Character  Power  Similar |  Move  Range  Attack  Defense |  Works With  Team |  Unique |  Size |  Normal |  D20 |  Order Marker |  Dest Obj 
 Special Powers that are Limited by the Size of another 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.
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.
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.
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.
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.
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.
Achillean Gladiatrix Skewer  A 
When an Achillean Gladiatrix attacks an adjacent figure, you may choose one small or medium figure that is adjacent to the defending figure but is not adjacent to that Achillean Gladiatrix. If the defending figure is destroyed by that Achillean Gladiatrix's attack, the chosen figure receives one wound.
Tor-Kul-Na Trample Stomp  M 
 A 
At any point while moving, Tor-Kul-Na may choose a small or medium figure that is adjacent, on the same level, and on a space where Tor-Kul-Na may end his movement. Roll the 20-sided die. If you roll 1-7, the figure is safe and Tor-Kul-Na's movement ends. If you roll 8-20, the chosen figure receives one wound. If the wound destroys the figure, move Tor-Kul-Na on the space that the figure occupied, and you may continue Tor-Kul-Na's movement. If the chosen figure is not destroyed, Tor-Kul-Na's movement ends. Tor-Kul-Na must be on a space where he can end movement each time he uses this power.
Deepwyrm Drow (3) Poison Weapons  A 
Each time a Deepwyrm Drow attacks a small, medium, or large Hero with a normal attack or a leaving engagement attack and inflicts at least 1 wound, roll the 20-sided die. If you roll a 1-11, nothing happens. If you roll a 12 or higher, add 1 additional wound to the defending figure.
Kha Poison Weapons  A 
Each time Kha attacks a small, medium or large Hero with a normal attack or a leaving engagement attack and inflicts at least 1 wound, roll the 20-sided die. If you roll a 1-11, nothing happens. If you roll a 12 or higher, add 1 additional wound to the defending figure.
Wo-Sa-Ga Coil Crush  A 
When attacking a small, medium or large figure, if Wo-Sa-Ga inflicts at least 2 wounds, roll the 20-sided die. If you roll a 15 or higher, destroy the defending figure.
Shiori Shuriken Special Attack  R 
 A 
Range 5. Attack Special. If Shiori is attacking a small or medium figure, roll 3 attack dice for Shuriken Special Attack. If Shiori is attacking a figure of a different size or a destructible object, roll 2 attack dice for Shuriken Special Attack.
Priscus Grapple Special Attack  A 
Range 1. Attack 3. A small or medium figure attacked with Grapple Special Attack rolls one less defense die.
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.
Pelloth Lolth's Wrath Special Attack  R 
 A 
Range Special. Attack 3. Choose a Drow figure you control that is within 5 clear sight spaces of Pelloth and roll 3 attack dice. One at a time for each skull rolled, you may inflict 1 wound on any small or medium figure that is within 2 clear sight spaces of the chosen Drow figure. You may inflict more than 1 wound on a single figure using Lolth's Wrath Special Attack. Figures affected by Lolth's Wrath Special Attack cannot roll any defense dice. After attacking with Lolth's Wrath Special Attack, destroy the chosen Drow figure.
Executioner 616 Remote Detonation  R 
 A 
Instead of attacking, you may choose Executioner 616 or another Soulborg you control within 4 clear sight spaces of Executioner 616. Roll the 20-sided die. Add 3 to your die roll if the chosen figure is medium, 7 to your die roll if the chosen figure is large, and 10 to your die roll if the chosen figure is huge. If you roll 1-12, nothing happens. If you roll 13-19, all figures adjacent to the chosen figure receive one wound. If you roll a 20 or higher, all figures adjacent to the chosen figure receive 3 wounds. After using Remote Detonation, destroy the chosen figure.
Bahadur Easy Prey  A 
Small Squad figures attacked by Bahadur subtract 2 from their defense dice. Medium Squad figures attacked by Bahadur subtract 1 from their defense dice.
Ashi-Dhulu Devour from Beneath  R 
 A 
Before using Stealth Underground Movement, you may choose a small or medium Common figure on a space where Ashi-Dhulu could end his Stealth Underground Movement. Destroy the chosen figure and immediately place Ashi-Dhulu on that space using Stealth Underground Movement.
Grimnak Chomp  A 
Before attacking, choose one medium or small figure adjacent to Grimnak. If the chosen figure is a Squad figure, destroy it. If the chosen figure is a Hero figure, roll the 20‑sided die. If you roll a 16 or higher, destroy the chosen Hero.
Braxas Poisonous Acid Breath  R 
 A 
Instead of attacking, you may choose up to 3 different small or medium figures within 4 clear sight spaces of Braxas. One at a time, roll the 20‑sided die for each chosen figure. If the chosen figure is a Squad figure and you roll an 8 or higher, destroy it. If the chosen figure is a Hero figure and you roll a 17 or higher, destroy the chosen Hero.
Black Wyrmling Fledgling Acid Breath  R 
 A 
Instead of attacking with a Black Wyrmling, you may choose one small or medium figure within 4 clear sight spaces of it. Roll the 20-sided die. If you roll a 1-10, nothing happens. If you roll an 11-15, the chosen figure receives 1 wound. If you roll a 16 or higher, the chosen figure receives 2 wounds.
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.
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.
Siiv Quick Stab Special Attack  A 
Range 1. Attack 2. Small and medium figures may not roll defense dice when attacked by Quick Stab Special Attack.
Me-Burq-Sa Paralyzing Stare 16  R 
 A 
After moving and before attacking, choose any small or medium figure within 6 clear site spaces of Me‑Burq‑Sa. Roll the 20‑sided die. If you roll 16 or higher, the chosen figure cannot roll any defense dice if attacked by Me‑Burq‑Sa this turn.
James Murphy Whip 12  A 
After moving and before attacking, choose a small or medium figure adjacent to James. Roll the 20‑sided die. If you roll a 12 or higher, the chosen figure cannot roll any defense dice if attacked by James this turn.
Retiarius Net Trip 14  A 
After moving and before attacking, roll the 20‑sided die. If you roll a 14 or higher, any small or medium figure attacked by Retarius this turn may roll no more than 1 die for defense.
Deathstalkers (3) Maul  A 
When rolling attack dice against a small or medium figure, if a Deathstalker rolls a skull on every die, the defending figure receives a wound for every skull, and cannot roll any defense dice.
Rechets of Bogdan (3) Lethal Sting  A 
When rolling attack dice against a small or medium figure, if a Rechet of Bogdan rolls a skull on every die , the defending figure cannot roll any defense dice and is immediately destroyed.
Bol Ankle Shank  A 
If Bol is attacking a large or huge figure, add 2 dice to Bol's attack.
Major J15 Breaching Scythe  A 
When rolling attack dice for a normal attack against large or huge figures or destructible objects, Major J15 always adds 1 automatic skull to whatever is rolled.
Axegrinders of Burning Forge (4) Fearless Advantage  A 
 D 
An Axegrinder of Burning Forge rolls an additional die when attacking or defending against large or huge figures.
Heracles Fearless Advantage  A 
Heracles rolls an additional die when attacking or defending against large or huge figures.
Sir Denrick Giant Killer  A 
When Sir Denrick attacks huge figures, add 2 attack dice.
Torin Battleaxe  A 
If Torin is attacking a small or medium figure, add 2 dice to Torin's attack.
Warden 816 Evisceraxe Special Attack  A 
Range 1. Attack 5. The Evisceraxe Special Attack cannot be used on small figures.
Pel the Hill Giant Heavy Axe Pel cannot make leaving engagement attacks against small or medium figures.
Marutuk Worthy Challenge  A 
Marutuk rolls 2 additional dice when attacking a large or huge figure. If an opponent's large or huge figure is within 6 spaces of Marutuk, she may not attack a small or medium figure with a normal attack or a leaving engagement attack. Marutuk may not move normally out of engagement with an opponent's large or huge figure.
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.
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.
Greenscale Warriors (3) Loyalty to the Lizard King  R 
 A 
 D 
At the start of the game, choose a Unique Lizardfolk Hero you control, or a Unique large or huge Dragon Hero you control, to be the Greenscale Warriors' Lizard King. A Greenscale Warrior rolls 1 additional attack and defense die when its chosen Lizard King is within 2 clear sight spaces. You can choose only one Lizard King for all the Greenscale Warriors you control.
Torin Evil Eye Protection  R 
 A 
 D 
When Torin, or any friendly small or medium Utgar figure adjacent to Torin, rolls defense dice against a normal attack from a non-adjacent attacking figure, all excess shields count as unblockable hits inflicted by Torin on the attacking figure.
Fyorlag Spiders (3) Entangling Web  A 
After moving and before attacking, you may choose any one small or medium opponent's figure that is engaged with at least three Fyorlag Spiders that you control. Roll the 20-sided die. If you roll a 16 or higher, remove one unrevealed order marker at random from the chosen figure's Army Card (or cards if your opponent has more than one Common Army Card for that figure).
Fortress Door Reinforced Defense  D 
When rolling defensive dice against a normal attack from small or medium figures, add 2 automatic shields to whatever is rolled. When rolling defensive dice against a normal attack from large or huge figures, add 1 automatic shield to whatever is rolled.
Templar Cavalry (3) Dismiss the Rabble  D 
When rolling defense dice against adjacent attacking small or medium Squad figures, Templar Cavalry Knights receive 1 additional defense die.
Asterios Legendary Creature 3  D 
When rolling defense dice against a normal attack from small or medium Squad figures, Asterios receives 3 additional defense dice.
Bugbear Basher Expendable Rabble  D 
If this Bugbear Basher is attacked with a normal attack by an opponent's figure and receives 1 or more wounds, you may destroy a small Goblin figure you control that is adjacent to this Bugbear Basher to ignore any wounds this Bugbear Basher just received.
Horned Skull Brutes (3) Expendable Rabble  D 
If a Horned Skull Brute you control is attacked with a normal attack by an opponent's figure and receives 1 or more wounds, you may destroy a small Goblin figure you control that is adjacent to that Horned Skull Brute to ignore any wounds that Horned Skull Brute just received.
Ana Karithon Healing Word  D 
After revealing an Order Marker on a wounded small or medium Hero figure you control that is adjacent to Ana Karithon, and before using any other special powers on any Army Card or Glyph, you may first roll the 20-sided die. If you roll a 1-12, nothing happens. If you roll a 13 or higher, remove up to 2 wound markers from that Hero's Army Card.
Nicholas Esenwein Bloodborn Rising  D 
Each time Nicholas Esenwein destroys a figure, you may remove a wound marker from this Army Card. If the destroyed figure was small or medium, and not undead, replace that figure immediately, if possible, with one of your own previously destroyed Thralls. Nicholas Esenwein may not use Bloodborn rising on destructible object.
Kurrok the Elementalist Summon Elemental  D 
After moving and before attacking with Kurrok the Elementalist, you may roll the 20-sided die. If you roll an 11 or higher, you may if possible, place one of your previously destroyed small or medium Elementals on an empty space within 3 clear sight spaces of Kurrok the Elementalist.
Zombie Hulk Zombie Rises Again  D 
If an Undead Savage that you control destroys an opponent's large or huge figure, replace that figure immediately, if possible, with one of your own previously destroyed Zombie Hulks, and remove all markers other than order markers on that card. Undead are not affected by Zombie Rises Again.
Zombies of Morindan (3) Zombies Rise Again  D 
If a Zombie of Morindan that you control destroys an opponent's small or medium figure, replace that figure immediately, if possible, with one of your own previously destroyed Zombies of Morindan. Newly placed Zombies of Morindan cannot attack this turn. Undead are not affected by Zombies Rise Again.
Wildwood Monarch Seedling  D 
At the start of each round, before you place Order Markers, if you have not placed the Wildwood Monarch or used a Seedling power this round, you may place one of your previously destroyed small Wildwood Heroes on any empty space adjacent to the WIldwood Monarch.
Wildwood Sentinel Verdant Growth  D 
At the start of each round, before you place Order Markers, if you have not placed this Wildwood Sentinel or used a Verdant Growth power this round, you may destroy this Wildwood Sentinel and replace it with one of your previously destroyed large Wildwood Heroes. Remove all wound markers from that Hero's Army Card, then place wound markers on it equal to the number of wound markers on this card.
Wildwood Runner Vigorous Growth  D 
At the start of each round, before you place Order Markers, if you have not used a Vigorous Growth power this round, you may destroy one Wildwood Runner that was not placed this round and replace it with one of your previously destroyed medium Wildwood Heroes. Remove all wound markers from that Hero's Army Card.
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.
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.
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.
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.
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.
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.
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.
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 Thercus. After you move Theracus, place the chosen figure adjacent to Theracus.
Cormin the Dark Facade  D 
If Cormin the Dark is targeted for a normal attack from an opponent's figure, you may roll the 20-sided die. If you roll an 11 or higher, choose a small or medium figure you control that is within 4 spaces of Cormin. Switch Cormin with the chosen figure. If you do, the attacking figure must attack the chosen figure, if possible, and cannot attack any other figure this turn. Figures moved by Facade never take any leaving engagement attacks. You cannot roll for the Facade power more than once per turn.
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 that 2 levels higher or lower than the base of that Horned Skull Brute. You may switch that Horned Skull Brute with the chosen Squad figure. Figures moved by Barge into Battle never take any leaving engagement attacks.
Warforged Soldiers (3) Tactical Switch  M 
When a Warforged Soldier you control attacks an opponent's small or medium figure, before rolling the attack dice, you may switch that Warforged Soldier with the defending figure. After switching spaces, the Warforged Soldier must continue the attack, if possible, and cannot attack any other figure this turn. Figures moved by Tactical Switch never take any leaving engagement attacks. An opponent's figure may be moved by Tactical Switch only once per turn.
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.
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 by Shurrak, immediately roll the 20-sided die. If you roll a 14 or higher, you may Knockback the figure by placing it on any empty space within 3 clear sight spaces of Shurrak. The space must be on the same level as or lower than its current location. A figure moved by Knockback never takes any leaving engagement attacks. A non-flying figure moved lower by Knockback can receive any falling damage that may apply.
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 a 8 or higher, place the chosen figure on any empty same-level space adjacent to Drake. If the chosen figure is engaged when it is moved by Grapple Grab, it will not take any leaving engagement attacks.
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.
Ana Karithon Protection from Evil Aura  R 
 D 
All small or medium figures you control within 3 clear sight spaces of Ana Karithon add 1 to their defense dice when rolling defense against an attack from a figure who follows Utgar. Ana Karithon's Protection from Evil Aura does not affect Ana Karithon.
Bok-Bur-Na Intimidate  A 
Small and Medium figures within 3 clear sight spaces of Bok-Bur-Na reduce their Defense Value by 1 when attacked by a Captain or Pirate you control.
Myrddin Mystic Sacrifice  R 
 A 
After rolling the 20-sided die for the Army Card of a Small, Medium, or Large Unique Hero you control within 4 clear sight spaces of Myrddin, you may place 1 or 2 wound markers on Myrddin's Army Card. Add 1 to your 20-sided die roll for each wound marker you placed, even if this was enough wounds to destroy Myrddin.
Breakable Wall Section Strong Defense  D 
When rolling defensive dice against a normal attack from small or medium figures, add 1 automatic shield to whatever is rolled.
Heroscape is © Hasbro; all rights reserved.
Valid HTML Last Updated 2024-08-30