Character  Power  Similar |  Move  Range  Attack  Defense |  Works With  Team |  Unique |  Size |  Normal |  D20 |  Order Marker |  Dest Obj 
 Special Powers that are somehow related to Movement.

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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Marro Gnids (4) Scale 1  M 
When moving up or down levels of terrain, Marro Gnids may add 1 to their height.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Eltahale Thunder Step  M 
 A 
Instead of moving Eltahale normally, you may choose an opponent'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.
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.
Nhah Scirh Cultists (4) Fanatical Advance  M 
A Nhah Scirh Cultist is never attacked when leaving an engagement with a Squad figure.
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.
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.
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.
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.
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.
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.
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.
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.
Shieldsmiths of Granite Keep (3) Steadfast  M 
Shieldsmiths of Granite Keep cannot be moved by any special power on any opponent's Army Card.
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.
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.
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.
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.
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.
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.
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 defense 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Van Nessing Divine Mission  M 
 A 
When 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.
Brandis Skyhunter Archer's Glory  M 
 R 
 A 
After taking a turn with Brandis Skyhunter, if he destroyed an opponent's non-adjacent Unique Hero, you may take another turn with Brandis Skyhunter.
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.
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 onto the space that 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 Mastery 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.
Microcorp Troopers (4) Heavy Weapon Special Attack  M 
 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.
Bugbear Basher Bash  M 
 R 
 A 
If this Bugbear Basher did not move this turn, add 2 to his Attack.
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.
Clawfoot Interceptor Dive Bomb  M 
 A 
If this Clawfoot Interceptor uses its Flying special power this turn, it receives 2 additional attack 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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) 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.
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.
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.
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.
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.
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.
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.
Othkurik The Black Dragon Lurking Ambush  A 
 M 
If Othkurik starts his turn unengaged and on at least one shadow or swamp water space, for this turn add 1 to Othkurik's movement and add 3 to his attack value.
Mika Connour Shadow Ambush  A 
 M 
If Mika Connour starts her turn unengaged and on a shadow space, add 3 dice to her attack this turn.
10th Regiment of Foot (4) Bayonet Attack 1  M 
 A 
When rolling attack dice against an adjacent figure, a Soldier in the 10th Regiment of Foot adds 1 to his attack dice. A Soldier in the 10th Regiment of Foot can only use Bayonet Attack if he moved at least one space this turn.
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.
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.
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.
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.
Werewolf Lord Moon Frenzy  M 
 A 
After revealing an order marker on this Werewolf 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.
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.
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 sight spaces of Ulginesh before moving.
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.
Rygarn Chrono-Key  M 
 A 
Once per round, before revealing a numbered Order 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.
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.
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.
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.
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.
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.
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.
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.
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.
Tombstone Gunslinger Outlaw Band  M 
 A 
After revealing an Order Marker on a Tombstone Gunslinger, if there is at least one Order Marker on a Unique Outlaw Hero you control, you may first take a turn with one other Common Outlaw Hero you control.
Tomoe Gozen Samurai Life Debt  M 
 A 
After revealing an Order Marker on a Unique Samurai Squad you control that has at least one previously destroyed Samurai on its Army Card, before taking that squad's turn, you may first take a turn with Tomoe Gozen.
Varkaanan Darkclaws (3) Wolf Pack  M 
 A 
After revealing an Order Marker on the Varkaanan Darkclaws' card, before taking that turn with the Darkclaws, you may choose one other Unique Wolf Army Card you control and take a turn with it. You may not attack with more figures from the chosen Army Card than the number of destroyed Varkaanan Darkclaws on this card.
Varkaanan Greyspears (4) Wolf Pack  M 
 A 
After revealing an Order Marker on the Varkaanan Greyspears' card, before taking that turn with the Greyspears, you may choose one other Unique Wolf Army Card you control and take a turn with it. You may not attack with more figures from the chosen Army Card than the number of destroyed Varkaanan Greyspears on this card.
Varkaanan Quickblades (3) Wolf Pack  M 
 A 
After revealing an Order Marker on the Varkaanan Quickblades' card, before taking that turn with the Quickblades, you may choose one other Unique Wolf Army Card you control and take a turn with it. You may not attack with more figures from the chosen Army Card than the number of destroyed Varkaanan Quickblades on this card.
Varkaanan Swiftfangs (4) Wolf Pack  M 
 A 
After revealing an Order Marker on the Varkaanan Swiftfangs' card, before taking that turn with the Swiftfangs, you may choose one other Unique Wolf Army Card you control and take a turn with it. You may not attack with more figures from the chosen Army Card than the number of destroyed Varkaanan Swiftfangs on this card.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Nottingham Brigand Rogue Hero Bonding  M 
 A 
After revealing an Order Marker on a Nottingham Brigand Army Card, before taking that Nottingham Brigand's turn, you may take a turn with one other Rogue Hero you control.
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.
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.
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.
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.
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.
Goblin Slashers (4) You Got This, Boss!  M 
 A 
After taking a turn with the Goblin Slashers, if no Goblin Slashers you control are engaged, you may take a turn with a Goblin Hero you control.
Deathcommander Mark 3 Heavy Support Command Beacon  M 
 A 
When revealing an order marker on Deathcommander Mark 3's card, after taking his turn, if Deathcommander Mark 3 is engaged, you may immediately take a turn with another Unique or Large Soulborg Hero or Squad you control that follows Utgar.
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.
Blastatrons (4) Gladiatron Movement Bonding  M 
Before taking a turn with Blastatrons, you may move 4 Gladiatrons you control up to 5 spaces each.
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.
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.
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.
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.
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.
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.
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.
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.
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 Theracus. After you move Theracus, place the chosen figure adjacent to Theracus.
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.
Saylind the Kyrie Warrior Spear of Summoning  M 
After moving and before attacking, choose any figure you control on the battlefield, then roll the 20‑sided die. If you roll a 1‑8, nothing happens. If you roll a 9‑20, move the chosen figure to any space adjacent to Saylind. If the summoned figure is engaged, the figure does not receive any leaving engagement attacks.
Emirroon Elven Summoning Spell  M 
After moving and before attacking, you may roll the 20-sided die. Add the number of elves you control adjacent to Emirroon to your die roll. If you roll 1-4, nothing happens. If you roll 5-11, you may place 1 Elf you control adjacent to Emirroon. If you roll 12-17, you may place up to 2 Elves you control adjacent to Emirroon. If you roll 18-20, you may place up to 3 Elves you control adjacent to Emirroon. If the summoned Elves are engaged, they will not take any leaving engagement attacks. Emirroon cannot summon an Elf that he is already adjacent to.
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.
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.
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.
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 than 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.
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 that 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.
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.
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.
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.
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.
Shurrak Knockback 14  M 
When a small or medium figure rolls defense dice and is not destroyed by a normal or special attack from 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.
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.
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.
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.
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.
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 an 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.
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.
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.
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.
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.
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.
Morgoloth Demon Leadership  M 
All Demons you control, except Morgoloth, move one additional space.
Count Raymond Devout Leadership  M 
All figures you control with a devout personality move one additional space.
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.
Warden 816 Guard Leadership  M 
All Guards you control move one additional space.
Atlaga the Kyrie Warrior Kyrie Leadership  M 
All Kyrie you control, except Atlaga, move one additional space.
Venoc Warlord Scout Leadership  M 
All scouts you control can move an additional 2 spaces.
Marcus Decimus Gallus Soldier Leadership  M 
All Soldiers you control move one additional space.
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.
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.
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.
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.
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.
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.
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.
Acolarh Ullar's Amulet  M 
All friendly figures who follow Ullar and start their turn adjacent to Acolarh may move 2 additional spaces.
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.
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.
Beorn Boltcutter Upgrade  M 
 A 
Start the game with 3 Upgrade Markers on this card. Instead of attacking, you may choose a friendly Unique Soulborg Hero adjacent to Beorn Boltcutter that does not have an Upgrade Marker on its Army Card. Place an Upgrade Marker from this card on the chosen hero's Army Card. For the duration of the game, that Soulborg adds 1 to its Move and Attack numbers as long as that Upgrade Marker is on its Army Card. If that Soulborg defends against a normal attack and no excess shields are rolled, remove the Upgrade Marker from its Army Card.
Manauvi Warrior's Charging Spirit  M 
When Manauvi is destroyed, place this figure on a Unique Army Card with a Range of 1. Manauvi's Spirit adds 2 to the Move number of that card.
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.
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.
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.
Valguard Berserker Charge Enhancement  M 
Add 1 to your die roll when you roll for the Berserker Charge power on any Army Card.
Venoc Warlord Frenzy Enhancement  M 
 A 
Add 1 to your die roll when you roll for the Frenzy power on any Army Card.
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.
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.
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 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.
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.
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.
Venom Spider-Sense 14  M 
 D 
If Venom is attacked by an opponent's figure and at least 1 skull is rolled, roll the 20-sided die. If you roll 1-13, roll defense dice normally. If you roll 14-20, Venom takes no damage and instead may immediately move using his Swing Line 4 Special Power
Spider-Man Spidey-Sense 11  M 
 D 
If Spider-Man is attacked by an opponent's figure and at least 1 skull is rolled, roll the 20-sided die. If you roll 1-10, roll defense dice normally. If you roll 11-20, Spider-Man takes no damage and may immediately move using his Swing Line 4 Special Power
Doctor Doom Mind Exchange 17  M 
 R 
 A 
After taking a turn with Doctor Doom, you may choose any Unique Hero figure within 4 clear sight spaces of Doctor Doom. Roll the 20-sided die. If you roll a 17 or higher, take temporary control of that hero and immediately take a turn with the chosen Hero. At the end of that turn, control of the chosen Hero returns to the player who controlled the Hero before the Mind Exchange. All Order Markers that were on the chosen Hero's card will stay on the card.
Silver Surfer 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.
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.
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