ravagers (3) Savage Cry  M 
 A 
After revealing an Order Marker on the Durgeth Ravagers' Army Card and taking a turn with the Durgeth Ravagers, if the Durgeth Ravagers destroyed at least one opponent's figure this turn, you may immediately take a turn with one Savage Hero you control.
Bol Scale  M 
When moving up or down levels of terrain, Bol may add 2 to his height.
Goblin Cutters (4) Scale  M 
When moving up or down levels of terrain, Goblin Cutters may add 2 to their height.
Goblin Slashers (4) Scale  M 
When moving up or down levels of terrain, Goblin Slashers may add 2 to their height.
Urk Scale  M 
When moving up or down levels of terrain, Urk may add 2 to his height.
Marro Gnids (4) Scale 1  M 
When moving up or down levels of terrain, Marro Gnids may add 1 to their height.
Deathreavers (4) Scatter  M 
 D 
After a Deathreaver you control rolls defense dice against a normal attack from an opponent's figure, you may move any 2 Deathreavers you control up to 4 spaces each.
Breach Scimitar Sweep Special Attack  A 
Range 1. Attack 4. Choose a figure adjacent to Breach. You may also choose another figure adjacent to Breach to be affected by Scimitar Sweep Special Attack. All figures adjacent to Breach between the chosen figures in a counterclockwise direction are also affected by Scimitar Sweep Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
Kalagrith Scorched Earth Special Attack  R 
 A 
Range Special. Attack 4. All figures Kalagrith passed over this turn with her Flying special power are affected by Scorched Earth Special Attack. Kalagrith does not need clear line of sight to any affected figure. Roll 4 attack dice once for all figures. Each figure rolls defense dice separately and no figures are considered to have height advantage. Figures under overhangs are not affected by Scorched Earth Special Attack.
Venoc Warlord Scout Leadership  M 
All scouts you control can move an additional 2 spaces.
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.
Goblin Cutters (4) Scurry  M 
 D 
When a Goblin Cutter you control is destroyed by a normal attack from an opponent's figure, you may move any 2 Goblin Cutters you control up to 4 spaces each, and all Goblin Cutters you control no longer have any visible Hit Zones for the duration of the attacking figure's turn while they remain unengaged. Goblin Cutters will never take any leaving engagement attacks while using Scurry.
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.
Wildwood Monarch Seedling  D 
At the start of each round, before you place Order Markers, if you have not placed the Wildwood Monarch or used a Seedling power this round, you may place one of your previously destroyed small Wildwood Heroes on any empty space adjacent to the WIldwood Monarch.
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.
Marro Dividers (3) Self-Replicating Marro Hive cannot rebirth Marro Dividers with its Marro Rebirth special power.
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.
Xundar Shadow Cast Special Attack  R 
 A 
Range 5. Attack 3 + Special. When Xundar attacks a figure with Shadow Cast Special Attack, add 1 additional attack die if at least one friendly Shadow figure is engaged with the defending figure. If Xundar destroys an opponent's figure with Shadow Cast Special Attack, replace that figure immediately, if possible, with one of your own previously destroyed Common Shadow figures.
Mika Connour Shadow Dance  M 
If Mika Connour starts her turn on a shadow space, instead of moving normally, you may place her on any other empty shadow space within 8 spaces of her current location. If Mika Connour is engaged when she starts her Shadow Dance, she will take any leaving engagement attacks.
Shadow Hound Shadow Hunting  M 
 R 
 A 
Before moving a Shadow Hound, you may choose an opponent's non-adjacent figure. Add 1 to the Shadow Hound's Move and Attack values for each friendly Shadow figure adjacent to the chosen figure to a maximum of +2 for each. To use Shadow Hunting, the Shadow Hound must be able to end its move adjacent to the chosen figure and may not attack any other figure this turn.
Varkaanan Darkclaws (3) Shadow Masters  A 
 D 
A Varkaanan Darkclaw rolls 1 additional defense die while on a shadow space and 1 additional attack die when attacking a figure that is not a destructible object on at least one shadow space.
Shadow Fiend Shadow Swoop  R 
 A 
After moving and before attacking, if a Shadow Fiend used its Flying special power this turn, you may choose a Squad figure it passed over this turn and roll the 20-sided die. Add 1 to your roll for every other Shadow figure you control adjacent to the chosen figure. If you roll a 13 or higher, the chosen figure receives a wound.
Tomb Skeleton Archers (2) Shambling Horde  M 
 A 
You may move up to 4 Tomb Skeleton Archers you control each turn. If more than 2 of the Tomb Skeleton Archers move this turn, no Tomb Skeleton Archers may attack. If none of the Tomb Skeleton Archers move this turn, you may attack with up to 4 Tomb Skeleton Archers you control.
Shaolin Monks (3) Shaolin Assault  A 
A Shaolin Monk may attack any or all figures adjacent to him. Roll each attack separately.
Lilja Shards  A 
If Lilja is attacked with a normal attack and receives enough wounds to be destroyed, you must roll 1 attack die, one at a time, for each figure adjacent to her. If you roll a skull, inflict one wound on that figure. Figures affected by Shards cannot roll any defense dice. After using Shards, remove Lilja from the battlefield.
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.
Z'Thoth, Mouth of the Abyss Shatter Minds Special Attack  R 
 A 
Range 4. Attack 3. Choose a figure to attack. Z'Thoth does not need line of sight on the targeted figure. You may also choose one figure adjacent to the targeted figure to be affected by Shatter Minds Special Attack. Roll attack dice once for both figures. Each figure rolls defense dice separately.
Lilja Shatter Point  D 
Lilja rolls 1 fewer defense die for each wound marker on this card to a maximum of 3 fewer defense dice.
Clayton Pierce Sheriff's Posse  M 
Before rolling for initiative, if Clayton Pierce is not the only Lawman you control, you may move Clayton and up to 3 other Lawmen you control up to 5 spaces each.
Makwa Tribesman Shield of the Great Bear 14  D 
When this Makwa Tribesman receives one or more wounds, before removing the figure, roll the 20-sided die. If you roll a 14 or higher, ignore any wounds.
Teeth of the Makwa (3) Shield of the Great Bear 16  D 
When a Teeth of the Makwa figure you control receives one or more wounds, before removing that figure, roll the 20-sided die. If you roll a 16 or higher, ignore any wounds that figure just received.
Ulfrid Hornwrangler Shield of Valor  D 
When defending with Ulfrid Hornwrangler, each shield rolled counts for one additional block.
Hoplitron Shield Push 13  M 
After moving and before attacking with a Hoplitron, you may choose one small or medium figure adjacent to that Hoplitron. Roll the 20-sided die. If you roll a 13 or higher, move the chosen figure up to 1 space. Figures moved by Shield Push never take any leaving engagement attacks. A non-flying figure moved lower by Shield Push can receive any falling damage that may apply.
Sentinels of Jandar (3) Shields of Valor  D 
When defending with Sentinels of Jandar, each shield rolled counts for one additional block.
Roman Legionnaires (4) Shield Wall  D 
When defending with a Roman Legionnaire, add 1 defense die for each adjacent Roman Legionnaire you control up to a maximum of +2 dice, for the Shield Wall power.
Arashara Goshiri Shifting Sands  M 
 R 
After moving and before attacking, choose two small or medium figures on land spaces within 4 clear sight spaces of Arashara Goshiri and within 4 spaces of each other. Roll the 20-sided die. If you roll a 10 or higher, you may switch the two chosen figures. Figures moved by Shifting Sands never take leaving engagement attacks. Arashara Goshiri may be moved by Shifting Sands.
Sharwin Wildborn Shocking Grasp  A 
When rolling attack dice for a normal attack, Sharwin Wildborn always adds 1 automatic skull to whatever is rolled.
Clayton Pierce Shootout  R 
 A 
Once per round, after revealing an Order Marker on Clayton Pierce and taking a turn with him, you make take a turn with up to 3 other Lawman Heroes you control. Heroes taking a turn with Shootout must be within 4 clear sight spaces of Clayton and may not move normally during that turn.
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.
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.
Master Lao Xin Sifu  M 
 A 
After revealing an Order Marker on Master Lao Xin, instead of taking that turn with Master Xin, you may take a turn with one Monk hero you control and either another Monk hero or a Monk Squad you control. You may choose which one to activate first. Master Xin may be one of the chosen Monk Heroes. Any other figure that is taking a turn with Sifu must be within clear sight of Master Xin before moving.
Microcorp Agents (3) Sighting  R 
 A 
When a Microcorp Agent is attacking with a height advantage, he rolls an additional attack die.
Rendar Fy Sighting  R 
 A 
When Rendar Fy is attacking with a height advantage, he rolls an additional attack die.
Van Nessing Silver Bolts Special Attack  R 
 A 
Range 5. Attack 3. When a Lycanthrope or Hybrid figure receives one or more wounds from Silver Bolts Special Attack, that figure receives one additional wound.
Tomb Skeleton Archers (2) Skeletal Form  R 
 D 
When rolling defense dice against an attack from a figure with a range number of 4 or more that is not a Cleric or Wizard, a Tomb Skeleton Archer adds 1 die.
Tomb Skeletons (3) Skeletal Form  R 
 D 
When rolling defense dice against an attack from a figure with a Range number of 4 or more that is not a Cleric or a Wizard, a Tomb Skeleton adds 1 die.
Achillean Gladiatrix Skewer  A 
When an Achillean Gladiatrix attacks an adjacent figure, you may choose one small or medium figure that is adjacent to the defending figure but is not adjacent to that Achillean Gladiatrix. If the defending figure is destroyed by that Achillean Gladiatrix's attack, the chosen figure receives one wound.
Brandis Skyhunter Sky Watcher  R 
 A 
If Brandis Skyhunter is attacking a non-adjacent figure that has the Flying or Stealth Flying special power, add 2 dice to Brandis Skyhunter's attack.
Deltacron Slash and Shoot Special Attack  R 
 A 
Range Special. Attack Special. Choose any figure that is engaged with Deltacron to attack and roll 5 attack dice. If Deltacron is not engaged after that attack, you may choose a figure within 4 spaces of Deltacron to attack and roll 3 attack dice.
Elaria the Pale Slippery 6  M 
 D 
If an opponent's Squad figure moves adjacent to Elaria the Pale and onto a space where that Squad figure can end its movement, you may roll the 20-sided die. If you roll a 6 or higher, Elaria the Pale may immediately move up to 4 spaces. Elaria the Pale will not take any leaving engagement attacks when moving with Slippery. Elaria the Pale can use this power only if she ends her Slippery move not adjacent to any enemy figures. You may not roll for Slippery more than once during any turn.
Armoc Vipers (3) Slither  M 
Armoc Vipers do not have to stop their movement when entering water spaces.
Azurite Warlord Slither  M 
Azurite Warlord does not have to stop his movement when entering water spaces.
Elite Onyx Vipers (3) Slither  M 
Elite Onyx Vipers do not have to stop their movement when entering water spaces.
Fen Hydra Slither  M 
The Fen Hydra does not have to stop its movement when entering water spaces.
Venoc Vipers (3) Slither  M 
Venoc Vipers do not have to stop their movement when entering water spaces.
Venoc Warlord Slither  M 
Venoc Warlord does not have to stop his movement when entering water spaces.
Wo-Sa-Ga Slither  M 
Wo-Sa-Ga does not have to stop her movement when entering water spaces.
Z'Thoth, Mouth of the Abyss Slither  M 
Z'Thoth does not have to stop its movement when entering water spaces.
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.
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.
Beakface Rogue Sneak Attack 3  A 
If a Beakface Rogue is attacking an opponent's figure that is adjacent to at least one other figure you control, add 3 dice to that Beakface Rogue's attack.
Dzu-Teh (3) Snow and Ice Enhanced Movement  M 
Slippery Ice and Heavy Snow only count as 1 space when moving.
Microcorp Troopers (4) Snow and Ice Enhanced Movement  M 
Slippery Ice and Heavy Snow only count as 1 space when moving.
Nerak the Glacian Swog Rider Snow Strength  A 
 D 
Add 1 to Nerak's attack and defense while on a snow space.
Marcus Decimus Gallus Soldier Attack Enhancement  A 
All friendly Soldiers adjacent to Marcus Decimus Gallus receive an additional attack die.
Marcus Decimus Gallus Soldier Leadership  M 
All Soldiers you control move one additional space.
Onshu the Welkineye Sonic Blast Special Attack  R 
 A 
Range 4. Attack 2. You may attack one additional time with Sonic Blast Special Attack.
Kursus Sonic Fists Special Attack  M 
 R 
 A 
Range 4. Attack 5. Choose a non-adjacent figure to attack that is not a destructible object and whose base is not higher or lower than 15 levels from Kursus' base. Any figures adjacent to the chosen figure are also affected by Sonic Fists Special Attack. Kursus only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. After attacking, immediately place Kursus on a space one of the destroyed figures occupied, if possible. If Kursus did not destroy a figure or cannot be placed, destroy Kursus.
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.
Raakchott, Steward of Death Soul Fury Special Attack  A 
Range 1. Attack 2 + Special. All figures adjacent to Raakchott are affected by Soul Fury Special Attack. Add 1 to Raakchott's attack dice for each Consume Marker on this Army Card. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Do not place Consume Markers on this Army Card while using Soul Fury Special Attack. After using Soul Fury Special Attack, remove one Consume Marker from this Army Card for each figure you attacked this turn.
Death Knights of Valkrill (2) Soul Weapons  A 
Figures attacked by a Death Knight of Valkrill subtract 2 from their defense dice. Destructible objects are not affected by Soul Weapons.
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.
Tetraites Spiked Gauntlet 14  A 
After moving and before attacking, you may choose an opponent's small or medium Squad figure adjacent to Tetraites and roll the 20-sided die. If you roll a 14 or higher, the chosen figure receives one wound.
Grigor & Rogirg Split Decision At the start of Grigor & Rogirg's turn, if there are 3 or fewer wound markers on this Army Card, you must roll the 20-sided die. If you roll a 6 or lower, Grigor & Rogirg cannot attack if they move this turn.
Cormin the Dark Stab in the Back After you take a turn with Cormin the Dark, you must roll the 20-sided die. If you roll a 1, choose an opponent. That opponent now controls Cormin. Remove any Order Markers on this Army Card, then give the card to that opponent.
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.
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.
Arkmer Staff of Lerkintin  D 
When defending with Arkmer, add as many defense dice as the number of Elves you control adjacent to Arkmer.
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.
Shieldsmiths of Granite Keep (3) Steadfast  M 
Shieldsmiths of Granite Keep cannot be moved by any special power on any opponent's Army Card.
53rd North Carolina Sharpshooters (2) Steady Aim  M 
 R 
If none of the 53rd North Carolina Sharpshooters move this turn, add 2 to their range.
Locksley Steal from the Rich  A 
At any point while moving normally, you may choose a Treasure Glyph carried by a Hero adjacent to Locksley. Roll the 20-sided die. If you roll 1–6, Locksley's movement ends. If you roll 7 or higher, place the Treasure Glyph on this Army Card and you may continue Locksley's movement. Locksley must be on a space where he can end his movement each time he uses this power.
Red Mantis Blade Dancers (2) Stealth Armor 12  D 
When a Red Mantis Blade Dancer receives one or more wounds, before removing that Blade Dancer, roll the 20‑sided die. If you roll a 12 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.
Agent Skahen Stealth Dodge  R 
 D 
When Agent Skahen rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage.
Deathwalker 7000 Stealth Dodge  R 
 D 
When Deathwalker 7000 rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage.
Krav Maga Agents (3) Stealth Dodge  R 
 D 
When a Krav Maga Agent rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage.
Air Elemental Stealth Flying  M 
 D 
When counting spaces for an Air Elemental's movement, ignore elevations. An Air Elemental may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If an Air Elemental is engaged when it starts to fly, it will not take any leaving engagement attacks.
Banshees of Durgeth Swamp (2) Stealth Flying  M 
 D 
When counting spaces for a Banshee of Durgeth Swamp's movement, ignore elevations. A Banshee may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If a Banshee is engaged when it starts to fly, it will not take any leaving engagement attacks.
Boreos Stealth Flying  M 
 D 
When counting spaces for Boreos's movement, ignore elevations. Boreos may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If Boreos is engaged when it starts to fly, it will not take any leaving engagement attacks.
Cyprien Esenwein Stealth Flying  M 
 D 
When counting spaces for Cyprien Esenwein's movement, ignore elevations. Cyprien Esenwein may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Cyprien Esenwein starts to fly, if he is engaged he will not take any leaving engagement attacks.
Einar Imperium, The (3) Stealth Flying  M 
 D 
When counting spaces for the Einar Imperium's movement, ignore elevations. The Einar Imperium may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a member of the Einar Imperium starts to fly, if he is engaged he will not take any leaving engagement attacks.
Empress Kiova Stealth Flying  M 
 D 
When counting spaces for Empress Kiova's movement, ignore elevations. Empress Kiova may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Empress Kiova starts to fly, if she is engaged she will not take any leaving engagement attacks.
Phantom Knights (3) Stealth Flying  M 
 D 
When counting spaces for a Phantom Knight's movement, ignore elevations. A Phantom Knight may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If a Phantom Knight is engaged when it starts to fly, it will not take any leaving engagement attacks.
Shades of Bleakwoode (3) Stealth Flying  M 
 D 
When counting spaces for Shades of Bleakwoode's movement, ignore elevations. Shades of Bleakwoode may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Shade of Bleakwoode starts to fly, if it is engaged it will not take any leaving engagement attacks.
Shadow Fiend Stealth Flying  M 
 D 
When counting spaces for a Shadow Fiend's movement, ignore elevations. A Shadow Fiend may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Shadow Fiend starts to fly, if it is engaged it will not take any leaving engagement attacks.
Taelord the Kyrie Warrior Stealth Flying  M 
 D 
When counting spaces for Taelord's movement, ignore elevations. Taelord may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Taelord starts to fly, if he is engaged he will not take any leaving engagement attacks.
Red Mantis Blade Dancers (2) Stealth Leap  M 
 D 
Instead of their normal move, any or all Red Mantis Blade Dancers may Stealth Leap. Stealth Leap has a move of 3. When counting spaces for a Blade Dancer's leaping movement, ignore elevations. A Blade Dancer may leap over water without stopping, pass over figures without becoming engaged, and leap over obstacles such as ruins. A Blade Dancer may not leap more than 12 levels up or down in a single leap. If a Blade Dancer is engaged when starting to leap, that Blade Dancer does not take any leaving engagement attacks.
Shaolin Monks (3) Stealth Leap  M 
 D 
Instead of their normal move, any or all Shaolin Monks may Stealth Leap. Stealth Leap has a move of 3. When counting spaces for a Monk's leaping movement, ignore elevations. A Monk may leap over water without stopping, pass over figures without becoming engaged, and leap over obstacles such as ruins. A Monk may not leap more than 12 levels up or down in a single leap. If a Monk is engaged when he starts to leap, he does not take any leaving engagement attacks.
Master Lao Xin Stealth Leap 25  M 
 D 
Instead of his normal move, Master Xin may use Stealth Leap 25. Stealth Leap 25 has a move of 3. When counting spaces for Stealth Leap 25, ignore elevations. Master Xin may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. Master Xin may not leap more than 25 levels up or down in a single leap. If Master Xin is engaged when he starts his Stealth Leap 25, he will not take any leaving engagement attacks.
Master Win Chiu Woo Stealth Leap 25  M 
 D 
Instead of his normal move, Master Woo may use Stealth Leap 25. Stealth Leap 25 has a move of 3. When counting spaces for Stealth Leap 25, ignore elevations. Master Woo may leap over water without stopping, pass over figures without becoming engaged, and leap over obstacles such as ruins. Master Woo may not leap more than 25 levels up or down in a single leap. If Master Woo is engaged when he starts his Stealth Leap 25, he will not take any leaving engagement attacks.
Yi Feng Stealth Leap 25  M 
 D 
Instead of his normal move, Yi Feng may use Stealth Leap 25. Stealth Leap 25 has a move of 3. When counting spaces for Stealth Leap 25, ignore elevations. Yi Feng may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. Yi Feng may not leap more than 25 levels up or down in a single leap. If Yi Feng is engaged when he starts his Stealth Leap 25, he will not take any leaving engagement attacks
Ashi-Dhulu Stealth Underground Movement  M 
Instead of moving normally with Ashi-Dhulu, you may immediately place him on any empty non-water space that is within 4 spaces of Ashi-Dhulu and is no higher than 1 level above his height or 3 levels below his base. If Ashi-Dhulu is engaged when he starts his Stealth Underground Movement, he will not take any leaving engagement attacks.
Exiles of the Sundered Sea (4) Stealthy 13  M 
 D 
If an Exile of the Sundered Sea you control is attacked by an opponent's figure that is not adjacent and at least 1 skull is rolled, roll the 20-sided die. If you roll a 1-12, roll defense dice normally. If you roll a 13 or higher, that Exile takes no damage and may immediately move up to 3 spaces.
Darkprowl Thrall Stealthy 4  R 
 D 
When an unengaged Darkprowl Thrall is attacked with a normal or special attack, add 4 defense dice to the defending Thrall.
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.
Augamo Stony Resistance 3  D 
Augamo rolls 3 additional defense dice when defending against a special attack.
Maltis Tez Strategic Repositioning  M 
After taking a turn with Maltis Tez, if Maltiz Tez attacked an opponent's figure this turn, you may move Maltis Tez up to 1 space. This space may be up to 5 levels higher or lower. Maltis Tez never takes leaving engagement attacks when using Strategic Repositioning.
Kyntela Gwyn Strength of Oak Aura 1  D 
All friendly Elves adjacent to Kyntela Gwyn add 1 to their defense dice.
Prince al'Kahora Strike of the Puma  A 
When attacking with Prince al'Kahora, if the defending figure was not adjacent to Prince al'Kahora at the start of this turn, the defending figure rolls 2 fewer defense dice.
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.
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.
Xenithrax the Vineweaver Summon Vines Xenithrax starts the game with three Xenithrax Vines Glyphs on this Army Card. Once per round, after moving and before attacking, Xenithrax may choose an empty space within 4 spaces of Xenithrax and place a Xenithrax Vines Glyph from this Army Card onto that space.
Re-Tak-Shi Swamp Ooze  M 
All land or water spaces within 1 space of Re-Tak-Shi that are no more than 5 levels above or below Re-Tak-Shi's base are considered swamp water spaces.
Marro Drudge (3) Swamp Water Strength  A 
 D 
When a Marro Drudge is on a swamp water space, add 1 to its attack and defense.
Marro Drudge (3) Swamp Water Tunnel  M 
If a Marro Drudge ends its normal movement on a swamp water space, you may immediately place it on any empty same-level swamp water space within 5 spaces. If a Marro Drudge is engaged when it starts to tunnel, it will take any leaving engagement attacks.
Xualtiaca Fire Ants (4) Swarming  M 
After moving and before attacking with Xualtiaca Fire Ants, count the number of engaged Xualtiaca Fire Ants you control. You may move this number of unengaged Xualtiaca Fire Ants you control that you did not move this turn up to 3 spaces each.
Morgoloth Swarming Vermin  M 
 D 
Friendly small figures who follow Utgar or Valkrill are never attacked when leaving an engagement with a figure within 5 clear sight spaces of Morgoloth.
Xualtiaca Fire Ants (4) Swarm Sting 18  A 
Instead of attacking, Xualtiaca Fire Ants may use Swarm Sting 18. Once for each opponent's figure adjacent to at least one Xualtiaca Fire Ant you control, roll the 20-sided die for stinging damage. Add 1 to your die roll for each Xualtiaca Fire Ant you control engaged with that figure. If you roll an 18 or higher, that figure receives one wound. If the wound was inflicted and the figure was not destroyed, roll again for stinging damage for that figure. Swarm Sting does not affect destructible objects.
Bok-Bur-Na Swashbuckler  A 
After attacking with Bok-Bur-Na, you may attack an adjacent figure 1 additional time. Bok-Bur-Na's Attack Value is increased by 2 for the second 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.
Air Elemental Swirling Vortex  M 
When an opponent's small or medium figure moves onto a space within 2 clear sight spaces of an Air Elemental you control, that figure must end its move there. Figures can never move through any figure affected by Swirling Vortex.
Boreos Swirling Vortex  M 
When an opponent's small or medium figure moves onto a space within 2 clear sight spaces of Boreos, that figure must end its move there. Figures can never move through any figure affected by Swirling Vortex.
Agent Carr Sword of Reckoning 4  A 
If Agent Carr is attacking an adjacent figure, add 4 dice to Agent Carr's attack.
Zhen Yuan Sworn Enemy  A 
When attacking an opponent's Samurai or Ashigaru, Zhen Yuan rolls 1 additional attack die.
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.
Warforged Soldiers (3) Tactical Switch  M 
When a Warforged Soldier you control attacks an opponent's small or medium figure, before rolling the attack dice, you may switch that Warforged Soldier with the defending figure. After switching spaces, the Warforged Soldier must continue the attack, if possible, and cannot attack any other figure this turn. Figures moved by Tactical Switch never take any leaving engagement attacks. An opponent's figure may be moved by Tactical Switch only once per turn.
Wyvern Talon Grab  M 
While this Wyvern is flying, you may choose one opponent's small or medium figure that it passed over this turn. Place the chosen figure on an empty same-level space adjacent to this Wyvern at the end of its move. If the chosen figure is engaged when it is moved by Talon Grab, it will not take any leaving engagement attacks. Figures under overhangs can never be moved by Talon Grab.
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.
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.
Kon-Tar-Na Taste of Blood  R 
 A 
Once per turn, after attacking, if Kon-Tar-Na destroyed an opponent's figure, you may attack one additional time with Kon-Tar-Na. Before the additional attack you may use his Leaping Assault special power.
Priscus Taste of Freedom  A 
If all of your order markers are on Gladiators, and at least one order marker is on Priscus, all friendly Gladiators adjacent to Priscus add 1 die to their normal attack.
Quasatch Hunters (3) Techno Hatred  A 
When attacking a Soulborg figure, Quasatch Hunters receive 1 additional attack die.
Tul-Bak-Ra Teleportation  M 
Instead of moving Tul-Bak-Ra normally, you may choose any empty space that is on the same level and within 10 spaces of Tul-Bak-Ra. Place Tul-Bak-Ra on the chosen space. When Tul-Bak-Ra starts to Teleport, if he is engaged he will not take any leaving engagement attacks.
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.
Rygarn Temporal Jump  M 
 D 
When Rygarn receives one or more wounds from a normal or special attack by an opponent's figure, you may roll the 20-sided die. If you roll a 15 or higher, choose an empty space within 4 spaces of Rygarn. Place Rygarn on the chosen space to ignore any wounds he just received. If Rygarn is engaged when he uses Temporal Jump, he will not take any leaving engagement attacks.
Kate Crawford Tenacity  D 
If Kate Crawford has 2 or more wound markers on her Army Card, add 1 to her defense dice.
Shadow Binder Tentacle Grab 8  M 
After moving and before attacking with a Shadow Binder, you may choose one opponent's small or medium figure within 2 clear sight spaces whose base is no higher than the Shadow Binder's height or 6 levels below that Shadow Binder's base. Roll the 20-sided die. If you roll an 8 or higher, place the chosen figure on any empty same-level space adjacent to that Shadow Binder. If the chosen figure is engaged when it is moved by Tentacle Grab, it will not take any leaving engagement attacks.
Raelin the Kyrie Warrior v3 Terrifying Aura  R 
 A 
While opponent's figures are within 4 clear sight spaces of Raelin the Kyrie Warrior, they lower their Defense Value by 1.
Ataraxis the Starlich Terror Enhancement Field  R 
 A 
Opponents' figures within 5 spaces of Ataraxis roll 1 less defense die against terrifying figures.
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.
Sgt. Drake Alexander Thorian Speed  R 
 D 
Opponents' figures must be adjacent to Sgt. Drake Alexander to attack him with a normal attack.
Sgt. Drake Alexander v2 Thorian Speed  R 
 D 
Opponents' figures must be adjacent to Sgt. Drake Alexander to attack him with a normal attack.
Sgt. Drake Alexander v3 Thorian Speed  R 
 D 
Opponents' figures must be adjacent to Sgt. Drake Alexander to attack him with a normal attack.
Eilan Sidhe (2) Through the Green  M 
Before taking a turn with the Eilan Sidhe, all Eilan Sidhe you control adjacent to a tree or bush may use Through the Green. To use Through the Green, place the Eilan Sidhe on any unoccupied space adjacent to any tree or bush within 4 clear sight spaces of that Eilan Sidhe. If an Eilan Sidhe is engaged when it uses Through the Green, it will not take any leaving engagement attacks.
Heracles Throw 14  M 
 R 
 A 
After moving and before attacking, choose one small or medium non-flying figure adjacent to Heracles. Roll the 20-sided die. If you roll a 14 or higher, you may place the figure on any empty space within 4 clear sight spaces of Heracles. If the figure was placed on a non-water space on a level equal to or lower than Heracles's height, roll the 20-sided die. If you roll an 11 or higher, the thrown figure receives 2 wounds. The thrown figure does not take any leaving engagement attacks.
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.
Eltahale Thunder Ram Assault Special Attack  R 
 A 
Range 1 + Special. Attack 4. Choose a figure to attack. You may also choose up to two other figures within 2 clear sight spaces of the targeted figure to be affected by Thunder Ram Assault Special Attack. Roll attack dice once for all affected figures. Each figures rolls defense dice separately. You can only use Thunder Ram Assault Special Attack if Eltahale was not adjacent to the targeted figure at the start of this turn. You cannot use Thunder Ram Assault Special Attack if you used Thunder Step this turn.
Eltahale Thunder Step  M 
 A 
Instead of moving Eltahale normally, you may choose an oppnent's figure within 5 clear sight spaces of Eltahale. Place Eltahale on any empty space adjacent to the chosen figure. For the duration of Eltahale's turn, add 1 to her attack value. At the end of her turn, roll 1 attack die. If a skull is rolled, place 1 wound marker on Eltahale's Army Card. If Eltahale is engaged when she starts Thunder Step, she will not take any leaving engagement attacks.
B-11 Resistance Corps (4) To The Last Man  A 
 D 
Add 1 to the B-11 Resistance Corps' Attack and Defense values for each previously destroyed B-11 Resistance Corps fighter on this Army Card. A B-11 Resistance Corps fighter may not attack other friendly B-11 Resistance Corps fighters.
Crypt Guardian Tough  D 
When rolling defense dice against a normal attack, this Crypt Guardian always add one automatic shield to what is rolled.
Gorillinators (3) Tough  D 
When rolling defense dice against a normal attack, Gorillinators always add one automatic shield to whatever is rolled.
Gorillitroopers (2) Tough  D 
When rolling defense dice against a normal attack, Gorillitroopers always add one automatic shield to whatever is rolled.
Mogrimm Forgehammer Tough  D 
When rolling defense dice against a normal attack, Mogrimm Forgehammer always adds 1 automatic shield to whatever is rolled.
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.
Brave Arrow Tracking  M 
While moving, Brave Arrow may add 2 to his move number. If he does, he cannot attack this turn.
Varkaanan Greyspears (4) Tracking  M 
While moving, the Varkaanan Greyspears may add 2 to their Move number. If they do, the Varkaanan Greyspears cannot attack this turn.
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.
Arthur of Sherwood Treasure Grab  A 
At any point while moving normally, Arthur of Sherwood may attempt to pick up or activate a Treasure Glyph, as long as he is on a space where he could end his movement. When you roll the 20-sided die for a Treasure Glyph trap with Arthur of Sherwood, if you set off the trap, Arthur ends his movement immediately and may not attempt to pick up or activate that Treasure Glyph again this turn.
Zogross Hardscale Tribal Protection  D 
An opponent's figure that is engaged to one or more Warriors or Protectors you control who follow Ullar may not attack Zogross Hardscale.
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.
Hrognak (mounted) Trihorn Charge 3  M 
 A 
Hrognak rolls 3 additional attack dice when attacking any figure that was at least 3 clear sight spaces away from Hrognak at the start of his turn.
Racheim Triple Attack  A 
When Racheim attacks with a normal attack, he may attack two additional times.
Uzog Trophy Skulls  A 
Once per round, when Uzog destroys an opponent's figure, you may place a Skull Marker on this card. If you do, Uzog cannot move normally for the rest of the round. A maximum of 2 Skull Markers can be placed on this card.
Wildwood Monarch Trunk of the Awakened Forest  M 
 A 
After taking a turn with the Wildwood Monarch, you may take a turn with a small or medium Wildwood Hero you control.
Ana Karithon Turn Undead Special Attack  A 
Range 4. Attack 4. Turn Undead Special Attack can be used to attack only Undead figures.
Ewashia, Master of Tides Twister Special Attack  R 
 A 
Range 6. Attack 4. Ewashia may use Twister Special Attack if she is within 1 space of a water tile. Choose a figure to attack. You may also choose up to 2 spaces in a straight line from the targeted figure. All figures on those spaces are also affected by Twister Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Ewashia is not affected by Twister Special Attack.
Raelin the Kyrie Warrior v3 Twist the Blade  A 
If Raelin inflicts at least 1 wound with a normal attack or leaving engagement attack, she inflicts 1 additional wound.
Grigor & Rogirg Two Heads Are Better Than One  A 
After attacking with Grigor & Rogirg, if there are 3 or fewer wound markers on this Army Card, they may attack one additional time.
Deadeye Dan Ullar Enhanced Rifle Special Attack  M 
 R 
 A 
Range 10. Attack 1. Choose a non‑adjacent small or medium figure to attack. The chosen figure cannot roll defense dice when attacked by Deadeye Dan's Ullar Enhanced Rifle Special Attack. Deadeye Dan may not use this special attack if he moved this turn.
Acolarh Ullar's Amulet  M 
All friendly figures who follow Ullar and start their turn adjacent to Acolarh may move 2 additional spaces.
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.
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.
Skeletons of Annellintia (4) Undead Legion  M 
After taking a turn with the Skeletons of Annellintia, you may move two unengaged Skeletons of Annellintia you control who did not move or attack this turn up to 4 spaces each.
Earth Elemental Underground Movement  M 
Instead of moving normally with an Earth Elemental, you may immediately place it on any empty non-water space that is within 4 spaces of that Earth Elemental and is no higher than 1 level above that Earth Elemental's height or 3 levels below that Earth Elemental's base. If an Earth Elemental is engaged when it starts its Underground Movement, it will take any leaving engagement attacks.
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.
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.
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.
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.
Bok-Bur-Na Utgar's Cutlass 14  D 
When Bok-Bur-Na destroys an adjacent figure with a normal attack, you may roll the 20-sided die. If you roll 14 or higher, remove one Wound Marker from Bok-Bur-Na. Bok-Bur-Na cannot use Utgar's Cutlass on destructible objects.
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.
Zettian Infantry (3) Utgar Soulborg Bonding  M 
 A 
Before taking a turn with Zettian Infantry, you may take a turn with any Soulborg Hero you control who follows Utgar.
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.
Morgan's Riflemen (3) Valiant Army Defense Bonus  D 
If every Army Card you control has a valiant personality, each Morgan's Rifleman receives 1 additional defense die.
Skull Demon Valkrill Attack Aura 1  A 
All friendly figures adjacent to this Skull Demon with a range of 1 who follow Valkrill add 1 die to their normal attack.
Gothlok Valkrill Charge  M 
 A 
If Gothlok begins his turn unengaged, after moving and before attacking you may roll 12 Valkrill Valkyrie Dice. For each Valkrill symbol rolled, add 1 to Gothlok's attack this turn.
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.
Varkaanan Blade Dancers (3) Varkaanan Blade Defense  D 
A Varkaanan Blade Dancer rolls 1 additional defense die for each opponent's figure she is engaged to.
Varkaanan Quickblades (3) Vault  M 
 A 
After moving and before attacking, any or all unengaged Varkaanan Quickblades may Vault. Choose an opponent's figure within 2 clear sight spaces and place that Quickblade on any unoccupied space adjacent to the chosen figure. A Quickblade may not vault more than 7 levels up or down in a single vault.
Wyvern Venomous Sting  A 
When rolling attack dice, if this Wyvern rolls a skull on every die, the defending figure cannot roll any defense dice. Venomous Sting does not affect destructible objects.
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.
Wildwood Sentinel Verdant Growth  D 
At the start of each round, before you place Order Markers, if you have not placed this Wildwood Sentinel or used a Verdant Growth power this round, you may destroy this Wildwood Sentinel and replace it with one of your previously destroyed large Wildwood Heroes. Remove all wound markers from that Hero's Army Card, then place wound markers on it equal to the number of wound markers on this card.
Wildwood Runner Vigorous Growth  D 
At the start of each round, before you place Order Markers, if you have not used a Vigorous Growth power this round, you may destroy one Wildwood Runner that was not placed this round and replace it with one of your previously destroyed medium Wildwood Heroes. Remove all wound markers from that Hero's Army Card.
Boreos Vortex Pull  M 
While Boreos is flying during its turn, you may choose one non-flying small or medium figure that it passed over this turn. At the end of Boreos's move, the player who controls the chosen figure must place that figure, if possible, on an empty space adjacent to Boreos. If the chosen figure is engaged when it is moved by Vortex Pull, it will not take any leaving engagement attacks. Figures under overhangs can never be moved by Vortex Pull.
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.
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.
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.
Heirloom Warforged Resolve  D 
When rolling defense dice against a normal or special attack, Heirloom always adds 1 automatic shield to whatever is rolled.
Warforged Soldiers (3) Warforged Resolve  D 
When rolling defense dice against a normal or special attack, a Warforged Soldier always adds 1 automatic shield to whatever is rolled.
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.
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.
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.
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.
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.
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.
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.
Water Elemental Water Mastery  A 
 D 
While a Water Elemental is on a water space, add 1 to its Attack and Defense.
Microcorp Agents (3) Water Suits  M 
 D 
Microcorp Agents do not have to stop their movement when entering a water space. Add 2 to a Microcorp Agent's defense while he is on a water space.
Water Elemental Water Tunnel  M 
If a Water Elemental ends its normal movement on a water space, you may immediately place it on any empty same-level water space within 5 spaces. If a Water Elemental is engaged when it starts its Water Tunnel, it will not take any leaving engagement attacks.
Obsidian Guards (3) Water Weakness  D 
An Obsidian Guard on a waterspace rolls 2 fewer defense dice.
Avernus Wave of Flame  M 
 A 
Before moving normally with Avernus, and each time Avernus moves onto a space during normal movement, you must roll the 20-sided die once for each figure adjacent to Avernus. If you roll a 14 or higher, that figure receives 1 wound. Figures with the Lava Resistant special power are not affected by Wave of Flame. Avernus cannot roll for Wave of Flame against the same figure more than once per 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.
Azazel the Kyrie Warrior Whirlwind Assault  A 
Azazel the Kyrie Warrior may attack any or all figures adjacent to him. Roll each attack separately.
Chen Tang Whirlwind Assault  A 
Chen Tang may attack any and all figures adjacent to him. Roll each attack separately.
Raelin the Kyrie Warrior v2 Whirlwind Assault  A 
Raelin may attack any or all figures adjacent to her. Roll each attack separately.
Zhen Yuan Whirlwind Assault  A 
Zhen Yuan may attack any and all figures adjacent to him. Roll each attack separately.
Brontos Whomp!  A 
When attacking with Brontos, each skull rolled counts as one additional hit. All excess shields rolled by the defending figure count as unblockable hits inflicted by the defending figure on Brontos.
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.
Olog Wild Rush  M 
At the start of the round, after all order markers have been placed, you may move Olog up to 3 spaces. Olog must end his Wild Rush on an empty space.
Dreadgul Raiders (3) Wild Strategic Bonding  M 
 A 
Before taking a turn with the Dreadgul Raiders, you may first take a turn with any wild Human or Giant Hero you control. If you do not take a turn with any Human or Giant Hero you control, add 1 to the Attack value of this card.
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.
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.
Marutuk Worthy Challenge  A 
Marutuk rolls 2 additional dice when attacking a large or huge figure. If an opponent's large or huge figure is within 6 spaces of Marutuk, she may not attack a small or medium figure with a normal attack or a leaving engagement attack. Marutuk may not move normally out of engagement with an opponent's large or huge figure.
Kozil Wounded Rage 13  A 
When Kozil receives one or more wounds from a normal or special attack but is not destroyed, you must immediately roll the 20-sided die. If you roll a 13 or higher, inflict 1 wound on a figure adjacent to Kozil, if possible.
Krug Wounded Smash  A 
When Krug attacks, he receives one extra attack die for each wound marker he has.
Major Q10 Wrist Rocket Special Attack  R 
 A 
Range 4. Attack 4. Major Q10 may use this special attack 2 times in the same turn. Q10 may target the same figure or a different figure with each attack.
Black Wyrmling Wyrmling Bonding  M 
 A 
After revealing an order marker on a Black Wyrmling Army Card, before taking that Black Wyrmling's turn, you may take a turn with one other Wyrmling you control.
Blue Wyrmling Wyrmling Bonding  M 
 A 
After revealing an order marker on a Blue Wyrmling Army Card, before taking that Blue Wyrmling's turn, you may take a turn with one other Wyrmling you control.
Red Wyrmling Wyrmling Bonding  M 
 A 
After revealing an order marker on a Red Wyrmling Army Card, before taking that Red Wyrmling's turn, you may take a turn with one other Wyrmling you control.
White Wyrmling Wyrmling Bonding  M 
 A 
After revealing an order marker on a White Wyrmling Army Card, before taking that White Wyrmling's turn, you may take a turn with one other Wyrmling 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.
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.
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.
Zombie Hulk Zombie Rises Again  D 
If an Undead Savage that you control destroys an opponent's large or huge figure, replace that figure immediately, if possible, with one of your own previously destroyed Zombie Hulks, and remove all markers other than order markers on that card. Undead are not affected by Zombie Rises Again.
Zombies of Morindan (3) Zombies Rise Again  D 
If a Zombie of Morindan that you control destroys an opponent's small or medium figure, replace that figure immediately, if possible, with one of your own previously destroyed Zombies of Morindan. Newly placed Zombies of Morindan cannot attack this turn. Undead are not affected by Zombies Rise Again.
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.
Captain America Counter Strike  A 
 D 
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.
Iron Man Double Attack  R 
 A 
When Iron Man attacks, he may attack one additional time.
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.
Doctor Doom Flying  M 
When counting spaces for Doctor Doom's movement, ignore elevations. Doctor Doom may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Doctor Doom starts to fly, if he is engaged he will take any leaving engagement attacks.
Iron Man Flying  M 
When counting spaces for Iron Man's movement, ignore elevations. Iron Man may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Iron Man starts to fly, if he is engaged he will take any leaving engagement attacks.
Thanos Flying  M 
When counting spaces for Thanos' movement, ignore elevations. Thanos may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Thanos starts to fly, if he is engaged he will take any leaving engagement attacks.
Silver Surfer Hyper Speed 5  M 
After taking a turn with Silver Surfer, Silver Surfer may move up to an additional 5 spaces. Silver Surfer cannot use Hyper Speed 5 if he attacked with his Cosmic Force Blast Special Attack during that turn.
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.
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.
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.
Thanos Rejected by Death  D 
At the start of each of your turns after Thanos has been destroyed, roll the 20-sided die. If you roll a 19 or higher, immediately place Thanos on a space adjacent to any figure you control and remove all Wound Markers on Thanos' card.
Captain America 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.
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
Silver Surfer Stealth Flying  M 
 D 
When counting spaces for Silver Surfer's movement, ignore elevations. Silver Surfer may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Silver Surfer starts to fly, if he is engaged he will not take any leaving engagement attacks.
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.
Breakable Wall Section Strong Defense  D 
When rolling defensive dice against a normal attack from small or medium figures, add 1 automatic shield to whatever is rolled.
Abomination Super Leap  M 
Instead of his normal move, Abomination may Super Leap. Super Leap has a move of 10. When counting spaces for Abomination's Super Leap movement, ignore elevations. Abomination may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. Abomination may not leap more than 50 levels up or down in a single leap. If Abomination is engaged when he starts to leap, he will take any leaving engagement attacks. Abomination rolls 3 less attack dice on any turn that he chooses to Super Leap.
Incredible Hulk Super Leap  M 
Instead of his normal move, Incredible Hulk may Super Leap. Super Leap has a move of 10. When counting spaces for Hulk's Super Leap movement, ignore elevations. Hulk may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. Hulk may not leap more than 50 levels up or down in a single leap. If Hulk is engaged when he starts to leap, he will take any leaving engagement attacks. Hulk rolls 3 less attack dice on any turn that he chooses to Super Leap.
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.
Spider-Man Swing Line 4  M 
Instead of a normal move, Spider-Man may use his Swing Line. Swing Line has a move of 4. When counting spaces for Spider-Man's Swing Line movement, ignore elevations. Spider-Man may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Spider-Man may not Swing Line more than 40 levels up or down in a single Swing Line. If Spider-Man is engaged when he starts to Swing Line, he will not take any leaving engagement attacks.
Venom Swing Line 4  M 
Instead of a normal move, Venom may use his Swing Line. Swing Line has a move of 4. When counting spaces for Venom's Swing Line movement, ignore elevations. Venom may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Venom may not Swing Line more than 40 levels up or down in a single Swing Line. If Venom is engaged when he starts to Swing Line, he will not take any leaving engagement attacks.
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.
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.
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