Character Power Similar |
Move Range Attack Defense |
Works With Team |
Unique |
Size |
Normal |
D20 |
Order Marker |
Dest Obj
Special Powers
that can Benefit Other Characters. Once a synergy benefits 10+ characters (including
VC), it becomes "Many Characters".
Rechets of Bogdan (3) | Iskra's Summoning | M |
Rechets of Bogdan do not start the game on the battlefield. They must be summoned onto the battlefield by Iskra Esenwein. Works with: Iskra Esenwein |
Iskra Esenwein | Summon the Rechets of Bogdan | M A |
After taking a turn with Iskra Esenwein, you may attempt to summon the Rechets of Bogdan if they are in your army and they have not yet been successfully summoned. Roll the 20-sided die. If you roll a 14 or higher, you must place all 3 Rechets of Bogdan on empty spaces within 6 clear sight spaces of Iskra Esenwein. Any Rechets of Bogdan that you cannot place on the battlefield are immediately destroyed and cannot be summoned again. When the Rechets of Bogdan are summoned, you may immediately take a turn with them. Works with: Rechets of Bogdan |
Acolytes of Vorganund (3) | Blood Summoning | D |
At the start of the game, you may choose any or all Unique Demon Heroes you control to be Bound Heroes of the Acolytes of Vorganund. Place those Heroes on this card. Once per turn, instead of moving normally with an Acolyte of Vorganund, you may destroy that Acolyte and place a Bound Hero from this card on the space that Acolyte occupied. Works with: VC: Corvor the Tainted One, Morgoloth, Skull Demon |
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. Works with: Many Characters |
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. Works with: Manay Characters |
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. Works with: VC: Beakface Rogue, Clawfoot Interceptor, Quorik Warwitch |
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. Works with: Guilty McCreech, James Murphy, Johnny "Shotgun" Sullivan, VC: Kate Crawford, Louis "Mad Dog" Malone |
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. Works with: VC: Darkprowl Thrall, Deathstrike Thrall, Preyblood Thrall |
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. Works with: VC: Bloodburst Thrall, Deathstrike Thrall, Preyblood Thrall |
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. Works with: VC: Bloodburst Thrall, Darkprowl Thrall, Preyblood Thrall |
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. Works with: VC: Bloodburst Thrall, Darkprowl Thrall, Deathstrike Thrall |
Mellifera | Frenzied Swarm 14 | A |
After a Common Insect you control attacks a figure within 4 spaces of Mellifera with a normal or special attack, roll the 20-sided die. If you roll a 14 or higher, that Common Insect may attack again with a normal or special attack. Works with: VC: Amberhive Protectors, Red Ants of Aunstrom, Xualtiaca Fire Ants |
Pelloth | Lolth's Wrath | R A |
Before attacking with Pelloth, you may 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. After using Lolth’s Wrath, destroy the chosen Drow figure. Works with: Deepwyrm Drow, Drow Chainfighter, Estivara, VC: Xundar |
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. Works with: Arrow Gruts, Blade Grutes, Death Chasers of Thesk, Heavy Gruts |
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. Works with: Many Characters |
Amberhive Protectors (4) | Sacrificial Sting Special Attack | A |
Range 1. Attack 4. When attacking a figure within 4 spaces of an Insect Hero you control, an Amberhive Protector may use Sacrificial Sting Special Attack. If the defending figure receives any wounds from Sacrificial Sting Special Attack, destroy the attacking Amberhive Protector. Works with: Sujoah, VC: Mellifera |
Jorhdawn | Rain of Flame Special Attack | R A |
Range 7. Attack 1 + Special. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Rain of Flame Special Attack. Add 1 to Jorhdawn's attack dice for every additional Elf Wizard you control within 3 clear sight spaces of Jorhdawn, up to a maximum of +3 dice. Roll attack dice once for all affected figures. Each affected figure rolls defense dice separately. Jorhdawn cannot be affected by her own Rain of Flame Special Attack. Works with: Arkmer, Acolarh, Chardris, Emirroon, Kyntela Gwyn, Morsbane, Ulgenish, VC: Haduc |
Chardris | Fire Strike Special Attack | R A |
Range 6. Attack 2 + Special. When Chardris attacks with Fire Strike Special Attack, add 1 to Chardris’ attack dice for every additional Elf Wizard you control within 3 clear sight spaces of Chardris, up to a maximum of +3 dice. Works with: Arkmer, Acolarh, Emirroon, Jorhdawn, Kyntela Gwyn, Morsbane, Ulgenish, VC: Haduc |
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. Works with: Bok-Bur-Na, Dorim, Exiles, Fia Bonny, Killian Vane III, Knaves |
Xundar | Shadow Cast Special Attack | R A |
Range 5. Attack 3 + Special. When Xundar attacks a figure with Shadow Cast Special Attack, add 1 additional attack die if at least one friendly Shadow figure is engaged with the defending figure. If Xundar destroys an opponent's figure with Shadow Cast Special Attack, replace that figure immediately, if possible, with one of your own previously destroyed Common Shadow figures. Works with: VC: Shadow Binder, Shadow Fiend, Shadow Hound |
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. Works with: VC: Shadow Binder, Shadow Fiend |
Mok | Gunner Special Attack | A |
Range 5. Attack 3. After attacking normally, Mok may attack with Gunner Special attack once for each Dwarf figure on this card. While engaged, Mok may target and attack non-adjacent figures with Gunner Special Attack. Mok cannot attack the same figure twice with Gunner Special Attack. Works with: Axegrinders of Burning Forge, VC: Shieldsmiths of Granite Keep |
Makwa Tribesman | Hunt of the Makwa | A |
After this Makwa Tribesman attacks, he may attack one additional time. The additional attack must target a figure that is within 3 clear sight spaces of a Hunter you control. Works with: Many Characters |
Blastatrons (4) | Homing Device | R A |
When attacking a non-adjacent figure, add 1 attack die for every Soulborg you control who follows Vydar that is adjacent to the defending figure. Works with: Admiral EJ-1M, Blastatrons, Gladiatrons, Major Q9, Major X17, VC: Hoplitron, Major J15 |
Omnicron Repulsors (3) | Targeting Beacon | A |
When attacking a non-adjacent figure, all Soulborg figures you control who follow Jandar add 1 die to their attack if at least one Omnicron Repulsor you control is adjacent to the defending figure. Works with: Omnicron Snipers, Zetacron, VC: Deltacron, Omegacron |
Zombie Hulk | Paralyzing Fear | A |
Figures attacked by any Undead subtract one from their defense dice for every Zombie Hulk they are engaged to. Works with: Many Characters |
Grok Riders (3) | Mark of the Warlord | A |
When attacking a figure that is adjacent to any Marro Warlord you control, Grok Riders add 2 to their attack dice. Works with: Me-Burq-Sa, Ne-Gok-Sa |
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. Works with: VC: B-11 Resistance Corps, Jarek Guy, Kira Jax, Rendar Fy, Soontir Van |
MacDirk Warriors (4) | Highland Fury | A |
At the start of the game, choose a Human Champion you control. While that champion is in play, MacDirk Warriors roll one additional attack die for each wound marker on the chosen hero. There can be only one Human Champion for all the MacDirk Warriors you control. MacDirk Warriors cannot attack their chosen Human Champion. Works with: Alastair MacDirk, Eldgrim, Finn, Sir Denrick, Sir Gilbert, Sir Hawthorne, Thorgrim, VC: Sir Orrick |
Greenscale Warriors (3) | Loyalty to the Lizard King | R A D |
At the start of the game, choose a Unique Lizardfolk Hero you control, or a Unique large or huge Dragon Hero you control, to be the Greenscale Warriors' Lizard King. A Greenscale Warrior rolls 1 additional attack and defense die when its chosen Lizard King is within 2 clear sight spaces. You can choose only one Lizard King for all the Greenscale Warriors you control. Works with: Many Characters |
Knaves of the Silver Scimitar (4) | The Captain's Way | R D |
At the start of the game, choose a Unique Captain you control to be the Knaves of the Silver Scimitar's Captain for this game. Knaves of the Silver Scimitar roll one additional defense die against attacks from non-adjacent figures when their chosen Captain is within 4 clear sight spaces. Works with: Bok-Bur-Na, Fia Bonny |
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. Works with: Many Characters |
Haduc | Aegis of the Crimson Sigil | D |
When Haduc, or any Elf Wizard you control adjacent to Haduc, rolls defense dice, add one automatic shield to whatever is rolled for each revealed order marker on Haduc's Army Card. Works with: Acolarh, Arkmer, Chardris, Emirroon, Jorhdawn, Kyntela Gwyn, Morsbane, Ulginesh |
Hatamoto Taro | Adjacent Tough 1 | D |
When rolling defense dice for Hatamoto Taro, if Hatamoto Taro is adjacent to at least one figure you control who follows Einar, add one automatic shield to the defense roll. Works with: Many Characters |
Sacred Band (4) | Disciplined Army Defense Bonus | D |
If every Army Card you control has a disciplined personality, each soldier in the Sacred Band receives 1 additional defense die. Works with: Many Characters |
Knights of Blackgaard (4) | Relentless Army Attack Bonus | A |
If every Army Card you control has a relentless personality, each Knight of Blackgaard receives one additional attack die. Works with: Many Characters |
4th Massachusetts Line (4) | Valiant Army Defense Bonus | D |
If every Army Card you control has a valiant personality, each soldier in the 4th Massachusetts Line receives 1 additional defense die. Works with: Many Characters |
Morgan's Riflemen (3) | Valiant Army Defense Bonus | D |
If every Army Card you control has a valiant personality, each Morgan's Rifleman receives 1 additional defense die. Works with: Many Characters |
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. Works with: Many Characters |
Arkmer | Staff of Lerkintin | D |
When defending with Arkmer, add as many defense dice as the number of Elves you control adjacent to Arkmer. Works with: Many Characters |
Mok | Gunner Casualties | D |
If there is at least one Dwarf figure on Mok's card when Mok receives one or more wounds from an attack by a non-adjacent figure, you must roll the 20-sided die. If you roll a 15 or higher, remove one Dwarf figure from Mok's card and ignore any wounds. Works with: Axegrinders of Burning Forge, VC: Shieldsmiths of Granite Keep |
Parmenio | Sacred Band Defy Death 15 | D |
When an adjacent Sacred Band figure you control receives one or more wounds, roll the 20-sided die before removing that figure. If you roll a 15 or higher, ignore any wounds. Works with: Sacred Band |
Deathcommander Mark 3 | Marked For Destruction | A |
When a Soulborg figure that you control who follows Utgar attacks a figure engaged with Deathcommander Mark 3 with a normal attack, before defense dice are rolled, you may re-roll one attack die that did not show a skull. Marked for Destruction can only be used once for each attack. Marked for Destruction does not affect Deathcommander Mark 3. Works with: Many Characters |
Emperor Andask | Orb of Vengeance Aura | A |
When a figure you control within 4 clear sight spaces of Emperor Andask attacks an adjacent figure with a normal attack, before defense dice are rolled, you may re-roll all attack dice that did not show skulls. Orb of Vengeance Aura does not affect Emperor Andask. Orb of Vengeance Aura may only be used once per turn. Works with: Many Characters |
Zogross Hardscale | Tribal Protection | D |
An opponent's figure that is engaged to one or more Warriors or Protectors you control who follow Ullar may not attack Zogross Hardscale. Works with: Armoc Vipers, Protectors of Ullar, Greenscale Warriors, Jotun, Saylind |
Millerson | Honor Among Thieves | R A D |
When a Rogue you control who is adjacent to Millerson is attacked by an opponent's figure that is not adjacent to that Rogue and receives one or more wounds from that attack, you may place the same number of wound markers on this Army Card to ignore any wounds that Rogue just received. Works with: Many Characters |
Capt. John Varan | Purple Heart | R A D |
When a Human you control who follows Jandar and is adjacent to Capt. John Varan receives one or more wounds from an attacking figure who is not adjacent, you may instead place all of those wound markers on this Army Card. Works with: Many Characters |
Zettian Infantry (3) | Circuitry Replacement | A D |
If a friendly Soulborg Hero who follows Utgar receives one or more wounds from a special power that is not an attack, you may destroy a guard in the Zettian Infantry you control that is adjacent to that Hero to ignore any wounds that Hero just received. Works with: Deathwalker 7000, Deathwalker 8000, Deathwalker 9000, Warden 816, VC: Deathcommander Mark 3, Executioner 616 |
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. Works with: Goblin Cutters, VC: Bol, Goblin Slashers, Koggo, Urk |
Horned Skull Brutes (3) | Expendable Rabble | D |
If a Horned Skull Brute you control is attacked with a normal attack by an opponent's figure and receives 1 or more wounds, you may destroy a small Goblin figure you control that is adjacent to that Horned Skull Brute to ignore any wounds that Horned Skull Brute just received. Works with: Goblin Cutters, VC: Bol, Goblin Slashers, Koggo, Urk |
Acolarh | Leaf of the Home Tree Aura | R D |
When any Elf you control within 8 clear sight spaces of Acolarh receives enough wounds to be destroyed, you may roll 10 Ullar Valkyrie dice before removing the figure. If you roll at least 3 Ullar symbols, ignore any wounds that figure just received. Acolarh's Leaf of the Home Tree Aura does not affect Acolarh. Works with: Many Characters |
Ana Karithon | Healing Word | D |
After revealing an Order Marker on a wounded small or medium Hero figure you control that is adjacent to Ana Karithon, and before using any other special powers on any Army Card or Glyph, you may first roll the 20-sided die. If you roll a 1-12, nothing happens. If you roll a 13 or higher, remove up to 2 wound markers from that Hero's Army Card. Works with: Many Characters |
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 objects. Works with: VC: Bloodburst Thrall, Darkprowl Thrall, Deathstrike Thrall, Preyblood Thrall |
Kurrok the Elementalist | Summon Elemental | D |
After moving and before attacking with Kurrok the Elementalist, you may roll the 20-sided die. If you roll an 11 or higher, you may if possible, place one of your previously destroyed small or medium Elementals on an empty space within 3 clear sight spaces of Kurrok the Elementalist. Works with: Air Elemental, Earth Elemental, Fire Elemental, Water Elemental |
Marro Hive | Marro Rebirth | D |
After taking a turn with Marro Hive, you may roll the 20-sided die. If you roll a 13 or higher, you may place any previously destroyed common Marro Squad figure from your army on an empty space adjacent to Marro Hive. Works with: Marro Drones, Marro Drudge, Marro Stingers, VC: Marro Gnids |
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. Works with: Zombies of Morindan, VC: Zombie Hulk |
Ebon Armor (4) | Animated Materiel | D |
When an Ebon Armor you control is destroyed, you may place it on a Unique Human Army Card in your army that does not already have an Ebon Armor on it. Works with: Many Characters |
Skeletons of Annellintia (4) | Necromancy | D |
When a Skeleton of Annellintia you control is destroyed, roll the 20-sided die. If you roll an 11 or higher, place that Skeleton of Annellintia on the army card of any Unique Lord, Lady, Duke or Duchess you control. Works with: Cyprien Esenwein, Sonya Esenwein, Iskra Esenwein, VC: Ataraxis the Starlich, Nicholas Esenwein |
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. Works with: VC: Wildwood Runner |
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. Works with: VC: Wildwood Monarch |
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. Works with: VC: Wildwood Sentinel |
Sonya Esenwein | Eternal Heartbreak | If you control Cyprien Esenwein and he is destroyed, Sonya Esenwein immediately receives 2 wounds. Works with: Cyprien Esenwein | |
Minions of Utgar (3) | Utgar's Orders | M A |
Instead of taking a turn with the Minions of Utgar, you may take a turn with any Kyrie Warrior you control who follows Utgar. Works with: Loviatak, Raelin v3, Runa, Taelord |
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. Works with: Acolarh, Arkmer, Chardris, Emirroon, Jorhdawn, Kyntela Gwyn, Morsbane, VC: Haduc |
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. Works with: Many Characters |
Omegacron | Directed Fire | A |
Instead of attacking with Omegacron this turn, you may choose up to 3 unengaged Soulborg Squad figures you control who follow Jandar. Take a single turn with the chosen figures, during which the chosen figures may only attack. Omegacron must also have line of sight to any figure attacked using Directed Fire. Works with: Omnicron Repulsors, Omnicron Snipers |
Ornak | Red Flag of Fury Aura | M R A |
If order marker 1 is placed on Ornak, then instead of taking that turn with Ornak, you may take a turn with up to 2 Unique Heroes you control who follow Utgar. Ornak cannot be one of the 2 Unique Heroes. Any Unique Hero that is taking a turn instead of Ornak must be within 8 clear sight spaces of Ornak prior to its movement. Works with: Many Characters |
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. Works with: Isamu, Kumiko, Moriko, Ninjas of the Northern Wind, Otonashi, Shiori, Shiori v2 |
Kato Katsuro | Kato Katsuro's Command | M R A |
Instead of taking a turn with Kato Katsuro, you may take a turn with one of the following that you control: 1 Samurai Hero; or 1 Samurai Squad; or 1 Ashigaru Harquebus Squad and/or 1 Ashigaru Yari Squad. You may choose which Squad to activate first. Any figure in the above list that is taking a turn instead of Kato Katsuro must be within clear sight of Kato Katsuro before moving. Works with: Ashigaru Harquebus, Ashigaru Yari, Hatamoto Taro, Izumi Samurai, Kaemon Awa, Kozuke Samurai, Tagawa Samurai, Tagawa Samurai Archers, VC: Tomoe Gozen |
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. Works with: Master Win Chiu Woo, Shaolin Monks, VC: Chen Tang, Yi Feng, Zhen Yuan |
Zaeus | Gorillinator Attack Bonding | A |
After revealing an order marker on Zaeus, you may take a turn with a squad of Gorillinators you control before taking a turn with Zaeus. The Gorillinators cannot move during this turn. Works with: Gorillinators |
Marro Hive | Hive Mind | M R A |
After revealing an order marker on this Army Card, you may take a turn with any small or medium common Marro Squad you control before taking a turn with Marro Hive. Any figure that is taking a turn must be within 12 clear sight spaces of Marro Hive prior to its movement. Works with: Marro Dividers, Marro Drones, Marro Drudge, Marro Stingers, VC: Havech Eradicators, Marro Gnids |
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. Works with: Greater Ice Elemental, Iron Golem, VC: Augamo, Avernus, Boreos, Breach, Lilja |
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. Works with: VC: Shadow Binder, Shadow Fiend, Shadow Hound |
Kurrok the Elementalist | Master of the Elements | M R A |
After revealing an order marker on Kurrok the Elementalist, instead of taking that turn with Kurrok, you may take a turn with up to three small or medium Elementals you control that are within 8 clear sight spaces of Kurrok the Elementalist. Works with: Air Elemental, Earth Elemental, Fire Elemental, Water Elemental |
Gorillitroopers (2) | Primadon Strategic Attack Bonding | A |
Before taking a turn with the Gorillitroopers, you may first take a turn with any Primadon Hero you control. That Primadon Hero may only attack during its turn. If you take a turn with any Primadon Hero you control, the Gorillitroopers cannot use their Autocannons special power this turn. Works with: Laglor, VC: Kursus, Zaeus |
Marrden Nagrubs (3) | Hivelord Life Bonding | M A D |
Before taking a turn with Marrden Nagrubs, you may first take a turn with any Hivelord you control. Before moving the chosen Hivelord, you may destroy one adjacent Marrden Nagrub you control. If you destroy a Marrden Nagrub with Hivelord Life Bonding, remove 1 wound marker from the chosen Hivelord's Army Card. Works with: Su-Bak-Na, Tor-Kul-Na, Wo-Sa-Ga, VC: Kon-Tar-Na |
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. Works with: Zombies of Morindan, VC: Zombie Hulk |
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. Works with: VC: Cal the Smuggler, Garrett Burns, Josie Whistlestop |
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. Works with: Izumi Samurai, Kozuke Samurai, Tagawa Samurai |
Clayton Pierce | Shootout | R A |
Once per round, after revealing an Order Marker on Clayton Pierce and taking a turn with him, you may take a turn with up to 3 other Lawman Heroes you control. Heroes taking a turn with Shootout must be within 4 clear sight spaces of Clayton and may not move normally during that turn. Works with: Guilty McCreech, James Murphy, Johnny "Shotgun" Sullivan, VC: Kate Crawford, Louis "Mad Dog" Malone |
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. Works with: Khosumet the Darklord, VC: Arktos, Bahadur, Manauvi, Varkaanan Greyspears, Varkaanan Quickblades, Varkaanan Swiftfangs |
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. Works with: Khosumet the Darklord, VC: Arktos, Bahadur, Manauvi, Varkaanan Darkclaws, Varkaanan Quickblades, Varkaanan Swiftfangs |
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. Works with: Khosumet the Darklord, VC: Arktos, Bahadur, Manauvi, Varkaanan Darkclaws, Varkaanan Greyspears, Varkaanan Swiftfangs |
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. Works with: Khosumet the Darklord, VC: Arktos, Bahadur, Manauvi, Varkaanan Darkclaws, Varkaanan Greyspears, Varkaanan Quickblades |
Arrow Gruts (3) | Beast Bonding | M A |
Before taking a turn with Arrow Gruts, you may first take a turn with any Beast you control. Works with: Ice Troll Berserker, Kita, Krug, Mimring, Onshu, Swog Rider, VC: Grigor & Rogirg, Hrognak (mounted), Otar |
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. Works with: Kita, Onshu, VC: Otar |
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. Works with: Kita, Onshu, VC: Otar |
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. Works with: Drow Chainfighter, Dumutef Guard, Gurei-Oni, Braxas, Sudema, VC: Kalagrith, Mellifera, Shadow Binder |
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. Works with: Bok-Bur-Na, Dorim, Fia Bonny, Killian Vane III |
Greenscale Warriors (3) | Lizard King Bonding | M A |
Before taking a turn with the Greenscale Warriors, you may first take a turn with their chosen Lizard King if it is still under your control. Works with: Many Characters |
Blade Gruts (4) | Orc Champion Bonding | M A |
Before taking a turn with Blade Gruts, you may first take a turn with any Orc Champion you control. Works with: Grimnak, Nerak, Orak, Tornak, VC: Hrognak, Kuthnak |
Heavy Gruts (4) | Orc Champion Bonding | M A |
Before taking a turn with Heavy Gruts, you may first take a turn with any Orc Champion you control. Works with: Grimnak, Nerak, Ornak, Tornak, VC: Hrognak, Kuthnak |
Wolves of Badru (3) | Darklord Bonding | M A |
Before taking a turn with Wolves of Badru, you may first take a turn with any Darklord you control. Works with: Khosumet, Werewolf Lord, VC: Morgoloth |
Fyorlag Spiders (3) | Predator Bonding | M A |
Before taking a turn with Fyorlag Spiders, you may first take a turn with any Predator you control. Works with: Sujoah, Wyvern, VC: Kozil, Quahon |
Roman Legionnaires (4) | Warlord Bonding | M A |
Before taking a turn with Roman Legionnaires, you may first take a turn with any Warlord you control. Works with: Many Characters |
Sacred Band (4) | Einar Warlord Bonding | M A |
Before taking a turn with Sacred Band, you may first take a turn with any Warlord you control who follows Einar. Works with: Marcus Decimus Gallus, Parmenio, Valguard, VC: Arashara Goshiri |
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. Works with: Alastair MacDirk, Eldgrim, Finn, Knight Irene, Sir Denrick, Sir Gilbert, Thorgrim, VC: Sir Orrick |
Grok Riders (3) | Marro Warlord Bonding | M A |
Before taking a turn with Grok Riders, you may first take a turn with any Marro Warlord you control. Works with: Me-Burq-Sa, Ne-Gok-Sa |
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. Works with: Admiral EJ-1M, Deathwalker 7000, Majoy X17, VC: Executioner 616, Majoy J15 |
Armoc Vipers (3) | Ullar Warlord Bonding | M A |
Before taking a turn with Armoc Vipers, you may first take a turn with any Warlord you control who follows Ullar. Works with: Venoc Warlord, VC: Zogross Hardscale, Azurite Warlord |
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. Works with: Deathwalker 7000, Deathwalker 8000, Deathwalker 9000, Warden 816, VC: Deathcommander Mark 3, Executioner 616 |
Knights of Weston (4) | Human Champion Bonding | M A |
Before taking a turn with the Knights of Weston, you may first take a turn with any Human Champion you control. Works with: Alastair MacDirk, Eldgrim, Finn, Sir Denrick, Sir Gilbert, Sir Hawthorne, Thorgrim, VC: Sir Orrick |
MacDirk Warriors (4) | Human Champion Bonding | M A |
Before taking a turn with the MacDirk Warriors, you may first take a turn with any Human Champion you control. Works with: Alastair MacDirk, Eldgrim, Finn, Sir Denrick, Sir Gilbert, Sir Hawthorne, Thorgrim, VC: Sir Orrick |
Capuan Gladiators (3) | Human Gladiator Hero Bonding | M A |
Before taking a turn with the Capuan Gladiators, you may first take a turn with any Human Gladiator Hero you control. Works with: Crixus, Retiarius, Spartacus, VC: Achillean Gladiatrix, Priscus, Tetraites |
Death Chasers of Thesk (3) | Taskmaster Bonding | M A |
Before taking a turn with the Death Chasers of Thesk, you may first take a turn with any large wild Hero you control. Works with: Me-Burq-Sa, Nerak, Ogre Pulverizer, Ogre Warhulk, Swog Rider, VC: Gothlok, Pel the Hill Giant |
Death Knights of Valkrill (2) | Unholy Bonding | M A |
Before taking a turn with the Death Knights of Valkrill, you may first take a turn with any small, medium, or large relentless Hero you control. Works with: Many Characters |
Axegrinders of Burning Forge (4) | Dwarven Strategic Bonding | M A |
Before taking a turn with The Axegrinders of Burning Forge, you may first take a turn with any Dwarf Hero you control. If you do not take a turn with any Dwarf Hero you control, add 2 to the Axegrinders' move number. Works with: Dorim, Migol Ironwill, Mogrimm Forgehammer, VC: Beorn Boltcutter, Ulfrid Hornwrangler |
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. Works with: Sujoah, VC: Mellifera |
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. Works with: Guilty McCreech, Valguard, Jotun, Shurrak, VC: Pel the Hill Giant, Wastewalker Gage |
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. Works with: VC: Wildwood Runner |
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. Works with: VC: Corvor the Tainted One, Morgoloth, Skull Demon |
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. Works with: Darrak Ambershard, VC: Arthur of Sherwood, Beakface Rogue, Bol, Cormin the Dark, Elaria the Pale, Kha, Locksley, Millerson |
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. Works with: VC: Wildwood Runner, Wildwood Sentinel |
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. Works with: Blue Wyrmling, Red Wyrmling, White Wyrmling |
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. Works with: Black Wyrmling, Red Wyrmling, White Wyrmling |
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. Works with: Black Wyrmling, Blue Wyrmling, White Wyrmling |
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. Works with: Black Wyrmling, Blue Wyrmling, Red Wyrmling |
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. Works with: VC: Zogross Hardscale |
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. Works with: VC: Olog, Pel the Hill Giant, Uzog, Zombie Hulk |
Mohican River Tribe (3) | War Cry | M A |
After taking a turn with the Mohican River Tribe, if at least two Mohican River Tribesmen you control are engaged, you may immediately take a turn with one Unique Tribesman Hero you control. Works with: Brave Arrow, VC: Makwa Tribesman |
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. Works with: VC: Bol, Bugbear Basher, Koggo, Urk |
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. Works with: Deathstalkers, Deathwalker 7000, Deathwalker 8000, Deathwalker 9000, Warden 816, VC: Executioner 616, Zettian Guards |
Blastatrons (4) | Gladiatron Movement Bonding | M |
Before taking a turn with Blastatrons, you may move 4 Gladiatrons you control up to 5 spaces each. Works with: Gladiatrons |
Nakita Agents (3) | Gorillinator Movement Bonding | M |
Before taking a turn with Nakita Agents, you may move 3 Gorillinators you control up to 7 spaces each. Works with: Gorillinators |
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. Works with: Brave Arrow, Theracus, Zetacron VC: Clawfoot Interceptor, Kira Jax, Makwa Tribesman, Maltis Tez |
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. Works with: Sgt. Drake Alexander (v1,v2,v3), VC: Capt. John Varan |
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. Works with: Omnicron Repulsors, Omnicron Snipers, Zetacron, VC: Deltacron |
Agent Skahen | Cover Fire | M |
When attacking an opponent's figure, if Agent Skahen inflicts one or more wounds, you may move one Tricky figure you control who follows Vydar and is within 8 clear sight spaces of Agent Skahen up to 4 spaces. You cannot use Cover Fire to move Agent Skahen. Works with: Many Characters |
Sir Gilbert | Jandar's Dispatch | M |
After you take a turn with Sir Gilbert, you may roll 12 Jandar Valkyrie dice. Move up to 4 squad figures you control who follow Jandar up to X spaces. X equals the number of Jandar symbols rolled. Any squad figures moved with Jandar's Dispatch must be within 8 clear sight spaces of Sir Gilbert prior to moving. Works with: Many Characters |
Brunak | Carry | M |
Before moving Brunak, choose an unengaged friendly small or medium figure adjacent to Brunak. After you move Brunak, place the chosen figure adjacent to Brunak. Works with: Many Characters |
Theracus | Carry | M |
Before moving Theracus, choose an unengaged friendly small or medium figure adjacent to Theracus. After you move Theracus, place the chosen figure adjacent to Theracus. Works with: Many Characters |
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. Works with: Axegrinders of Burning Forge, VC: Shieldsmiths of Granite Keep |
Saylind the Kyrie Warrior | Spear of Summoning | M |
After moving and before attacking, choose any figure you control on the battlefield, then roll the 20‑sided die. If you roll a 1‑8, nothing happens. If you roll a 9‑20, move the chosen figure to any space adjacent to Saylind. If the summoned figure is engaged, the figure does not receive any leaving engagement attacks. Works with: Many Characters |
Emirroon | Elven Summoning Spell | M |
After moving and before attacking, you may roll the 20-sided die. Add the number of elves you control adjacent to Emirroon to your die roll. If you roll 1-4, nothing happens. If you roll 5-11, you may place 1 Elf you control adjacent to Emirroon. If you roll 12-17, you may place up to 2 Elves you control adjacent to Emirroon. If you roll 18-20, you may place up to 3 Elves you control adjacent to Emirroon. If the summoned Elves are engaged, they will not take any leaving engagement attacks. Emirroon cannot summon an Elf that he is already adjacent to. Works with: Many Characters |
Tul-Bak-Ra | Teleport Reinforcements | M |
When Tul-Bak-Ra receives one or more wounds from an opposing figure's Normal or Special Attack but is not destroyed, you may choose one friendly Marro Squad figure for every wound Tul-Bak-Ra just received. Place the chosen figure(s) on any empty space(s) adjacent to Tul-Bak-Ra. If the teleported figure(s) are engaged, they will not take any leaving engagement attacks. Works with: Grok Riders, Marro Dividers, Marro Drones, Marro Drudge, Marro Stingers, Marro Warriors, VC: Havech Eradicators, Marro Gnids |
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. Works with: Many Characters |
Jotun | Throw 14 | M R A |
After moving and before attacking, choose one small or medium non‑flying figure adjacent to Jotun. Roll the 20-sided die. If you roll a 14 or higher, you may throw the figure by placing it on any empty space within 4 spaces of Jotun. The figure must land within clear sight of Jotun. After the figure is placed, roll the 20‑sided die for throwing damage. If you roll an 11 or higher, the thrown figure receives 2 wounds. If the figure is thrown onto a level higher than the height of Jotun or onto water, do not roll for throwing damage. The thrown figure does not take any leaving engagement attacks. Works with: Many Characters |
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. Works with: Many Characters |
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. Works with: Ana Karithon, VC: Acolytes of Vorganund |
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. Works with: Many Characters |
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. Works with: Many Characters |
Morgoloth | Demon Leadership | M |
All Demons you control, except Morgoloth, move one additional space. Works with: Mezzodemon Warmongers, VC: Corvor the Tainted One, Skull Demon |
Count Raymond | Devout Leadership | M |
All figures you control with a devout personality move one additional space. Works with: Kurrok the Elementalist, Pelloth, VC: Cathar Spearmen, Acolytes of Vorganund, Van Nessing |
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. Works with: Raelin v3, Runa, Taelord |
Warden 816 | Guard Leadership | M |
All Guards you control move one additional space. Works with: Many Characters |
Atlaga the Kyrie Warrior | Kyrie Leadership | M |
All Kyrie you control, except Atlaga, move one additional space. Works with: Many Characters |
Venoc Warlord | Scout Leadership | M |
All scouts you control can move an additional 2 spaces. Works with: Many Characters |
Marcus Decimus Gallus | Soldier Leadership | M |
All Soldiers you control move one additional space. Works with: Many Characters |
Master Win Chiu Woo | Master's Influence | M A D |
All Monk Squad figures you control may leap an additional 13 levels up or down when using their Stealth Leap special power. All Monks you control within 2 clear sight spaces of Master Woo add 1 to their attack dice and 1 to their defense dice. Works with: Shaolin Monks |
Spartacus | Gladiator Inspiration | M A D |
If all Order Markers for a round are placed on Gladiator Army Cards, and at least one Order Marker is placed on Spartacus, then all Gladiators you control (except Spartacus) become inspired. Inspired Gladiators add one to their Move number and 1 extra attack die and defense die for the rest of the round. Works with: Capuan Gladiators, Crixus, Retiarius, VC: Achillean Gladiatrix, Priscus, Tetraites |
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. Works with: Many Characters |
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. Works with: VC: B-11 Resistance Corps, Jarek Guy, Kria Jax, M-43 Resistance Fighters, Rendar Fy |
Acolarh | Ullar's Amulet | M |
All friendly figures who follow Ullar and start their turn adjacent to Acolarh may move 2 additional spaces. Works with: Many Characters |
Otonashi | Tricky Speed 4 | M |
If Otonashi starts her turn adjacent to any figure you control who has a tricky personality, she may move 4 additional spaces. Works with: Many Characters |
Deathwalker 9000 | Range Enhancement | R |
Any Soulborg Guards you control with a Range number of 4 or more that are adjacent to Deathwalker 9000 add 2 spaces to their range. Works with: Zettian Guards, Blastatrons, VC: Zettian Infantry |
Laglor | Vydar's Range Enhancement Aura | R |
All friendly figures with a Range number of 4 or more who follow Vydar and are within 4 clear sight spaces of Laglor add 2 to their Range number. Vydar's Range Enhancement Aura does not affect Laglor. Works with: Many Characters |
Khosumet the Darklord | Relentless Assault | A |
Each friendly figure adjacent to Khosumet with a relentless personality receives an additional attack die. Works with: Many Characters |
Dumutef Guard | Devourer Attack Enhancement | A |
All friendly Devourers adjacent to a Dumutef Guard receive an additional attack die. Works with: Anubian Wolves, Marcu Esenwein, Rechets of Bogdan, Shades of Bleakwoode, VC: Ashi-Dhulu, The Varja |
Arktos | Hunter Attack Enhancement | A |
All friendly Hunters adjacent to Arktos receive an additional attack die. Works with: Many Characters |
Marcus Decimus Gallus | Soldier Attack Enhancement | A |
All friendly Soldiers adjacent to Marcus Decimus Gallus receive an additional attack die. Works with: Many Characters |
Bugbear Basher | Goblin Melee Attack Enhancement | A |
All friendly Goblin figures adjacent to this Bugbear Basher roll an additional attack die when attacking an adjacent figure. Works with: Goglin Cutters, Horned Skull Brutes, VC: Bol, Goblin Slashers, Koggo, Urk |
Brave Arrow | Scout Melee Attack Enhancement | A |
All friendly Scouts adjacent to Brave Arrow receive an additional attack die when attacking a figure adjacent to them. Works with: Many Characters |
Priscus | Taste of Freedom | A |
If all of your order markers are on Gladiators, and at least one order marker is on Priscus, all friendly Gladiators adjacent to Priscus add 1 die to their normal attack. Works with: Capuan Gladiators, Crixus, Retiarius, Spartacus, VC: Achillean Gladiatrix, Tetraites |
Finn the Viking Champion | Attack Aura 1 | A |
All friendly figures adjacent to Finn with a range of 1 add 1 die to their normal attack. Works with: Many Characters |
Sir Gilbert | Attack Aura 1 | A |
All friendly figures adjacent to Sir Gilbert with a range of 1 add 1 die to their normal attack. Works with: Many Characters |
Skull Demon | Valkrill Attack Aura 1 | A |
All friendly figures adjacent to this Skull Demon with a range of 1 who follow Valkrill add 1 die to their normal attack. Works with: Many Characters |
Thorgrim the Viking Champion | Defensive Aura 1 | D |
All friendly figures adjacent to Thorgrim add 1 die to their defense. Works with: Many Characters |
Maekor | Mercenary Defensive Formation | D |
If Maekor is adjacent to at least one other Mercenary you control, add 1 die to the Defense of Maekor and all Mercenaries you control adjacent to Maekor. Works with: VC: Wastewalker Gage |
Kyntela Gwyn | Strength of Oak Aura 1 | D |
All friendly Elves adjacent to Kyntela Gwyn add 1 to their defense dice. Works with: Many Characters |
Concan the Kyrie Warrior | Knight and Sentinel Enhancement | A D |
All friendly Knights and Sentinels adjacent to Concan roll an additional attack die and an additional defense die. Works with: Many Characters |
Swog Rider | Orc Archer Enhancement | R A D |
All friendly Orc Archers add 1 to their Attack and Defense values for each adjacent Swog Rider you control. Works with: Arrow Gruts |
Grimnak | Orc Warrior Enhancement | A D |
All friendly Orc Warriors adjacent to Grimnak roll an additional attack die and an additional defense die. Works with: Blade Gruts, Heavy Gruts, VC: Brute Gruts |
Tornak | Orc Warrior Enhancement | A D |
All friendly Orc Warriors adjacent to Tornak receive an additional attack die and an additional defense die. Works with: Blade Gruts, Heavy Gruts, VC: Brute Gruts |
Ornak | Orc Battle Cry Aura | R A |
When attacking with any Orc Warrior figures you control within 2 clear sight spaces of Ornak, you may roll Utgar Valkyrie dice. Each Utgar symbol rolled counts for an additional skull. Works with: Blade Gruts, Heavy Gruts, VC: Brute Gruts |
Nerak the Glacian Swog Rider | Orc Defensive Aura 1 | D |
All Orc figures you control within 4 clear sight spaces of Nerak add 1 to their defense dice. Nerak's Orc Defensive Aura does not affect Nerak. Works with: Many Characters |
Hatamoto Taro | Heroic Defense Aura | R D |
When defending against a normal attack by an adjacent figure with any Samurai or Ashigaru figures you control within 8 clear sight space of Hatamoto Taro, you may roll Einar Valkyrie dice. Each Einar symbol rolled counts as an additional shield. Heroic Defense Aura does not affect Hatamoto Taro. Works with: Ashigaru Harquebus, Ashigaru Yari, Izumi Samurai, Kaemon Awa, Kozuke Samurai, Tagawa Samurai, Tagawa Samurai Archers, VC: Tomoe Gozen |
Ana Karithon | Protection from Evil Aura | R D |
All small or medium figures you control within 3 clear sight spaces of Ana Karithon add 1 to their defense dice when rolling defense against an attack from a figure who follows Utgar. Ana Karithon's Protection from Evil Aura does not affect Ana Karithon. Works with: Many Characters |
Estivara | Lolth's Judgment Aura | R A |
All Arachnid figures you control within 6 clear sight spaces of Estivara roll 1 additional attack die when attacking normally. Works with: Fyorlag Spiders |
Taelord the Kyrie Warrior | Attack Aura | R A |
All figures you control within 4 clear sight spaces of Taelord get +1 to attack. Taelord's Attack Aura does not affect Taelord. Works with: Many Characters |
Gothlok | Aura of Despair | R A |
All figures within 4 clear sight spaces of Gothlok roll 1 less defense die. Figures that follow Valkrill are not affected by Aura of Despair. Works with: Many Characters |
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. Works with: Bok_Bur-Na, Dorim, Exiles, Fia Bonny, Killian Vane III, Knaves |
Raelin the Kyrie Warrior | Defensive Aura | R D |
All figures you control within 4 clear sight spaces of Raelin add 2 to their defense dice. Raelin's Defensive Aura does not affect Raelin. Works with: Many Characters |
Raelin the Kyrie Warrior v2 | Extended Defensive Aura | R D |
All figures you control within 6 clear sight spaces of Raelin add 1 to their defense dice. Raelin's Extended Defensive Aura does not affect Raelin. Works with: Many Characters |
Ataraxis the Starlich | Terror Enhancement Field | R A |
Opponents' figures within 5 spaces of Ataraxis roll 1 less defense die against terrifying figures. Works with: Many Characters |
Empress Kiova | Gift of the Empress Aura | R D |
When you roll defense dice for any Kyrie you control who follows Einar and is within 5 clear sight spaces of Empress Kiova, you may re-roll all defense dice that did not show shields. Gift of the Empress Aura can be used only once for each defense roll. Empress Kiova's Gift of the Empress Aura does not affect Empress Kiova. Works with: The Einar Imperium |
Tombstone Gunslinger | High Noon | R A |
A Tombstone Gunslinger rolls an additional attack die for each Unique Outlaw Hero you control within 2 clear sight spaces of that Tombstone Gunslinger, up to a maximum of 2 additional attack dice. Works with: VC: Cal the Smuggler, Garrett Burns, Josie Whistlestop |
Sir Dupuis | Knight's Courage | R A |
Add 1 to Sir Dupuis' attack dice for every Knight you control within 4 clear sight spaces of Sir Dupuis up to a maximum of +3 dice. Works with: Frostclaw Paladins, Knights of Weston, Phantom Knights, Templar Cavalry, VC: Knights of Blackgaard, Prince al'Kahora, Viceron |
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. Works with: Many Characters |
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. Works with: Many Characters |
Eldgrim the Viking Champion | Warrior's Swiftness Spirit | M |
When Eldgrim is destroyed, you may place this figure on any unique Army Card. Eldgrim's spirit adds 1 to the move number on that card. Works with: Many Characters |
Arktos | Hunter's Aim Spirit | R |
When Arktos is destroyed, place this figure on any Unique Army Card with a Range number of 4 or more. Arktos's Spirit adds 2 to the Range number of that card. Works with: Many Characters |
Finn the Viking Champion | Warrior's Attack Spirit 1 | A |
When Finn is destroyed, place this figure on any unique Army Card. Finn's Spirit adds 1 to the normal attack number on that card. Works with: Many Characters |
Bahadur | Warrior's Melee Attack Spirit | A |
When Bahadur is destroyed, place this figure on any Unique Army Card with a Range of 1. Bahadur’s Spirit adds 1 to the normal Attack number on that card. Works with: Many Characters |
Thorgrim the Viking Champion | Warrior's Armor Spirit 1 | D |
When Thorgrim is destroyed, place this figure on any unique Army Card. Thorgrim's Spirit adds 1 to the defense number on that card. Works with: Many Characters |
Misaerx the Kyrie Warrior | Life Drain Spirit | D |
When Misaerx the Kyrie Warrior is destroyed, place this figure on the Army Card of a Unique Warrior Hero that follows Revna. That Hero now has Life Drain. Works with: Kilkorax |
Admiral EJ-1M | Admiral's Orders | After rolling for Initiative, you may move any Order Markers from this card onto any of your Pirate or Captain Army Cards. Works with: Bok-Bur-Na, Dorim, Exiles, Fia Bonny, Killian Vane III, Knaves | |
Crypt Guardian | Curse of the Mummy | A |
When you choose an opponent's figure and roll the 20-sided die for a special power on any Undead Army Card, you may add 2 to the die roll if the chosen figure is engaged with this Crypt Guardian. Works with: Many Characters |
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. Works with: Many Characters |
Elaria the Pale | Queen of Thieves | R A |
After a tricky figure you control within 6 clear sight spaces of Elaria the Pale rolls the 20-sided die for a special power on its Army Card, you may add 1 to your die roll. Queen of Thieves does not affect Elaria the Pale. Works with: Many Characters |
Su-Bak-Na | Hive Supremacy | A |
Any time you roll the 20‑sided die for a Marro or Wulsinu Army Card, you may add 1 to your die roll. Works with: Many Characters |
Haduc | Elven Supremacy | A |
Any time you roll the 20-sided die for an Elf Army Card, you may add 1 to your die roll. Works with: Many Characters |
Emperor Andask | Kyrie Supremacy | A |
Any time you roll the 20-sided die for a Kyrie army card, you may add 1 to your die roll. Works with: Many Characters |
Valguard | Berserker Charge Enhancement | M |
Add 1 to your die roll when you roll for the Berserker Charge power on any Army Card. Works with: Tarn Viking Warriors, VC: Dreadgul Raiders |
Cxurg'gyath | Enslave Enhancement | A |
Add 1 to your die roll when you roll for the Enslave power on any Army Card. Works with: Mind Flayer Mastermind |
Sonya Esenwein | Eternal Strength | A |
Anytime you roll the 20-sided die for Cyprien Esenwein's Chilling Touch, you may add 2 to your die roll. Works with: Cyprien Esenwein |
Venoc Warlord | Frenzy Enhancement | M A |
Add 1 to your die roll when you roll for the Frenzy power on any Army Card. Works with: Aubrien Archers, Elite Onyx Vipers, Venoc Vipers |
Khosumet the Darklord | Unleashed Fury Enhancement | A |
You may add 1 to your die roll when you roll for the Unleashed Fury power on any Army Card. Works with: Anubian Wolves |
Captain America | Tactician | A D |
All friendly figures adjacent to Captain America add 1 extra die to their attack, and 1 extra die to their defense. Works with: Many Characters |