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Special Power C&P Text: All Waves, C3V, SoV, and Marvel
allskulls's Special Powers Copy & Paste Text, while a great resource, is woefully incomplete, so I decided to make my own list. I will update it as the C3V and the SoV release more units. All lists are in alphabetical order.
Special Attacks
Spoiler Alert!
A-K
Spoiler Alert!
ACID SPRAY SPECIAL ATTACK - Range 4. Attack 4.
Choose a figure to attack. You may also choose up to two other figures adjacent to the targeted figure to be affected by Acid Spray Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. ARCANE BOLT SPECIAL ATTACK - Range 5 + Special. Attack 3. The first target of Arcane Bolt Special Attack must be within a Range of 5. After attacking with Arcane Bolt Special Attack, if the defending figure receives at least 1 wound, you may choose a figure that was adjacent to the defending figure at the beginning of that attack and attack that chosen figure with Arcane Bolt Special Attack. You may continue attacking with Arcane Bolt Special Attack in this manner until you fail to inflict a wound. A figure cannot be attacked more than once in a turn with Arcane Bolt Special Attack. ARROW VOLLEY - Special Attack - Range 6, Attack 6. Three unengaged adjacent <unit>s on the same level may combine their attacks and roll their attack dice as one attack. All <unit>s in the arrow volley must have a clear line of sight on the one target. AUTOLOAD SPECIAL ATTACK - Range 7. Attack 3. When attacking with Autoload Special Attack, you may roll Vydar Valkyrie dice. If you roll at least one Vydar symbol, you may attack again using Autoload Special Attack. BATTLE VALOR SPECIAL ATTACK - Range 5. Attack 2. Instead of moving and attacking normally, <unit> may use Battle Valor Special Attack. When using Battle Valor Special Attack, <unit> may move up to 3 spaces before attacking. When moving and attacking with Battle Valor Special Attack, <unit> may move and attack one additional time for each wound marker on this Army Card. BLIND RAGE SPECIAL ATTACK - Range 1. Attack 3. If <unit> rolls at least 2 skulls with his Blind Rage Special Attack, <unit> may attack again with his Blind Rage Special Attack. <unit> may continue attacking with his Blind Rage Special Attack until he rolls fewer than 2 skulls. BLOOD HUNGRY SPECIAL ATTACK - Range 1. Attack 4. If <unit>’s Blood Hungry Special Attack destroys a figure, <unit> may attack again with his Blood Hungry Special Attack. <unit> may continue attacking with his Blood Hungry Special Attack until he does not destroy a figure. BURNING BREATH SPECIAL ATTACK - Range 4 + Special. Attack 4. Choose a figure to attack. You may also choose 4 spaces in a straight line from the targeted figure. All figures on those spaces that are within line of sight of <unit> are affected by Burning Breath Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. <unit> is not affected by Burning Breath Special Attack. CALL LIGHTNING SPECIAL ATTACK - Range 6. Attack 3. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by Call Lightning Special Attack. <unit> only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. <unit> can be affected by his own Call Lightning Special Attack. Figures under overhangs cannot be targeted with Call Lightning Special Attack. COSMIC FORCE BLAST SPECIAL ATTACK - Range 6. Attack 6. If an opponent's Unique Hero receives at least one wound from the Cosmic Force Blast Special Attack, roll the 20-sided die. If you roll a 16 or higher, you may remove one unrevealed Order Marker at random from that Unique Hero's Army Card. DRAGON BREATH SPECIAL ATTACK - Range Special. Attack 3. Choose 3 spaces in a straight line from <unit>. All figures on those spaces who are in line of sight are affected by Fire Line Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. EARTH SLAM SPECIAL ATTACK - Range 1. Attack 3. Any non-flying figure adjacent to this <unit> is affected by Earth Slam Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. ENCIRCLE SPECIAL ATTACK - Range 1. Attack 6. If 3 <unit>s you control are adjacent to the same enemy figure, they may roll their attack dice as one combined attack. The defending figure compares height to the lowest <unit> to determine any height advantage. If Encircle Special Attack is used, the fourth figure that moved this turn cannot attack. EVISCERAXE SPECIAL ATTACK - Range 1. Attack 5. The Evisceraxe Special Attack cannot be used on small figures. EXPLOSION SPECIAL ATTACK - Range 7. Attack 3. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Explosion Special Attack. <unit> only needs a clear sight shot at the chosen figure. Roll 3 attack dice once for all affected figures. Each figure rolls defense dice separately. <unit> can be affected by his own Explosion Special Attack. FIRE AND RUSH SPECIAL ATTACK - Range Special. Attack Special. If <unit> begins his turn unengaged, instead of moving and attacking normally, he may use his Fire and Rush Special Attack. Choose a figure within 5 spaces of <unit> to attack and roll 3 attack dice. If the defending figure receives one or more wounds from that attack, you may move <unit> up to 5 spaces. If <unit> ends that move unengaged, he may attack again by rolling 4 attack dice. FIRE BLAST SPECIAL ATTACK - Range 5. Attack Special. Each time you attack with <unit>’s Fire Blast Special Attack, you may choose to roll 2, 3, or 4 attack dice. If a skull is rolled on every die, you may attack again with <unit>’s Fire Blast Special Attack. You may continue attacking with <unit>’s Fire Blast Special Attack until you do not roll a skull on every die. FIRE LINE SPECIAL ATTACK - Range Special. Attack 4. Choose 8 spaces in a straight line from <unit>. All figures on those spaces who are in line of sight are affected by <unit>’s Fire Line Special Attack. Roll 4 attack dice once for all affected figures. Affected figures roll defense dice separately. FIRE STRIKE SPECIAL ATTACK - Range 6. Attack 2 + Special. When <unit> attacks with Fire Strike Special Attack, add 1 to <unit>’s attack dice for every additional Elf Wizard you control within 3 clear sight spaces of <unit>, up to a maximum of + 3 dice. FLAMETHROWER SPECIAL ATTACK - Range Special. Attack 4. A <unit> that does not attack normally may use Flamethrower Special Attack. Choose 2 spaces in a straight line from the attacking <unit>. All figures on those spaces that are in line of sight are affected by Flamethrower Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. FLEDGLING FIRES SPECIAL ATTACK - Range 5. Attack 3. Common Squad figures roll 2 fewer defense dice against Fledgling Fires Special Attack. FLEDGLING ICE SHARDS SPECIAL ATTACK - Range 5. Attack 2. When a <unit> attacks with its Fledgling Ice Shards Special Attack, it may attack 1 additional time. It cannot attack the same figure more than once this turn. FLEDGLING LIGHTNING BREATH SPECIAL ATTACK - Range 4 + Special. Attack 2. Choose a figure to attack. You may also choose one other figure within 3 clear sight spaces of the targeted figure to be affected by Fledgling Lightning Breath Special Attack. Roll attack dice once for both figures. Each figure rolls defense dice separately. Fledgling Lightning Breath Special Attack does not affect destructible objects. FORCE ORB SPECIAL ATTACK - Range 5. Attack 3. Choose an opponent’s figure to attack. Each opponent’s figure adjacent to the chosen figure is also affected by the Force Orb Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. GRAPPLE SPECIAL ATTACK - Range 1. Attack 3. A small or medium figure attacked with Grapple Special Attack rolls one less defense die. GRENADE SPECIAL ATTACK - Range 5. Lob 12. Attack 2. Use this power once per game. Start the game with a grenade marker on this card. Remove the grenade marker to throw grenades. One at a time do the following with each <unit>: Choose a figure to attack. No clear line of sight is needed. Any figures adjacent to the chosen figure are also affected by the Grenade Special Attack. Roll 2 attack dice once for all affected figures. Each figure rolls defense dice separately. GRIM DETERMINATION SPECIAL ATTACK Range 1. Attack 4. If Grim Determination Special Attack does not destroy a figure, <unit> receives a wound and must attack that figure again with his Grim Determination Special Attack, if possible. ICE SHARD BREATH/SHIELD THROW SPECIAL ATTACK - Range 5. Attack 4. When <unit> attacks with his Ice Shard Breath/Shield Throw Special Attack, he may attack 2 additional times. He cannot attack the same figure more than once. L-Z
Spoiler Alert!
LOLTH’S WRATH SPECIAL ATTACK - Range Special. Attack 3. Choose a Drow figure you control within 5 clear sight spaces of <unit> 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. MACHINE PISTOL SPECIAL ATTACK - Range 7. Attack 2. <unit> may use this special attack 4 times in the same turn. <unit> may target the same figure or a different figure with each attack. MAJESTIC FIRES SPECIAL ATTACK - Range 7. Attack 3. Choose a figure to attack. Any figures adjacent to the targeted figure are also affected by Majestic Fires Special Attack. Common Squad figures roll 2 less defense dice against Majestic Fires Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. <unit> cannot be affected by his own Majestic Fires Special Attack. MIND BLAST SPECIAL ATTACK - Range 3. Attack 3. <unit> does not need clear line of sight to attack with Mind Blast Special Attack. NINJUTSU BARRAGE SPECIAL ATTACK - Range 1. Attack 3. Instead of moving and attacking normally with <unit>, you may move <unit> up to 3 spaces. <unit> can attack up to 3 times with Ninjutsu Barrage Special Attack at any point before, during, or after this move as long as <unit> is on a space where she could end her movement. <unit> cannot attack the same figure more than once on a single turn. PISTOL FIRE SPECIAL ATTACK - Range 5. Attack 3. <unit> may not use Pistol Fire Special Attack to attack a figure who follows Jandar. POISON STING SPECIAL ATTACK - Range 1. Attack 4. If <unit> inflicts at least 1 wound with Poison Sting Special Attack, roll the 20-sided die for Poison Damage. If you roll 1-9, the defending figure receives no additional wounds for Poison Damage. If you roll 10-19, add 1 additional wound marker to the defending figure's Army Card, and roll again for Poison Damage. If you roll a 20, destroy the defending figure. POUNCE SPECIAL ATTACK - Range 3. Attack 5. A <unit> 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 <unit>. If the figure is destroyed, immediately place the attacking <unit> on the space the figure occupied. If the figure is not destroyed, destroy the attacking <unit>. PSIONIC BLAST SPECIAL ATTACK - Range 3. Attack 3. This <unit> does not need clear line of sight to attack with Psionic Blast Special Attack. If a figure receives one or more wounds from Psionic Blast Special Attack, remove one unrevealed order marker at random from that figure’s Army Card (or cards if your opponent has more than one Common card for that figure). QUEGLIX GUN SPECIAL ATTACK - Range 6. Attack 1, 2 or 3. <unit> starts each turn with 9 attack dice. Choose any figure within range and attack by rolling 1, 2 or 3 attack dice. <unit> may keep making special attacks with 1, 2 or 3 attack dice until he has rolled all 9 attack dice. <unit> may target the same or different figures with each attack. QUICK RELEASE SPECIAL ATTACK - Range 4. Attack 4. When <unit> attacks with his Quick Release Special Attack, he may attack 1 additional time. RAIL GUN SPECIAL ATTACK - Range 7. Attack 4. When <unit> attacks an opponent's figure that is not adjacent with his Rail Gun Special Attack, you must choose a figure adjacent to the targeted figure, if possible. If <unit> inflicts more wounds than needed to destroy the targeted figure, all excess wounds count as unblockable hits on the chosen figure. RAIN OF FLAME SPECIAL ATTACK - 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 <unit>’s attack dice for every additional Elf Wizard you control within 3 clear sight spaces of <unit>, up to a maximum of + 3 dice. Roll attack dice once for all affected figures. Each affected figure rolls defense dice separately. <unit> cannot be affected by her own Rain of Flame Special Attack. RAPID FIRE SPECIAL ATTACK - Range 7. Attack 3. If <unit>’s Rapid Fire Special Attack inflicts a wound, he may attack again with his Rapid Fire Special Attack. <unit> may continue attacking with his Rapid Fire Special Attack until he does not inflict a wound. RETURN TO THE GRAVE SPECIAL ATTACK - Range 1. Attack 6. After attacking with Return to the Grave Special Attack, destroy the attacking <unit>. SABER STORM SPECIAL ATTACK - Range 1. Attack 1, 2 or 3. <unit> starts each turn with 6 attack dice. Choose any adjacent figure and attack by rolling 1, 2 or 3 attack dice. <unit> may keep making special attacks with 1, 2 or 3 attack dice until she has rolled all 6 attack dice. <unit> may target the same or different figures with each attack. SHIELD THROW SPECIAL ATTACK - Range 5. Attack 4. When <unit> attacks with his Shield Throw Special Attack, he may attack 2 additional times. He cannot attack the same figure more than once. SHOTGUN BLAST SPECIAL ATTACK - Range 5. Attack 3. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Shotgun Blast Special Attack. <unit> only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. <unit> cannot be affected by his own Shotgun Blast Special Attack. SHURIKEN SPECIAL ATTACK - Range 5. Attack Special. If <unit> is attacking a small or medium figure, roll 3 attack dice for Shuriken Special Attack. If <unit> is attacking a figure of a different size or a destructible object, roll 2 attack dice for Shuriken Special Attack. SILVER BOLTS SPECIAL ATTACK - Range 5. Attack 3. When a Lycanthrope or Hybrid figure receives one or more wounds from Silver Bolts Special Attack, that figure receives one additional wound. STOMP SPECIAL ATTACK - Range 1. Attack 3. Any figure adjacent to <unit> is affected by the Stomp Special Attack. Roll 3 attack dice once for all affected figures. Each figure rolls defense separately. <unit> cannot attack using his Stomp Special Attack on the same turn he uses Super Leap. SWEEPING SWORD SPECIAL ATTACK - Range 1. Attack 5. Choose a figure to attack. Any figures adjacent to both <unit> and the chosen figure are also affected by the Sweeping Sword Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. TETSUBO SPECIAL ATTACK - Range 1. Attack 3. Choose a figure to attack. You may also choose one figure adjacent to the targeted figure to be affected by Tetsubo Special Attack. Roll attack dice once for both figures. Each figure rolls defense dice separately. THUNDER RAM ASSAULT SPECIAL ATTACK - Range 1 + Special. Attack 4. Choose a figure to attack. You may also choose up to 2 other figures within 3 clear sight spaces of the targeted figure to be affected by Thunder Ram Assault Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. You can only use Thunder Ram Assault Special Attack if <unit> was not engaged with the targeted figure at the start of this turn. You cannot use Thunder Ram Assault Special Attack if you used Thunder Step this turn. TURN UNDEAD SPECIAL ATTACK - Range 4. Attack 4. Turn Undead Special Attack can be used to attack only Undead figures. ULLAR ENHANCED RIFLE SPECIAL ATTACK - Range 10. Attack 1. Choose a non-adjacent small or medium figure to attack. The chosen figure cannot roll defense dice when attacked by <unit>’s Ulllar Enhanced Rifle Special Attack. <unit> may not use this special attack if he moved this turned. VENOM RAY SPECIAL ATTACK - Range 5. Attack 3. If <unit> inflicts at least 1 wound with Venom Ray Special Attack, roll the 20-sided die for Venom Damage. If you roll a 1-9, the defending figure receives no additional wounds for Venom Damage. If you roll a 10-19, add 1 additional wound marker to the defending figure’s Army Card, and roll again for Venom Damage. If you roll a 20, destroy the defending figure. WEB SPECIAL ATTACK - Range 4. Attack 3. Figures rolls 1 less defense die when defending against <unit>'s Web Special Attack. WILD SWING SPECIAL ATTACK - Range 1. Attack 4. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Wild Swing Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. <unit> cannot be affected by his own Wild Swing Special Attack. WRIST ROCKET SPECIAL ATTACK - Range 4. Attack 4. <unit> may use this special attack 2 times in the same turn. <unit> may target the same figure or a different figure with each attack. ZOMBIE ONSLAUGHT SPECIAL ATTACK - Range 1. Attack 6. Three <unit>s on the same level may combine their attacks and roll their attack dice as one attack. All <unit>s in the attack must be engaged to the targeted figure. Bonding Powers
Spoiler Alert!
<Species/Class> BONDING - Before taking a turn with the <unit>s, you may first take a turn with any <Species Class/Class> you control.
<General> <Species/Class> BONDING - Before taking a turn with <unit>, you may first take a turn with any <Species Class/Class> you control who follows <General>. COMMAND DISPATCH - After taking a turn with a <unit>, if that <unit> 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. DIRECTED FIRE - Instead of attacking with <unit> 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. <unit> must also have line of sight to any figure attacked using Directed Fire. DWARVEN STRATEGIC BONDING - Before taking a turn with <unit>, 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 <unit>’ move number. GLADIATRON MOVEMENT BONDING - Before taking a turn with <unit>, you may move 4 Gladiatrons you control up to 5 spaces each. GORILLINATOR ATTACK BONDING - After revealing an order marker on <unit>, you may take a turn with a squad of Gorillinators you control before taking a turn with <unit>. The Gorillinators cannot move during this turn. GORILLINATOR MOVEMENT BONDING - Before taking a turn with <unit>, you may move 3 Gorillinators you control up to 7 spaces each. HIVELORD LIFE BONDING - Before taking a turn with <unit>s, you may first take a turn with any Hivelord you control. Before moving the chosen Hivelord, you may destroy one adjacent <unit> you control. If you destroy a <unit> with Hivelord Life Bonding, remove one wound marker from the chosen Hivelord’s Army Card. HIVE MIND - 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 <unit>. Any figure that is taking a turn must be within 12 clear sight spaces of <unit> prior to its movement. HORDE SHRIEK - After revealing an order marker and before taking a turn with this <unit>, if this <unit> is not engaged, you may first take a turn with another Undead Savage Hero or Squad that you control. JANDAR’S DISPATCH - After you take a turn with <unit>, roll 12 Jandar Valkyrie dice. You may 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 <unit> prior to moving. LIZARD KING BONDING - Before taking a turn with the <unit>, you may first take a turn with their chosen Lizard King if it is still under your control. MASTER MANIPULATOR - After revealing an Order Marker on <unit>'s card, instead of taking that turn with <unit>, you may take a turn with any Unique Hero you control within clear sight of <unit>. MASTER OF THE ELEMENTS - After revealing an Order Marker on <unit>, instead of taking that turn with <unit>, you may take a turn with up to three small or medium Elementals you control that are within 8 clear sight spaces of <unit>. MINDLESS PACK - 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. MIND LINK - Instead of taking a turn with <unit>, you may take a turn with up to 2 different Elf Wizards you control. <unit> cannot be one of the 2 Elf Wizards. Any Elf Wizard that is taking a turn instead of <unit> must be within 6 clear sight spaces of <unit> before moving. MOON FRENZY - After revealing an order marker on this <unit>, before taking this <unit>’s turn, roll the 20-sided die. If you roll an 11 or higher, you may first take a turn with any Hybrid Hero in play. If you take a turn with an opponent’s Hybrid Hero, you control that hero for the duration of its turn. At the end of its turn, control of the Hybrid Hero returns to its previous owner. All order markers that were on the figure’s Army Card will stay on the Army Card. OMNICRON MOBILIZATION - Instead of moving with <unit>, you may move up to 3 other Soulborg figures you control who follow Jandar up to 5 spaces each. RED FLAG OF FURY AURA - If Order Marker 1 is placed on <unit>, then instead of taking that turn with <unit>, you may take a turn with up to 2 Unique Heroes you control who follow Utgar. <unit> cannot be one of the 2 Unique Heroes. Any Unique Hero that is taking a turn instead of <unit> must be within 8 clear sight spaces of <unit> prior to its movement. TASKMASTER BONDING - Before taking a turn with the <unit>, you may first take a turn with any large wild Hero you control. UNHOLY BONDING - Before taking a turn with the <unit>, you may first take a turn with any small, medium, or large relentless Hero you control. <unit>’S COMMAND - Instead of taking a turn with <unit>, you may take a turn with one of the following you control: *1 Samurai Hero, or *1 Samurai Squad, or *1 Ashigaru Harquebus Squad and/or Ashigaru Yari Squad. You may choose which Squad to activate first. Any figure in the above list that is taking a turn instead of <unit> must be within clear sight of <unit> before moving. UTGAR’S ORDERS - Instead of taking a turn with the <unit>, you may take a turn with any Kyrie Warrior who follows Utgar. WAR CRY - After taking a turn with the <unit>, if at least two <unit>s you control are engaged, you may immediately take a turn with one Unique Tribesman Hero you control. WYRMLING BONDING - After revealing an order marker on a <unit> Army Card, before taking that <unit>’s turn, you may take a turn with one other Wyrmling you control. Terrain Affected *All powers referencing a type of terrain. Powers such as Water Clone, while also being in a different category, go here.
Spoiler Alert!
AMPHIBIOUS - While a <unit> is on a water space, add 2 to its defense. If a <unit> starts its turn on a water space, add 1 to its movement for that turn. A <unit> does not have to stop its movement when entering a water space.
BLEND INTO SHADOW - <unit> starts each game with up to 2 shadow tiles on her Army Card. If <unit> ends her turn on an empty land space, you may place a shadow tile from her Army Card onto the space she occupies if the shadow tile fits normally onto that space. COLD HEALING - After taking a turn with this <unit>, if it is on at least one snow or ice space, remove 1 wound marker from this <unit>’s Army Card. COLD REGENERATE - After taking a turn with this <unit>, remove 1 wound marker from this <unit>’s Army Card. If it is on a snow or ice space, remove 1 additional wound marker. GLACIER TRAVERSE - If a <unit> is adjacent to a Glacier Mountain, the <unit> may Glacier Traverse instead of moving normally. You may do this with any or all <unit>s you control each turn. To Glacier Traverse, move to any unoccupied space adjacent to that Glacier Mountain. GLACIER CAMOUFLAGE - If a <unit> is adjacent to a Glacier Mountain , opponents’ figures must be adjacent to that <unit> to attack it with a normal attack. HIDE IN DARKNESS - If <unit> is attacked with a normal attack and at least 1 skull is rolled, roll the 20-sided die. If <unit> is on a dungeon space, add 3 to your die roll. If he is on a shadow space, add 6 to your die roll. If you roll a 1-15, roll defense dice normally. If you roll a 16 or higher, ignore all damage that would be inflicted by the attack. ICE COLD - While a <unit> is on a water or ice space, that space and all same-level water spaces adjacent to that <unit> are considered normal ice spaces. Figures do not have to stop their movement on normal ice spaces. ICE SPIKES 15 - If an opponent's figure moves adjacent to this <unit>, roll the 20-sided die. If this <unit> is on at least one ice or snow space, add 2 to your die roll. If you roll a 15 or higher, the opponent's figure receives 1 wound. Figures can be affected by Ice Spikes only as they move into engagement with this <unit>. ICE TROLL CHARGE - After moving and before attacking with this <unit>, roll the 20-sided die. If this <unit> is on a snow or ice space, add 3 to your die roll. If you roll a 13 or higher, you may move this <unit> again. JUNGLE TRACKING - If a <unit> begins its turn adjacent to an Evergreen Tree or Jungle Piece, it may move 2 additional spaces. LAVA THROW - When a <unit> is on a molten lava space it may add 2 to its range. LAVA RESISTANT - <unit> never rolls for molten lava damage or lava field damage and he does not have to stop on molten lava spaces. LURKING AMBUSH - If <unit> starts his turn unengaged and on at least one shadow or swamp water space, for this turn add 1 to <unit>’s movement and add 3 to his Attack value. LURK IN SHADOWS - If <unit> is on a shadow space, opponents’ figures must be adjacent to attack him with a normal attack. NEGATIVE ELEMENT - A <unit> can never roll defense dice while it is on a water space. ROAD STRENGTH - Add 1 to <unit>’s attack and defense while on a road space. SHADOW AMBUSH - If <unit> starts her turn unengaged and on a shadow space, add 3 dice to her attack this turn. SHADOW DANCE - If <unit> starts her turn on a shadow space, instead of moving normally, you may place her on any other empty shadow space within 8 spaces of her current location. If <unit> is engaged when she starts her Shadow Dance, she will take any leaving engagement attacks. SLITHER - <unit>s do not have to stop their movement when entering water spaces. SNOW AND ICE ENHANCED MOVEMENT - Slippery Ice and Heavy Snow only count as 1 space when moving. SNOW STRENGTH - Add 1 to <unit>’s attack and defense while on a snow space. SWAMP WATER STRENGTH - When a <unit> is on a swamp water space, add 1 to its attack and defense. SWAMP WATER TUNNEL - If a <unit> ends its normal movement on a swamp water space, you may immediately place it on any empty same-level swamp water space within 5 spaces. If a <unit> is engaged when it starts to tunnel, it will take any leaving engagement attacks. WATER CLONE - Instead of attacking with all of the <unit>s, one at a time, roll the 20-sided die for each <unit> in play. If you roll a 15 or higher, place a previously destroyed <unit> on a same-level space adjacent to that <unit>. Any <unit> on a water space needs a 10 or higher to Water Clone. You may only Water Clone after you move. WATER MASTERY - While a <unit> is on a water space, add 1 to its Attack and Defense. WATER SUITS - <unit>s do not have to stop their movement when entering a water space. Add 2 to a <unit>’s defense while he is on a water space. WATER TUNNEL - If a <unit> ends its normal movement on a water space, you may immediately place it on any empty same-level water space within 5 spaces. If a <unit> is engaged when it starts its Water Tunnel, it will not take any leaving engagement attacks. WATER WEAKNESS - A <unit> on a water space rolls 2 fewer defense dice. Heal/Revive Powers
Spoiler Alert!
BLOODBORN RISING - Each time <unit> 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. <unit> may not use Bloodborn Rising on destructible object.
CELL DIVIDE - When a <unit> you control receives one or more wounds from a Normal or Special Attack by an opponent’s figure, you may roll the 20-sided die before removing that figure. If you roll a 17 or higher, ignore any wounds that figure just received and, if possible, place one of your previously destroyed <unit>s on a same-level space adjacent to the defending <unit>. COLD REGENERATE - After taking a turn with this <unit>, remove 1 wound marker from this <unit>’s Army Card. If it is on a snow or ice space, remove 1 additional wound marker. DRAGON HEALING - Before moving, you may choose a wounded Hero figure within 4 clear sight spaces of <unit>. Roll the 20-sided die. If you roll a 15 or higher, remove one wound marker from the chosen Hero's Army Card. <unit>'s Dragon can use its Dragon Healing on <unit>. HEALING TOUCH - After moving and before attacking, choose a wounded Hero figure adjacent to <unit>. Then roll the 20-sided die to add or remove wound markers from the chosen figure’s card: *If you roll 1, add 2 markers. *If you roll 2-5, remove 1 marker. *If you roll 6-17, remove up to 2 markers. *If you roll 18-20, remove all markers. HEALING WORD - After revealing an Order Marker on a wounded small or medium Hero figure that is adjacent to <unit>, 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. LAY ON HANDS - After moving and before attacking with <unit>, you may choose a wounded friendly Hero figure adjacent to <unit> and roll the 20-sided die. If you roll a 6 or higher, remove 1 wound marker from the chosen figure’s Army Card. LIFE DRAIN - Each time <unit> destroys a figure, you may remove a wound marker from this Army Card. <unit> cannot Life Drain destructible objects. MARRO REBIRTH - After taking a turn with <unit>, 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 <unit>. REGENERATE - After taking a turn with this <unit>, remove 1 wound marker from this <unit>’s Army Card. REJECTED BY DEATH - At the start of each of your turns after <unit> has been destroyed, roll the 20-sided die. If you roll a 19 or higher, immediately place <unit> on a space adjacent to any figure you control and remove all Wound Markers on <unit>' Card. SUMMON ELEMENTAL - After moving and before attacking with <unit>, 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 <unit>. ZOMBIE RISES AGAIN - 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 <unit>s, and remove all markers other than order markers on that card. Newly placed <unit>s cannot attack this turn. Undead are not affected by Zombie Rises Again. ZOMBIES RISE AGAIN - If a <unit> that you control destroys an opponent's small or medium figure, replace that figure immediately, if possible, with one of your own previously destroyed <unit>s. Newly placed <unit>s cannot attack this turn. Undead are not affected by Zombies Rise Again. Weaknesses
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ETERNAL HATRED - After revealing an order marker on this card, you must roll the 20-sided die. If you roll a 17 or higher, choose an opponent. That opponent will now control <unit> for the remainder of your turn, but will not be able to view any unrevealed order markers on this card. At the end of that turn, control of <unit> returns to you. All order markers and figures that were on <unit>’s Army Card will stay on his Army Card.
ETERNAL HEARTBREAK - If you control Cyprien Esenwein and he is destroyed, <unit> immediately receives 2 wounds. GROK TRAINING/SELF-REPLICATING/MECHANICAL COMPONENTS - Marro Hive cannot rebirth <unit>s with its Marro Rebirth special power. LUMBERING BULLY - When attacking with this <unit>, all excess shields rolled by the defending figure count as unblockable hits inflicted by the defending figure on this <unit>. MINE! - When you roll the 20-sided die for a Treasure Glyph trap with this <unit>, you must subtract 4 from your die roll. PLASMA SURGE - After attacking a non-adjacent figure with a <unit> you control, you must roll the 20-sided die. If you roll a 1-6, destroy that <unit>. If you roll a 7-17, that <unit> is safe. If you roll an 18-20, you may attack again with that <unit>. STAB IN THE BACK - After you take a turn with <unit>, you must roll the 20-sided die. If you roll a 1, choose an opponent. That opponent now controls <unit>. Remove any order markers on this Army Card, then give the card to that opponent. Everything Else
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+2 BROADSWORD - If <unit> is attacking an adjacent figure, add 2 dice to <unit>’s attack.
A COWARD’S REWARD - <unit> rolls one additional die against figures leaving an engagement with him. ADJACENT TOUGH 1 - When rolling defense dice for <unit>, if <unit> is adjacent to at least one figure you control who follows Einar, add one automatic shield to the defense roll. AEGIS OF THE CRIMSON SIGIL - When <unit>, or any Elf Wizard you control adjacent to <unit>, rolls defense dice, add one automatic shield to whatever is rolled for each revealed order marker on <unit>'s Army Card. AIR MASTERY - Figures that have the Flying or Stealth Flying special power subtract 1 from their defense dice when attacked by a <unit>. ARCANE RIPOSTE - When <unit> rolls defense dice against a normal attack, all excess shields count as unblockable hits on the attacking figure. ARCHER’S GLORY - Each time <unit> destroys an opponent’s non-adjacent Unique Hero, you may take another turn with <unit>. ATTACK AURA - All figures you control within 4 clear sight spaces of <unit> get +1 to attack. <unit>’s Attack Aura does not effect <unit>. ATTACK AURA 1 - All friendly figures adjacent to <unit> with a range of 1 add 1 die to their normal attack. ATTACK THE WILD 2 - When attacking a figure who has a wild personality, <unit> rolls 2 additional attack dice. BARGE INTO BATTLE - After moving and before attacking, if a <unit> you control ends its movement unengaged, you may choose an engaged small or medium friendly Squad figure within 3 clear sight spaces of that <unit> whose base is no more than 2 levels higher or lower than the base of that <unit>. You may switch that <unit> with the chosen Squad figure. Figures moved by Barge into Battle never take any leaving engagement attacks. BATTLEAXE - If <unit> is attacking a small or medium figure, add 2 dice to <unit>’s attack. BATTLE FRENZY - After attacking with this <unit>, roll the 20-sided die. If you roll a 16 or higher, you may attack again with this <unit>. BATTLE FURY - If a <unit> is engaged, add 1 to his attack dice and 2 to his defense dice. BAYONET ATTACK 1 - When rolling attack dice against an adjacent figure, a Soldier in the <unit> adds 1 to his attack dice. A Soldier in the <unit> can only use Bayonet Attack if he moved at least one space this turn. BERSERKER CHARGE - After moving and before attacking, roll the 20-sided die. If you roll a 15 or higher, you may move all <unit>s again. BERSERKER CHARGE ENHANCEMENT - Add 1 to your die roll when you roll for the Berserker Charge power on any Army Card. BLOOD FRENZY - When attacking with this <unit>, it receives 1 extra attack die for each wound marker on the defending figure’s Army Card, to a maximum of 3 additional attack dice for Blood Frenzy. BLOOD HUNGER - Before moving a <unit>, you may choose an opponent's figure. Add 1 to the <unit>'s Move and Attack values for each wound marker on the chosen figure's Army Card to a maximum of +3 for each. To use Blood Hunger, the <unit> must end its move adjacent to the chosen figure and must attack that figure if possible. If the <unit> Thrall does not inflict at least one wound on the chosen figure, destroy the <unit>. BLOODLUST - For every opponent’s figure a <unit> destroys, place a purple Experience Marker on this card. When attacking with <unit>, roll one additional attack die for each Experience Marker on this card. A maximum of 3 Experience Markers can be placed on this card. CARRY - Before moving <unit>, choose an unengaged friendly small or medium figure adjacent to <unit>. After you move <unit>, place the chosen figure adjacent to <unit>. CHAIN GRAB - After moving and before attacking with a <unit>, you may choose one opponent’s small or medium figure within three clear sight spaces whose base is no more than 6 levels above that <unit>’s height or 6 levels below that <unit>’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 <unit>. If the chosen figure is engaged when it is moved by Chain Grab, it will not take any leaving engagement attacks. CHALICE OF FORTITUDE - If <unit> has 4 or more wounds on his Army Card, add 1 to his defense dice. CHARGING ASSAULT - Any or all <unit>s may add 3 to their Move number as long as they are unengaged prior to moving. <unit>s must be able to move adjacent to an opponent's figure in order to use Charging Assault. CHILLING TOUCH - After moving and before attacking, <unit> may attempt a Chilling Touch. To do this, choose a figure adjacent to <unit> and roll the 20-sided die. * If you roll 1-12, nothing happens. * If you roll 13-15, the chosen figure receives 1 wound. * If you roll 16-17, the chosen figure receives 2 wounds. * If you roll 18-19, the chosen figure receives 3 wounds. * If you roll a 20 or higher, the chosen figure receives 6 wounds. <unit>’s Chilling Touch does not affect Soulborgs or destructible objects. CHOMP - Before attacking, choose one medium or small figure adjacent to <unit>. 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. CIRCUITRY OVERLOAD - After moving and before attacking, you must roll the 20-sided die once for each Soulborg figure adjacent to any <unit>s you control. If the figure is a Squad figure and you roll a 13 or higher, destroy that figure. If the figure is a Hero figure and you roll a 16 or higher, that figure receives a wound. <unit>s are not affected by Circuitry Overload. CIRCUITRY REPLACEMENT - 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 <unit> you control that is adjacent to that Hero to ignore any wounds that Hero just received. CLEAVE - When <unit> attacks an adjacent figure, you may choose one Squad figure that is also adjacent to <unit>. If the defending figure receives any wounds from <unit>’s attack, the chosen figure receives 1 wound. CLIMB X2 - When moving up or down levels of terrain, <unit>s may double their Height. CLIMB X3 - When moving up or down levels of terrain, <unit>s may triple their Height. CLING - If a <unit> inflicts one or more wounds on an opponent’s Unique Hero, you may place that <unit> on the affected figure’s card. Subtract 1 from that Hero's Move and Defense values for each <unit> on the figure's card. A maximum of 3 <unit> can be placed on any Hero's card. CLOUD OF DARKNESS - After taking a turn with <unit>, you may roll the 20-sided die. If you roll a 16 or higher, while she remains on that space, <unit> has no visible Hit Zone until the next time you reveal an order marker. COIL CRUSH - When attacking a small, medium, or large figure, if <unit> inflicts at least two wounds, roll the 20-sided die. If you roll a 15 or higher, destroy the defending figure. COMBAT CHALLENGE - If an opponent’s figure that is adjacent to <unit> attacks with a normal or special attack, it must attack <unit>. COMBAT LEADER - If at least one order marker is on <unit>, you may add 3 to your initiative roll. COMBINED ARBALEST - When attacking with a <unit>, roll 1 additional attack die for every wound that has been inflicted on the defending figure this turn by <unit>s you control. COMMANDER’S STRIKE - After moving and before attacking with <unit>, you may choose any opponent’s figure within 5 clear sight spaces that is engaged with any other figure you control. Roll the 20-sided die. If you roll a 15 or higher, the chosen figure receives 1 wound. CONCEALMENT 1# - If a <unit> you control is targeted and receives one or more wounds from an attacking figure who is not adjacent, you must roll the 20-sided die. Count the minimum number of spaces between the attacker and the <unit>. Add this number to your die roll. If you roll a 1# or higher, ignore any wounds the <unit> just received. CONCENTRATED WILL - If <unit> has only one unrevealed order marker on her Army Card, add 1 to her attack and defense. COUNTER STRIKE - When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work on other Samurai. COVER FIRE - When attacking an opponent’s figure, if <unit> inflicts one or more wounds, you may move one Tricky figure you control who follows Vydar and is within 8 clear sight spaces of <unit> up to 4 spaces. You cannot use Cover Fire to move <unit>. CRAG OF STEEL - When revealing a numbered order marker on <unit>’s Army Card, you may also reveal an “X” order marker that is on <unit>’s Army Card to activate Crag of Steel for the duration of the round. While Crag of Steel is active, add 3 to <unit>’s Defense value and subtract 2 from <unit>’s Attack and Move values. When <unit> attacks while Crag of Steel is active, he may attack any or all figures adjacent to him. Roll each attack separately. CRIPPLING GAZE 15 - Before moving, you may choose a figure within 5 clear sight spaces of <unit>. Roll the 20-sided die. If you roll a 15 or higher remove all order markers on the chosen figure’s army card (or cards if your opponent has more than one common card for that figure). CYBERCLAW - All small or medium opponent’s figures that enter or occupy a space adjacent to any <unit> may not move. Figures affected by the Cyberclaw cannot be moved by any special power on an Army Card or Glyph. DEADLY SHOT (if ranged) / DEADLY STRIKE (if melee) - When attacking with <unit>, all skulls rolled count for one additional hit. DEFENSIVE AGILITY - When a <unit> rolls defense dice against a normal attack from an adjacent figure, one shield will block all damage. DEFENSIVE AURA - All figures you control within 4 clear sight spaces of <unit> add 2 to their defense dice. <unit>’s Defensive Aura does not affect <unit>. DEFENSIVE AURA 1 - All friendly figures adjacent to <unit> add 1 die to their defense. DEFENSIVE VAULT - After a <unit> rolls defense dice against a normal attack from an adjacent opponent's figure, if she is still adjacent to the attacking figure, you may place that <unit> on any other space adjacent to the attacking figure, if possible. A <unit> does not take any leaving engagement attacks when using Defensive Vault. DEVOURER ATTACK ENHANCEMENT - All friendly Devourers adjacent to a <unit> receive an additional attack die. DISAPPEARING NINJA - If a <unit> is attacked with a normal attack and at least 1 skull is rolled, roll the 20-sided die to disappear. If you roll 1-11, roll defense dice normally. If you roll a 12 or higher, that <unit> takes no damage and instead may move up to 4 spaces. <unit>s can disappear only if they end their disappearing move not adjacent to any enemy figures. DISARM TRAPS - When you roll the 20-sided die for a Treasure Glyph trap with <unit>, you may add 4 to your die roll. DISCIPLINED INFLUENCE - At the start of the game, you may choose any unique Army Card you control. For this game the chosen card’s personality is disciplined, regardless of what is listed on the card. DISENGAGE - <unit> is never attacked when leaving an engagement. DISHONORABLE ATTACK - When attacking a figure who follows Jandar, <unit> rolls 2 additional attack dice. DISMISS THE RABBLE - When rolling defense dice against adjacent attacking small or medium Squad figures, <unit>s receive 1 additional defense die. DIVINE MISSION - After revealing an order marker on <unit>'s Army Card, after taking <unit>'s turn, you may reveal an "X" order marker that is on <unit>'s Army Card and take another turn with <unit>. During this additional turn, <unit> adds 2 to his normal attack against Undead figures. DOUBLE ASSAULT - When <unit> attacks an adjacent figure or destructible object, he may attack one additional time. DOUBLE ATTACK - When <unit> attacks, he may attack one additional time. DRAGON SWOOP - After moving and before attacking, you may choose any figure within 4 clear sight spaces of Sonlen. Roll the 20-sided die. If you roll a 15 or higher, the chosen figure receives one wound. DUST-OF-DEATH - After moving and before attacking, you may either: *Roll the 20-sided die once for each figure adjacent to <unit>, or *Roll the 20-sided die once for one figure up to 3 clear sight spaces away. If you roll 19 or higher, that figure is destroyed. DYING SWIPE - If this <unit> is attacked with a normal attack by an opponent’s figure and receives enough wounds to be destroyed, roll 3 attack dice. One at a time for each skull rolled, you may inflict 1 wound on any figure that is adjacent to this <unit>. Figures affected by Dying Swipe cannot roll any defense dice and can receive more than 1 wound each. After using Dying Swipe, remove this <unit> from the battlefield. E-K
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ELVEN SUMMONING SPELL - After moving and before attacking, you may roll the 20-sided die. Add the number of Elves adjacent to <unit> to your die roll.
*If you roll a 1-4, nothing happens. *If you roll a 5-11, you may place 1 Elf you control adjacent to <unit>. *If you roll a 12-17, you may place up to 2 Elves you control adjacent to <unit>. *If you roll an 18-20, you may place up to 3 Elves you control adjacent to <unit>. If the summoned Elves are engaged, they will not take any leaving engagement attacks. <unit> cannot summon an Elf that he is already adjacent to. ELVEN SUPREMACY - Any time you roll the 20-sided die for an Elf Army Card, you may add 1 to your die roll. EMP RESPONSE - If a <unit> you control successfully defends against an attack by a Soulborg figure, you must roll the 20-sided die. If you roll a 14 or higher, the attacking figure must immediately end its turn and all order markers must be removed from its Army Card (or cards if your opponent has more than one Common Army Card for that figure). ENGAGEMENT STRIKE 1# - If an opponent's small or medium figure moves adjacent to <unit>, roll the 20-sided die. If you roll a 1# or higher, the opponent's figure receives a wound. Figures may be targeted only as they move into engagement with <unit>. ENSLAVE 17 - When revealing an order marker on this <unit>, after taking this <unit>’s turn, you may choose any Unique Hero figure within 4 clear sight spaces of this <unit>. Roll the 20-sided die. If you roll a 17 or higher, take temporary control of that hero and immediately with that chosen Hero. At the end of that turn, control of the chosen Hero returns to its previous owner. All order markers that were on the figure's Army Card will stay on the Army Card. Enslave does not effect Mind Flayers. ENTANGLING WEB - After moving and before attacking, you may choose any one small or medium opponent’s figure that is engaged with at least three <unit> 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). ETERNAL STRENGTH - Anytime you roll the 20-sided die for Cyprien Esenwein’s Chilling Touch, you may add 2 to your die roll. EVASIVE 8 - When an <unit> rolls defense dice against an attacking figure that is not adjacent, add 8 defense dice to the defending <unit>. EVIL EYE DEFENSE - When rolling defense dice against a normal attack from a non-adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. EVIL EYE PROTECTION - When <unit>, or any friendly small or medium Utgar figure adjacent to <unit>, rolls defense dice against a normal attack from a non-adjacent attacking figure, all excess shields count as unblockable hits inflicted by <unit> on the attacking figure. EXOSKELETON - At the start of the game, place 1 copper Exoskeleton marker on a <unit> Army Card for each <unit> figure in your Army. After a <unit> you control rolls defense dice against a normal attack, you may remove 1 Exoskeleton marker from its Army Card to ignore all wounds inflicted by that attack. EXPENDABLE RABBLE - If a <unit> you control is attacked with a normal attack by an opponent’s figure and receives one or more wounds, you may destroy a small Goblin figure you control that is adjacent to that <unit> to ignore any wounds that <unit> just received. EXPLOIT WEAKNESS - At any point before, during, or after movement, you may choose one opponent's figure within 6 clear sight spaces of <unit>. All of the special powers on the chosen figure's card (or cards if your opponent has more than one Common Army Card for that figure) are negated until the end of <unit>'s turn. <unit> can only use Exploit Weakness once per turn. EXTENDED DEFENSIVE AURA - All figures you control within 6 clear sight spaces of <unit> add 1 to their defense dice. <unit>’s Extended Defensive Aura does not affect <unit>. FEARLESS ADVANTAGE - A <unit> rolls an additional die when attacking or defending against large or huge figures. FERAL RAGE - When a <unit> attacks, it may attack up to 2 additional times. A <unit> cannot attack the same figure more than once per turn. FEY STEP - Once per game, <unit> may use Fey Step. Before moving normally with <unit>, you may place him on any empty space within 5 spaces of his current location. If <unit> is engaged when he uses Fey Step, he will not take any leaving engagement attacks. FIRST ASSAULT 3 - When attacking with <unit>, if the defending figure was not adjacent to <unit> at the start of this turn, <unit> receives 3 additional attack dice. FLAIL HURRICANE - After moving and before attacking with this <unit>, you must roll the 20-sided die. If you roll a 1-10, it may attack normally. If you roll an 11 or higher, instead of attacking normally, it must attack each figure adjacent to it, if possible. Roll each attack separately. FLEDGLING ACID BREATH - Instead of attacking with a <unit>, 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. FLEET FOOTED - If a <unit> is attacked with a normal attack by an opponent’s figure and at least 1 skull is rolled, roll the 20-sided die. If you roll 1-10, roll defense dice normally. If you roll an 11 or higher, that <unit> takes no damage and instead may move up to 4 spaces. A figure moving with Fleet Footed never takes any leaving engagement attacks. A <unit> can use Fleet Footed only if he ends his move not adjacent to any enemy figures. FLYING - When counting spaces for <unit>’s movement, ignore elevations. <unit> may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When <unit> starts to fly, if he is engaged he will take any leaving engagement attacks. FRENZY - After you take a turn with <unit>, roll the 20-sided die. If you roll a 16 or higher you may take another turn with <unit>. FRENZY ENHANCEMENT - Add 1 to your die roll when you roll for the Frenzy power on any Army Card. FRIGHTENING PRESENCE - Common figures attacking this <unit> with a normal attack subtract 1 from their attack dice. FROST RAGE - When revealing a numbered order marker on <unit>’s Army Card, you may also reveal an “X” order marker that is on <unit>’s Army Card to activate Frost Rage for the duration of the round. While Frost Rage is active, add 1 to <unit>’s Attack and Defense values for each wound marker on his Army Card. GAIN HIGH GROUND - After taking a turn with <unit>s, you may move each <unit> you control up to one space. This space may be up to 4 levels higher. GALLOPING CHARGE - A <unit> receives 2 additional attack dice when attacking any figure that was at least 4 clear sight spaces away from that <unit> at the start of his turn. GHOST WALK - <unit> can move through all figures. GIANT KILLER - When <unit > attacks huge figures, add 2 attack dice. GIFT OF THE EMPRESS AURA - When you roll defense dice for any Kyrie you control who follows Einar and is within 5 clear sight spaces of <unit>, 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. <unit>’s Gift of the Empress Aura does not effect <unit>. GLADIATOR INSPIRATION - If all Order Markers for a round are placed on Gladiator Army Cards, and at least one Order Marker is placed on <unit>, then all Gladiators you control (except <unit>) become inspired. Inspired Gladiators add one to their Move number and add 1 extra attack and defense die for the rest of the round. GRAPPLE ARM - Instead of his normal move, <unit> may use his Grapple Arm. Grapple Arm has a move of 4. When counting spaces for Grapple Arm, ignore elevations. <unit> may grapple over water without stopping, over figures without becoming engaged, and over obstacles such as ruins. <unit> may not grapple more than 45 levels up or down in a single Grapple Arm move. If <unit> is engaged when he starts his Grapple Arm move, he will take any leaving engagement attacks. GRAPPLE GUN 25 - Instead of <unit>’s normal move, he may move only one space. This space may be up to 25 levels higher. When using the Grapple Gun, all engagement rules still apply. GUARD LEADERSHIP - All Guards you control move one additional space. GUERRILLA TACTICS - 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. HELM OF MITONSOUL AURA - After moving and before attacking, <unit> may use her Helm of Mitonsoul Aura. When using the Helm of Mitonsoul Aura, you must roll the 20-sided die for all figures within 3 clear sight spaces of <unit>, one at a time. If you roll a 20, destroy the figure. <unit>'s Helm of Mitonsoul Aura does not affect <unit>. HEROIC DEFENSE AURA - When defending against a normal attack by an adjacent figure with any Samurai or Ashigaru figures you control within 8 clear sight spaces of <unit>, you may roll Einar Valkyrie dice. Each Einar symbol rolled counts as an additional shield. Heroic Defense Aura does not affect <unit>. HIGHLAND FURY - At the start of the game, choose a Human Champion you control. While that champion is in play, <unit>s roll one additional attack die for each wound marker on the chosen hero. There can be only one Human Champion for all the <unit>s you control. <unit>s cannot attack their chosen Human Champion. HIVE SUPREMACY - Anytime you roll the 20-sided die for a Marro or Wulsinu Army Card, you may add 1 to your die roll. HIVE SWARM - Before moving <unit>s, roll the 20-sided die. If you roll 1-12, you may move and attack with up to 3 <unit>s you control. If you roll a 13-16, you may move and attack with up to 6 <unit>s you control. If you roll a 17-20, you may move and attack with up to 9 <unit>s you control. HOLY RELIC - When the 20-sided die is rolled for a special power on an opponent's Undead Army Card and at least one of the figures from that Army Card is within 3 clear sight spaces of <unit>, subtract 3 from the die roll. HOMING DEVICE - When attacking a non-adjacent figure, add 1 attack die for every Soulborg who follows Vydar that is adjacent to the defending figure. HORDE MOVEMENT - You may move up to 6 <unit>s that you control each turn. However, you may attack with only 3 <unit>s. You may attack with any 3 <unit>s, even <unit>s that you did not move this turn. HYDRA HEADS - When this <unit> attacks, it may attack up to 4 times. Reduce the number of times this <unit> can attack by 1 for each wound marker on this Army Card. HYPER SPEED 5 - After taking a turn with <unit>, <unit> may move up to an additional 5 spaces. <unit> cannot use Hyper Speed 5 if he attacked with his Cosmic Force Blast Special Attack during that turn. IMPROVED CYBERCLAW - All small, medium or large opponent’s figures that enter or occupy a space adjacent to <unit> may not move. Figures affected by the Cyberclaw cannot be moved by any special power on an Army Card or Glyph. INDOMITABLE - If this <unit> begins its turn unengaged, add 2 to its Move value this turn. If it begins its turn engaged, add 2 to its Attack value this turn. INSUBSTANTIAL 3 - A <unit> adds 3 additional defense dice when rolling defense against a normal attack from a figure who is not adjacent. IRON TOUGH - When rolling defense dice against special attack, this <unit> always adds 2 automatic shields to whatever is rolled. ISKRA’S SUMMONING - <unit>s do not start the game on the battlefield. They must be summoned onto the battlefield by Iskra Esenwein. JAVELIN - After moving and before attacking with this <unit>, you may roll the 20-sided die. If you roll a 16 or higher, add 3 to this <unit>’s Range value for the duration of its turn. KNIGHT AND SENTINEL ENHANCEMENT - All friendly Knights and Sentinels adjacent to <unit> roll an additional attack die and an additional defense die. KNIGHT’S COURAGE - Add 1 to <unit>’s attack dice for every Knight you control within 4 clear sight spaces of <unit> up to a maximum of +3 dice. KNOCKBACK 14 - When a small or medium figure rolls defense dice and is not destroyed by a normal or special attack from <unit>, 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 <unit>. 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. KYRIE LEADERSHIP - All Kyrie you control, except <unit>, move one additional space. L-R
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LANDSLIDE - A <unit> with a height advantage on an adjacent opponent’s figure rolls an additional attack die when attacking that figure.
LEAF OF THE HOME TREE AURA - When any Elf you control within 8 clear sight spaces of <unit> 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. <unit>’s Leaf of the Home Tree Aura does not effect <unit>. LETHAL STING - When rolling attack dice against a small or medium figure, if a <unit> rolls a skull on every die, the defending figure cannot roll any defense dice and is immediately destroyed. LOLTH’S JUDGEMENT AURA - All Arachnid figures you control within 6 clear sight spaces of <unit> roll 1 additional attack die when attacking normally. LOYALTY TO THE LIZARD KING - 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 <unit>’ Lizard King. A <unit> 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 <unit>s you control. LYCANTHROPY - This <unit> starts the game with 3 green Lycanthropy markers on its Army Card. If an opponent’s Unique Hero receives at least one wound from this <unit>, you may place a Lycanthropy marker on that figure’s Army Card. For the duration of the game, that figure loses its Species, Class, and Personality. Instead, it has the following characteristics: *Species: Hybrid *Class: Hunter *Personality: Tormented Lycanthropy never affects Constructs, Lycanthropes, Soulborgs, and destructible objects. MAGE HAND - After moving and before attacking with <unit>, you may choose a Treasure Glyph on an unoccupied space within 4 spaces of <unit>. You may move that Treasure Glyph onto any same-level space adjacent to <unit>. Symbol-side-up Treasure Glyphs cannot be revealed, and power-side-up Treasure Glyphs must be placed power-side-up when moved by Mage Hand. MARK OF THE WARLORD - When attacking a figure that is adjacent to any Marro Warlord you control, <unit>s add 2 to their attack dice. MARRO PLAGUE - After moving and before attacking, you must roll the 20-sided die once for each figure adjacent to any <unit>s you control. If you roll a 16 or higher, that figure receives a wound. Soulborgs and Wulsinu are not affected by this marro plague. MASTER’S INFLUENCE - 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 <unit> add 1 to their attack dice and 1 to their defense dice. MAUL - When rolling attack dice against a small or medium figure, if a <unit> rolls a skull on every die, the defending figure receives a wound for every skull, and cannot roll any defense dice. MELEE DEFENSE # - When rolling defense dice against a normal attack from an adjacent figure, <unit> adds # dice. MIND EXCHANGE 17 - After taking a turn with <unit>, you may choose any Unique Hero figure within 4 clear sight spaces of <unit>. Roll the 20-sided die. If you roll a 17 or higher, take temporary control of that hero and immediately take a turn with the chosen Hero. At the end of that turn, control of the chosen Hero returns to the player who controlled the Hero before the Mind Exchange. All Order Markers that were on the chosen Hero's card will stay on that card. MIND SHACKLE ## - After moving and before attacking, you may choose any unique figure adjacent to <unit>. Roll the 20-sided die. If you roll a ## or higher, take control of the chosen figure and that figure’s Army Card. You now control that Army Card and all figures on it. Remove any Order Markers on the chosen figure’s Army Card. If <unit> is destroyed, you retain control of any previously Mind-Shackled Army Cards. MOB ATTACK - When attacking with a <unit> you control, if the defending figure is engaged with at least 2 other <unit>s you control, it subtracts 2 from its defense dice. MORTAL STRIKE - After attacking an opponent’s Unique Hero with this <unit>'s normal attack, roll 1 attack die for each wound inflicted in that attack. For each additional skull rolled, place 1 additional wound marker on the defending figure’s Army Card. MYSTIC SACRIFICE - 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 <unit>, you may place 1 or 2 wound markers on <unit>'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 <unit>. NET TRIP 14 - After moving and before attacking, roll the 20-sided die. If you roll a 14 or higher, any small or medium figure attacked by <unit> this turn may roll no more than 1 die for defense. NECROMANCY - When a <unit> you control is destroyed, roll the 20-sided die. If you roll an 11 or higher, place that <unit> on the Army Card of any Unique Lord, Lady, Duke or Duchess you control. ONE SHIELD DEFENSE - When rolling defense dice, if <unit> rolls at least one shield, the most wounds <unit> may take for this attack is one. OPPORTUNITY STRIKE 15 - If an opponent's figure that is engaged with <unit> targets any other figure you control with a normal attack, roll the 20-sided die. If you roll a 15 or higher, no dice are rolled for this attack, no defense dice are rolled, and the attacking figure receives one wound. ORC ARCHER ENHANCEMENT - All friendly Orc Archers adjacent to <unit> receive an additional attack die and an additional defense die. ORC BATTLE CRY AURA - When attacking with any Orc Warrior figures you control within 2 clear sight spaces of <unit>, you may roll Utgar Valkyrie dice. Each Utgar symbol rolled counts for an additional skull. ORC BATTLE RUSH - At the start of the first round of the game, after all order markers have been placed, you may move all <unit>s you control up to 5 spaces each. They must end their Orc Battle Rush movement on an empty space. ORC DEFENSIVE AURA 1 - All orc figures you control within 4 clear sight spaces of <unit> add 1 to their defense dice. <unit>’s Orc Defensive Aura does not affect <unit>. ORC WARRIOR ENHANCEMENT - All friendly Orc Warriors adjacent to <unit> roll an additional attack die and an additional defense die. OVEREXTEND ATTACK - After taking a turn with <unit>, you may place a wound marker on <unit> and take another turn with him. You may only use this power once during a round. PARALYZING FEAR - Figures attacked by any Undead subtract one from their defense dice for every <unit> they are engaged to. PARALYZING STARE 16 - After moving and before attacking, choose any small or medium figure within 6 clear sight spaces of <unit>. Roll the 20-sided die. If you roll a 16 or higher, the chosen figure cannot roll any defense dice if attacked by <unit> this turn. <personality> ARMY DEFENSE BONUS - If every Army Card you control has a <Personality> Personality, <unit> receives 1 additional defense die. PHANTOM WALK - <unit> can move through all figures and is never attacked when leaving an engagement. POISON CLOUD - When a <unit> attacks a Common figure, add 1 to its Attack value. POISONOUS ACID BREATH - Instead of attacking, you may choose up to 3 different small or medium figures within 4 clear sight spaces of <unit>. 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. POISON WEAPONS - Each time a <unit> 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. PRIORITY TARGETING - An engaged M-43 Resistance Fighter may target and attack non-adjacent figures unless that M-43 Resistance Fighter is engaged with a hero figure. PROTECTION FROM EVIL AURA - All small or medium figures you control within 3 clear sight spaces of <unit> add 1 to their defense dice when rolling defense against an attack from a figure who follows Utgar. <unit>’s Protection from Evil Aura does not effect <unit>. PURPLE HEART - When a Human you control who follows Jandar and is adjacent to <unit> 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. RAGE SMASH 5 - When <unit> attacks using a normal attack, he receives one extra attack die for each Wound Marker he has, up to a maximum of 5 extra attack dice for Rage Smash. RANGE ENHANCEMENT - Any Soulborg Guards adjacent to <unit> add 2 spaces to their range. REACH - If an opponent’s figure is within 2 spaces of this <unit>, and its base is no more than three levels above this <unit>’s height or 3 levels below this <unit>’s base, this <unit> may add 1 to its range when attacking that figure. REANIMATION - After revealing an order marker on this Army Card, before taking a turn with the <unit>s, you may remove one previously destroyed <unit> from the Army Card of one Unique Hero you control and place it on any empty space adjacent to that Hero. RECKLESS SECOND SWING - When <unit> wounds a figure with his normal attack, he must attack one additional time, if possible. REDUNDANT SYSTEMS - Start the game with 3 Redundant Systems markers on this army card. After a <unit> receives one or more wounds, you may remove 1 Redundant Systems marker form this card to ignore all wounds. RELENTLESS ASSAULT - Each friendly figure adjacent to <unit> with a relentless personality receives an additional attack die. RIGHTEOUS SMITE - When attacking an opponent’s figure who follows Utgar, <unit>s receive 1 additional attack die. ROCK THROW - If a <unit> has a height advantage on an opponent’s figure, it may add 2 to its range when attacking that figure. ROD OF NEGATION - Start the game with 3 brown Negation Markers on this card. At the end of the turn, if you have at least 1 Negation Marker on this card, you may choose any opponent’s unique figure within 6 clear sight spaces of <unit>. Roll the 20-sided die. If you roll a 1-15, nothing happens. If you roll a 16-19, place a Negation Marker on the chosen figure’s Army Card. All of that figure’s special powers are negated for the entire game. If you roll a 20, destroy the chosen figure. QUEEN OF THIEVES - After rolling the 20-sided die for the Army Card of any figure you control with the Tricky personality within 6 clear sight spaces of <unit>, you may add 1 to your die roll. Queen of Thieves does not affect <unit>. S
Spoiler Alert!
SACRED BAND DEFY DEATH 15 - When an adjacent Sacred Band figure receives one or more wounds, roll the 20-sided die before removing that figure. If you roll a 15 or higher, ignore any wounds.
SCALE # - When moving up or down levels of terrain, <unit>s may add # to their height. SCATTER - After a <unit> you control rolls defense dice against a normal attack from an opponent’s figure, you may move any 2 <unit>s you control up to 4 spaces each. SCOUT LEADERSHIP - All scouts you control can move an additional 2 spaces. SCOUT MELEE ATTACK ENHANCEMENT - All friendly Scouts adjacent to <unit> receive an additional attack die when attacking a figure adjacent to them. SCURRY - When a <unit> you control is destroyed by a normal attack from an opponent’s figure, you may move any 2 <unit>s you control up to 4 spaces each, and all <unit>s you control no longer have any visible Hit Zones for the duration of the attacking figure’s turn while they remain unengaged. <unit>s will never take any leaving engagement attacks while using Scurry. SEARING INTENSITY - After moving and before attacking, you must roll the 20-sided die once for each figure adjacent to at least one <unit> you control. If you roll a 14 or higher, that figure receives 1 wound. Figures with the Lava Resistant special power are not affected by Searing Intensity. SELF-DESTRUCT - After moving and instead of attacking, <unit> may choose to self-destruct. Roll the 20-sided die to determine if any other figures are wounded. If you roll a 1-3, all adjacent figures are safe. If you roll a 4-15, each adjacent figure receives 2 wounds. If you roll a 16-19, each adjacent figure receives 4 wounds. If you roll a 20, each adjacent figure receives 8 wounds. After using this power, <unit> is always destroyed. SHAOLIN/MASTER’S/WHIRLWIND ASSAULT - <unit> may attack any or all figures adjacent to him. Roll each attack separately. SHARPSHOOTER- Instead of attacking, you may choose any non-adjacent figure within 10 clear sight spaces of <unit>. Roll the 20-sided die. If you roll a 19 or 20, the chosen figure is destroyed. If you roll a 1-18, you missed. <unit> may not use this special power if he moved this turn. SHIELDS OF VALOR - When defending with <unit>s, each shield rolled counts for one additional block. SHIELD WALL - When defending with a <unit>, add 1 defense die for each other adjacent <unit> up to a maximum of +2 dice, for the Shield Wall power. SHIFTING SANDS - After moving and before attacking, choose two small or medium figures on land spaces within 4 clear sight spaces of <unit> 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. <unit> may be moved by Shifting Sands. SHOCKING GRASP - When rolling attack dice for a normal attack, <unit> always adds 1 automatic skull to whatever is rolled. SIGHTING - When a <unit> is attacking with a height advantage, he rolls an additional attack die. SKY WATCHER - If <unit> is attacking a non-adjacent figure that has the Flying or Stealth Flying special power, add 2 dice to <unit>’s attack. SLIPPERY 6 - Once per turn, if an opponent’s squad figure ends its movement adjacent to <unit>, you may roll the 20-sided die. If you roll a 6 or higher, <unit> may immediately move up to 4 spaces. <unit> will not take any leaving engagement attacks when moving with Slippery. <unit> can use this power only if she ends her Slippery move not adjacent to any enemy figures. SMOKE POWDER 13 - When any <unit> you control, or any figure you control that is adjacent to any <unit> you control, is targeted for a normal attack from a non-adjacent opponent, you may roll the 20-sided die. If you roll a 13 or higher, all <unit>s you control, and all figures you control that are adjacent to those <unit>s, no longer have any visible hit zones for the duration of the targeting figure's turn. SNEAK ATTACK 2 - If <unit> is attacking an opponent’s figure that is adjacent to at least one other figure you control, add 2 to <unit>’s attack. SOLDIER ATTACK ENHANCEMENT - All friendly Soldiers adjacent to <unit> receive an additional attack die. SOLDIER LEADERSHIP - All Soldiers you control move one additional space. SOUL DEVOUR - Before moving, each <unit> you control may choose an adjacent unique hero. Roll the 20-sided die once for each <unit>. If you roll 19 or 20, destroy the <unit> figure, then take control of the chosen unique hero and remove any Order Marker on its card. You now control that Army Card. SOUL WEAPONS - Figures attacked by a <unit> subtract 2 from their defense dice. Destructible objects are not affected by Soul Weapons. SPEAR OF SUMMONING - 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 <unit>. If the summoned figure is engaged, the figure does not receive any leaving engagement attacks. SPIDE(R/Y)-SENSE 1# - If <unit> is attacked by an opponent’s figure and at least 1 skull is rolled, roll the 20-sided die. If you roll 1-1#, roll defense dice normally. If you roll a 1#-20, <unit> takes no damage and instead may immediately move using his Swing Line 4 Special Power. STAFF OF LERKINTIN - When defending with <unit>, add as many defense dice as the number of Elves you control adjacent to <unit>. STARE OF STONE - Instead of attacking, choose any figure within 4 clear sight spaces of <unit>. Roll the 20-sided die. If the chosen figure is a Squad figure and you roll a 7 or higher, destroy it. If the chosen figure is a Hero figure and you roll a 17 or higher, destroy the chosen Hero. STEALTH ARMOR 15 - When a <unit> receives one or more wounds, before removing that <unit>, roll the 20-sided die. If you roll a 15 or higher, ignore any wounds. STEALTH DODGE - When <unit> rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage. STEALTH FLYING - When counting spaces for <unit>’s movement, ignore elevations. <unit> may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When <unit> starts to fly, if he is engaged he will not take any leaving engagement attacks. STEALTH LEAP - Instead of their normal move, any or all <unit>s may Stealth Leap. Stealth Leap has a move of 3. When counting spaces for a <unit>’s leaping movement, ignore elevations. A <unit> may leap over water without stopping, pass over figures without becoming engaged, and leap over obstacles such as ruins. A <unit> may not leap more than 12 levels up or down in a single leap. If a <unit> is engaged when he starts to leap, he does not take any leaving engagement attacks. STEALTH LEAP 25 - Instead of his normal move, <unit> may use Stealth Leap 25. Stealth Leap 25 has a move of 3. When counting spaces for Stealth Leap 25, ignore elevations. <unit> may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. <unit> may not leap more than 25 levels up or down in a single leap. If <unit> is engaged when he starts his Stealth Leap 25, he will not take any leaving engagement attacks. STINGER DRAIN - After moving and before attacking, you may roll the 20-sided die. If you roll a 1-4, you must destroy a Marro Stinger you control and you cannot attack this turn. If you roll a 5-9, add 0 to the attack value of this card. If you roll a 10 or higher, add 1 to the attack value of this card. STRENGTH OF OAK AURA 1 - All friendly Elves adjacent to <unit> add 1 to their defense dice. SUMMON THE RECHETS OF BOGDAN - After taking a turn with <unit>, 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 <unit>. 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. SUPER LEAP - Instead of his normal move, <unit> may Super Leap. Super Leap has a move of 10. When counting spaces for <unit>'s Super Leap movement, ignore elevations. <unit> may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. <unit> may not leap more than 50 levels up or down in a single leap. If <unit> is engaged when he starts to leap, he will take any leaving engagement attacks. <unit> rolls 3 less attack dice on any turn that he chooses to Super Leap. SWING LINE 4 - Instead of a normal move, <unit> may use his Swing Line. Swing Line has a move of 4. When counting spaces for <unit>'s Swing Line movement, ignore elevations. <unit> may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. <unit> may not Swing Line more than 40 levels up or down in a single Swing Line. If <unit> is engaged when he starts to Swing Line, he will not take any leaving engagement attacks. SWIRLING VORTEX - When an opponent’s small or medium figure moves onto a space within 2 clear sight spaces of a <unit> you control, that figure must end its move there. Figures can never move through any figure affected by Swirling Vortex. SWORD OF RECKONING 4 - If <unit> is attacking an adjacent figure, add 4 dice to <unit>’s attack. T-Z
Spoiler Alert!
TACTICAL DISENGAGEMENT 7 - When <unit> receives one or more wounds from a leaving engagement attack, immediately roll the 20-sided die. If you roll a 7 or higher, ignore any wounds from that leaving engagement attack.
TACTICAL SWITCH - When a <unit> you control attacks an opponent’s small or medium figure, before rolling the attack dice, you may switch that <unit> with the defending figure. After switching spaces, the <unit> must continue that attack, if possible, and cannot attack any other figure this turn. Figures moved by Tactical Switch never take any leaving engagement attacks. An opponent’s figure may be moved by Tactical Switch only once per turn. TACTICIAN - All friendly figures adjacent to <unit> add 1 extra die to their attack, and 1 extra die to their defense. TALON GRAB - While this <unit> 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 <unit> 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. TARGETING BEACON - When attacking a non-adjacent figure, all Soulborg figures you control who follow Jandar add 1 die to their attack if at least one <unit> you control is adjacent to the defending figure. TASTE OF FREEDOM - If all of your Order Markers are on Gladiators, and at least one Order Marker is on <unit>, all friendly Gladiators adjacent to <unit> add 1 die to thier normal attack. TECHNO HATRED - When attacking a Soulborg figure, <unit>s receive one additional attack die. TELEPORTATION - Instead of moving <unit> normally, you may choose any empty space that is on the same level and within 10 spaces of <unit>. Place <unit> on the chosen space. When <unit> starts to Teleport, if he is engaged he will not take any leaving engagement attacks. TELEPORT REINFORCEMENTS - When <unit> 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 <unit> just received. Place the chosen figure(s) on any empty space(s) adjacent to <unit>. If the teleported figure(s) are engaged, they will not take any leaving engagement attacks. THE DROP - <unit>s do not start the game on the battlefield. At the start of each round, before you place Order Markers, roll the 20-sided die. If you roll a 13 or higher you may place all # <unit> figures on any empty spaces. You cannot place them adjacent to each other or other figures, or on glyphs. THORIAN SPEED - Opponents’ figures must be adjacent to <unit> to attack him with a normal attack. THROW 14 - After moving and before attacking, choose one small or medium non-flying figure adjacent to <unit>. 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 <unit>. The figure must land within clear sight of <unit>. 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 <unit> or onto water, do not roll for throwing damage. The thrown figure does not take any leaving engagement attacks. THUNDER STEP - Instead of moving <unit> normally, you may choose an opponent’s figure within 5 clear sight spaces of <unit>. Place <unit> on any empty space adjacent to the chosen figure. For the duration of <unit>’s turn, add 1 to her attack value. At the end of her turn, roll one attack die. If a skull is rolled, place one wound marker on <unit>’s Army Card. If <unit> is engaged when she starts Thunder Step, she will not take any leaving engagement attacks. TOUGH - When rolling defense dice against normal attack, <unit> always adds one automatic shield to whatever is rolled. TOXIC SKIN - After attacking, you must roll the 20-sided die once for each figure adjacent to <unit>. If you roll a 17 or higher, that figure receives one wound. Soulborgs are not affected by Toxic Skin. TRACKING - While moving, <unit> may add 2 to his move number. If he does, he cannot attack this turn. TRAMPLE STOMP - At any point while moving, <unit> may choose a small or medium figure that is adjacent, on the same level, and on a space where <unit> may end his movement. Roll the 20-sided die. If you roll 1-7, the figure is safe and <unit>'s movement ends. If you roll 8-20, the chosen figure receives on wound. If the wound destroys the figure, move <unit> onto the space occupied, and you may continue <unit>'s movement. If the chosen figure is not destroyed, <unit>'s movement ends. <unit> must be on a space where he can end movement each time he uses this power. TRIBAL PROTECTION - An opponent's figure that is engaged to one or more Warriors or Protectors you control who follow Ullar may not attack <unit>. TRICKY SPEED 4 - If <unit> starts her turn adjacent to any figure you control who has a tricky personality, she may move 4 additional spaces. ULLAR’S AMULET - All friendly figures who follow Ullar and start their turn adjacent to <unit> may move 2 additional spaces. ULLAR’S BOLT OF THE WITHERWOOD - After moving and before attacking with <unit>, you may choose any opponent’s figure within 5 clear sight spaces of <unit>. If you roll a 1-15, nothing happens. If you roll a 16 or higher, the chosen figure is destroyed. <unit> may attempt to use this power only once per game. UNDEAD LEGION - After taking a turn with the <unit>, you may move two unengaged <unit> you control who did not move or attack this turn up to 4 spaces each. UNDERGROUND MOVEMENT - Instead of moving normally with a <unit>, you may immediately place it on any empty non-water space that is within 4 spaces of that <unit> and is no higher than 1 level above that <unit>’s height or 3 levels below that <unit>’s base. If a <unit> is engaged when it starts its Underground Movement, it will take any leaving engagement attacks. UNLEASHED FURY - Before moving, roll the 20-sided die. If you roll a 1, choose an <unit> you control and destroy it. If you roll a 2-6, add 1 to the attack value of this card. If you roll a 7-11, add 2 to the attack value of this card. If you roll12-15, add 3 to the attack value of this card. If you roll a 16-19, add 4 to the attack value of this card. If you roll a 20, add 8 to the attack value of this card. UNLEASHED FURY ENHANCEMENT - You may add 1 to your die roll when you roll for the Unleashed Fury power on any Army Card. VALKRILL ATTACK AURA 1 - All friendly figures adjacent to this <unit> with a range of 1 who follow Valkrill add 1 die to their normal attack. VANISH 9 - If <unit> is attacked and at least 1 skull is rolled, roll the 20-sided die to vanish. If you roll 1-8, roll defense dice normally. If you roll a 9 or higher, <unit> takes no damage and may immediately move up to 4 spaces. <unit> can vanish only if he ends his vanishing move not adjacent to any enemy figures. VARKAANAN BLADE DEFENSE - A <unit> rolls one additional defense die for each opponent's figure she is engaged to. VENOMOUS STING - When rolling attack dice, if this <unit> rolls a skull on every die, the defending figure cannot roll any defense dice. Venomous Sting does not affect destructible objects. VYDAR’S RANGE ENHANCEMENT AURA - All friendly figures with a Range number of 4 or more who follow Vydar and are within 4 clear sight spaces of <unit> add 2 to their Range number. Vydar’s Range Enhancement Aura does not affect <unit>. WAIT THEN FIRE - If none of the <unit> move this turn, add 1 die to their attack. WARFORGED RESOLVE - When rolling defense dice against normal or special attack, <unit> always adds one automatic shield to whatever is rolled. WARRIOR’S ARMOR SPIRIT 1 - When <unit> is destroyed, place this figure on any unique Army Card. <unit>’s Spirit add 1 to the defense number on that card. WARRIOR’S ATTACK SPIRIT 1 - When <unit> is destroyed, place this figure on any unique Army Card. <unit>’s Spirit adds 1 to the normal attack number on that card. WARRIOR’S SWIFTNESS SPIRIT - When <unit> is destroyed, place this figure on any unique Army Card. <unit>’s Spirit add 1 to the move number on that card. WHIP 12 - After moving and before attacking, choose a small or medium figure adjacent to <unit>. Roll the 20-sided die. If you roll a 12 or higher, the chosen figure cannot roll any defense dice if attacked by <unit> this turn. WILD PACK MOVEMENT - Before moving, roll the 20-sided die. If you roll a 1-3, add 1 to the move value of this card. If you roll a 4-6, add 3 to the move value of this card. If you roll a 7-20, add 7 to the move value of this card. WOUNDED SMASH - When <unit> attacks, he receives an extra attack die for each wound marker he has. ZETTIAN TARGETING - When attacking, if your second <unit> attacks the same figure as the first <unit>, add one attack die to the second <unit>’s attack. Last edited by awesomeunleashed : June 27th, 2012 at 08:46 PM. Reason: Added powers from Heroes of Pazium. Special Powers C&P Online Heroscape Season 7 Online Tournament Record: 18-12 Overall Tournament Record: 32-18
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| awesomeunleashed |
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#2
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Re: Special Power C&P Text: All Waves, C3V, SoV, and Marvel
You have too much time on your hands.
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Re: Special Power C&P Text: All Waves, C3V, SoV, and Marvel
I have been working on it for the last couple weeks, but, yeah.
Special Powers C&P Online Heroscape Season 7 Online Tournament Record: 18-12 Overall Tournament Record: 32-18
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Re: Special Power C&P Text: All Waves, C3V, SoV, and Marvel
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