TAF's Customs AMON HEN BATTLE REPORT
I've done much complaining about customs on this here site for a long time now, but it's about time I put up some of my own Customs. These were mostly made on the fly and for fun, ever since I found a Card Creator that works on Macs here: Right Here. I doubt they're really all too balanced, but fun's fun, so here you guys go nonetheless: All feedback is greatly appreciated and keep in mind these are all first tries... can't go wrong with more Customs, right? ...right?
UPDATE: Weapon Mods for Mok: ANDROVIL KEGHEAD, MARBIS BENTHAMMER, MODORLOK SINGEDBEARD, REYAKI SINGEDBEARD
Alphabetized Index of Customs:
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8th Reich Spiders:
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8TH REICH SPIDERS -3 man squad-
UTGAR
ARACHNIDS
COMMON SQUAD
NAZIS
MILITARISTIC
SMALL 3
LIFE 1
MOVE 7
RANGE 1
ATTACK 3
DEFENSE 2
60 Points
ORGANIZED WARFARE DEFENSE BONUS
If every Army Card you control has a Militaristic personality or follows Utgar, each Spider in the 8th Reich receives 1 additional defense die.
EIGHT LEGGED MARCH
Instead of moving and attacking normally, you may move up to eight 8th Reich Spiders you control up to 4 spaces. Spiders moved with Eight Legged March must begin and remain unengaged throughout their move.
CLIMB X3
When moving up or down levels of terrain, 8th Reich Spiders may triple their height.
Quote:
8th Reich Spiders: Provided you get their Defense bonus, these guys are fast, cheap, and can hold their own in battle. Add some attack bonuses from their Heroes, and Europe is yours for the taking. B+
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(figures used = fyorlag spiders)
97-R Assimilators:
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97-R ASSIMILATORS -4 man squad-
LUSELENE
SOULBORGS
COMMON SQUAD
ASSIMILATORS
MINDLESS
MEDIUM 5
LIFE 1
MOVE 4
RANGE 6
ATTACK 1
DEFENSE 3
80 Points
LOCKDOWN TOUGH 1
When defending against an adjacent attack, add one automatic shield to whatever is rolled.
DECONSTRUCTIVE TARGETING
When attacking a nonadjacent figure, a 97-R Assimilator rolls one additional die for every other Assimilator that attacked the same figure this turn, and the defending figure rolls one less defense die for every 2 Assimilators they are engaged to.
FLYING
Standard Flying rules apply.
Quote:
Assimilators: Although slow as molasses, "the blob" will slowly take over the battlefield, one kill at a time. Melee and armies low on activations beware. B
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(figures used = Star Trek Borg minis)
A:
Acilino:
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ACILINO
EINAR
RAPTORIAN
UNIQUE HERO
CAPTAIN
DISCIPLINED
MEDIUM 5
LIFE 6
MOVE 6
RANGE 1
ATTACK 3
DEFENSE 3
110 Points
CRANE STANCE
If Acilino did not move this turn, he may attack two additional times.
FLYING
Standard Flying rules apply.
HARD LANDING
Acilino may end his movement on a space occupied by a small or medium figure. If he does, move that figure to an adjacent same level or lower space. The controlling player moves the figure. Falling damage will apply to non-flying figures.
Quote:
Acilino: Hard landing is difficult to use offensively, but it means he'll always get height, which makes Crane Stance very useful. That is as long as you're fighting Melee foes, which you probably aren't. B-
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Ackerley:
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ACKERLEY
SIGYN
HUMAN
UNIQUE HERO
FIGHTER
DAUNTLESS
MEDIUM 5
LIFE 5
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 4
110 Points
UNDERDOG
Ackerley adds 2 to his Attack and Defense value when engaged to 3 or more opponent's figures.
BRAVERY
Ackerley rolls an additional die when attacking or defending against Heroes whose point value is greater than his.
Quote:
Ackerley: He only attacks once per turn, but he hits hard, and his bonuses are easy to get. B+
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Adeptus Ruststalkers:
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ADEPTUS RUSTSTALKERS -4 man squad-
LUSELENE
SICARII
COMMON SQUAD
RUSTSTALKERS
DISCIPLINED
MEDIUM 4
LIFE 1
MOVE 4
RANGE 1
ATTACK 4
DEFENSE 3
110 Points
TRANSONIC BLADES
Figures attacked by Adeptus Ruststalkers may not add extra shields or roll extra dice by any special power on an Army Card or Glyph. Destructible Objects are not affected by Transonic Blades.
COVERT
If there are no opponent's figures within 3 spaces with a clear line of sight on an Adeptus Ruststalker you control, then that Ruststalker has no hit zone.
STEALTH VAULT 15
Before moving normally, Adeptus Ruststalkers may use Stealth Vault 15. Stealth Vault has a move of 3. When counting spaces for leaping, ignore elevations. Ruststalkers may leap over water, over figures, and over obstacles. Ruststalkers may not leap more than 15 levels up or down in a single leap. Ruststalkers will not take any leaving engagement attacks when moving with Stealth Vault.
Quote:
Ruststalkers: They carry quite the toolkit, and make for great assassins even with the price tag. That being said, there are a lot of other 4-man squads for a much cheaper cost. Ones with 4 defense, and bonding. A-
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(figues used = Warhammer Sicarian Ruststalkers)
Agamemnon:
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AGAMEMNON
EINAR
HUMAN
UNIQUE HERO
WARLORD
DISCIPLINED
MEDIUM 5
LIFE 6
MOVE 5
RANGE 1
ATTACK 6
DEFENSE 4
190 Points
GOD THUNDER
After moving and before attacking, you may choose any figure within 4 clear sight spaces of agamemnon and roll the 20-sided die. If you roll a 16 or higher, the chosen figure and every small or medium figure adjacent to the chosen figure receives one wound. Agamemnon cannot be damaged by God Thunder.
DEFY DEATH 20
Whenever Agamemnon is destroyed, roll the 20-sided die before removing him from the battlefield. If you roll a 20, Agamemnon is not destroyed. Add 1 to your roll for every Sacred Band adjacent to Agamemnon.
Quote:
Agamemnon: Even if Defy Death doesn't work, this guy seriously boosts the value of the Sacred Band. A
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Agent Wei:
Akane:
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AKANE
XENOTHEA
HUMAN
UNIQUE HERO
NINJA
TRICKY
MEDIUM 5
LIFE 4
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 4
90 Points
BLADE OF FATALITY
All wounds inflicted by Akane are placed upside down on a figure's Army Card. These wounds cannot be healed or removed by any means.
PHANTOM WALK
Akane may move through all figures and is never attacked when leaving an engagement.
Quote:
Akane: Although useful against figures like Cyprien or Feral Trolls, negating all powers is much better than just negating the healing ones. At least she's a decent beat stick option for Kantono. C
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(figure used = Moriko)
Alchemy Titan:
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ALCHEMY TITAN
BRAGI
TITAN
UNIQUE HERO
CONSTRUCT
MINDLESS
LARGE 9
LIFE 7
MOVE 5
RANGE 1
ATTACK 6
DEFENSE 4
170 Points
TRANSMUTE MATTER
If an opponent's Unique Hero receives at least 1 wound from Alchemy Titan, you may place an Alchemy Marker on that figure's Army Card. For the duration of the game, that figure's Species, Class, and Personality are changed to Nonmaterial.
DEMATERIALIZE
If Order Marker 3 is placed on this Army Card, then instead of taking a turn with Alchemy Titan, you may use Dematerialize. Destroy all Nonmaterial figures adjacent to Alchemy Titan and remove one wound marker from this Army Card for every figure destroyed.
Quote:
Alchemy Titan: Its solid stats, healing, and ability to throw wrenches into synergy armies help make up for its single-attacking. I can't think of anything else I'd rather fight less in a Heroes-only format. B+
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(figure used = Pathfinder Alchemical Golem)
Ancalagon:
Andalusian Soldiers:
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ANDALUSIAN SOLDIERS -3 man squad-
EINAR
HUMANS
COMMON SQUAD
SOLDIERS
DISCIPLINED
MEDIUM 4
LIFE 1
MOVE 6
RANGE 1
ATTACK 3
DEFENSE 3
60 Points
EINAR CAPTAIN BONDING
Before taking a turn with Andalusian Soldiers, you may first take a turn with any Captain you control who follows Einar.
DESERT SWIFTNESS
If an Andalusian Soldier's entire movement is on sand spaces, he may move 2 additional spaces. Any extra move must also be on sand spaces.
QUICK ATTACK 1
Andalusian Soldiers roll an additional die when attacking a figure with a Move value of 4 or less.
Quote:
Andalusian Soldiers: Although they could never compete with many of the other competitive Bonding Squads out there, the Andalusian Soldiers can still get the job done, and pack some interesting bonding choices. B-
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Apep Warriors:
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APEP WARRIORS -4 man squad-
OZIRAEL
APEPIANS
COMMON SQUAD
WARRIORS
RUTHLESS
MEDIUM 5
LIFE 1
MOVE 5
RANGE 1
ATTACK 2
DEFENSE 2
70 Points
DEITY BONDING
Before taking a turn with the Apep Warriors, you may first take a turn with one Deity Hero you control.
PHALANX FORMATION
When attacking or defending with an Apep Warrior, add 1 die for each other adjacent Apep Warrior up to a maximum of +2 dice for the Phalanx Formation power.
Quote:
Apepians: They're like the Romans, but better. Being 70 points puts them at odds with other highly competitive 4-man squads, however. A-
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Arbiters Of Ozirael:
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ARBITERS OF OZIRAEL -3 man squad-
OZIRAEL
KYRIE
COMMON SQUAD
ARBITERS
DISCIPLINED
MEDIUM 5
LIFE 1
MOVE 4
RANGE 1
ATTACK 3
DEFENSE 3
110 Points
SMITER SPEARS
Once per turn, whenever an Arbiter Of Ozirael destroys a figure that is not an Arbiter, place that figure on this Army Card. All Arbiters Of Ozirael you control add 1 to their Attack and Defense values for every figure on this Army Card that are not Arbiters. At the end of the round, remove all non-Arbiters from this card. All non-Arbiters placed by Smiter Spears can only be placed on a single Arbiters Of Ozirael Army Card.
FLYING
Standard Flying rules apply.
Quote:
Arbiters of Ozirael: As long as they can maintain Smiter Spears every turn, the Arbiters are very scary by OM 2 and 3. B+
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(figures used = Warhammer Prosecutors)
Aspect Of Klexkor:
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ASPECT OF KLEXKOR
HEKATIANE
ASPECT
UNIQUE HERO
WARRIOR
FEROCIOUS
HUGE 10
LIFE 9
MOVE 6
RANGE 1
ATTACK 3
DEFENSE 6
110 Points
SUMMONED ASPECT
The Aspect of Klexkor does not begin the game on the battlefield. He must be summoned by the Idol of Klexkor.
SIX-ARMS ATTACK
When the Aspect of Klexkor attacks, he may attack up to five additional times. He can only attack the same figure up to three times.
RESISTANCE
The maximum number of wounds the Aspect of Klexkor can receive from a single attack is one.
LONG STRIDE
Aspect of Klexkor can move through small and medium figures and is never attacked when leaving an engagement with small and medium figures.
Quote:
Aspect of Klexkor: He would be the best figure in the game if he weren't dependent on the Summoning, which severely limits the number of turns you can take with him. B-
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(figure used = Aspect of Hextor)
Athed:
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ATHED
OZIRAEL
DEMON
UNIQUE HERO
RIDER
MERCILESS
LARGE 8
LIFE 5
MOVE 7
RANGE 1
ATTACK 4
DEFENSE 3
120 Points
SOUL REAP
Instead of attacking, choose a small or medium figure Athed moved through this turn. If the chosen figure is a Squad figure, destroy it. If the chosen figure is a Hero, roll the 20-sided die. If you roll a 16 or higher, destroy the chosen Hero.
PHANTOM WALK
Athed can move through all figures and is never attacked when leaving an engagement.
LAVA RESISTANT
Athed never rolls for molten lava damage or lava field damage, and he does not have to stop on molten lava spaces.
Aubrien Light Elves:
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AUBREIN LIGHT ELVES -3 man squad-
ULLAR
ELVES
UNIQUE SQUAD
PROTECTORS
LOYAL
MEDIUM 5
LIFE 1
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 3
80 Points
SUPER AGILITY
When defending against a normal attack, one shield will block all damage.
FRONTLINE DEFENSE
Whenever an Aubrien Light Elf is adjacent to any friendly Elf Hero, add 1 to the Defense value of that Hero and that Light Elf when defending against adjacent attacks. Figures cannot receive more than 1 extra Defense die from Frontline Defense.
Quote:
Light Elves: They're like Melee Krav. And yes, I know that's what we promised you when the Warriors of Ashra came out, but we mean it this time. B-
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Aura Baras of the Inner Circle:
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AURA BARAS OF THE INNER CIRCLE
OZIRAEL
APEPIAN
UNIQUE HERO
DEITY
SADISTIC
MEDIUM 5
LIFE 5
MOVE 5
RANGE 5
ATTACK 3
DEFENSE 4
200 Points
CRIPPLE ROD 16
Aura Baras begins the game with 3 silver Cripple markers on her Army Card. After moving and before attacking, you may choose a Small, Medium, or Large Unique Hero within 5 clear sight spaces of Aura Baras and roll the 20-sided die. If you roll a 16 or higher, you may place a Cripple Marker on that figure's Army Card. A figure with a Cripple Marker on their Army Card never rolls more than one die when attacking or defending. Apepians, Soulborgs and Constructs are never affected by Cripple Markers.
FIERCE WORSHIP AURA
All figures you control who follow Ozirael who are within 6 clear sight spaces of Aura Baras add 1 to their Attack value. If Aura Baras is destroyed, all figures you control who follow Ozirael subtract 1 from their Attack value.
Quote:
Aura Baras: She carries the best bonus of the Inner Circle, but also the harshest penalty. A-
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Autumn Vulpine:
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AUTUMN VULPINE
JANDAR
HALF-ELF
UNIQUE HERO
RANGER
DEFT
MEDIUM 5
LIFE 5
MOVE 5
RANGE 5
ATTACK 3
DEFENSE 2
70 Points
TRACKING
While moving, Autumn Vulpine may add 2 to her move number. If she does, she cannot attack this turn.
WAIT THEN AIM
If Autumn Vulpine did not move this turn, add 3 to her Range value.
FOREST SWIFTNESS
Autumn Vulpine may pass through trees and bushes while moving.
Quote:
Autumn: She'd be really good if she wasn't the only Unsynergetic Single-Attacking Hero that also often takes more than one turn to set up. C+
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B:
Banne:
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BANNE
AQUILLA
HUMAN
UNIQUE HERO
NINJA
DISCIPLINED
MEDIUM 4
LIFE 1
MOVE 5
RANGE 1
ATTACK 2
DEFENSE 1
10 Points
SLIPPERY 6
If an opponent's Squad figure moves adjacent to Banne and onto a space where that figure can end its movement, you may roll the 20-sided die. If you roll a 6 or higher, Banne may immediately move up to 4 spaces. Banne can use this power only if he ends his Slippery move not adjacent to any enemy figures. You may not roll for Slippery more than once during any turn.
PHANTOM WALK
Banne can move through all figures and is never attacked when leaving an engagement.
PHASE SLASH
Banne rolls 2 additional attack dice when attacking a figure he moved through this turn.
Quote:
Banne: Somewhere between Isamu and Otonashi. Slippery isn't quite as good as Vanish. C
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(figure used = Ninja of the Northern Wind)
Baron Von Spinnentier:
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BARON VON SPINNENTIER
UTGAR
ARACHNID
UNIQUE HERO
NAZI
MILITARISTIC
LARGE 6
LIFE 8
MOVE 8
RANGE 1
ATTACK 4
DEFENSE 3
180 Points
OVERWHELMING MINIONS
All Arachnids you control add 1 to their Attack value when attacking a small or medium figure adjacent to Baron Von Spinnentier.
EIGHT LEGGED ONSLAUGHT
When Baron Von Spinnentier attacks, he may either attack the same figure again or attack 3 additional times but cannot attack the same figure more than once per turn.
Quote:
Baron Von Spinnentier: Enemies adjacent to Baron are in trouble, one way or another. Biggest problem is that Kommandant is only 20 points more. B
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Ben "Nutty" Macgour:
Bilide:
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BILIDE
ARITIMA
HELLECTIC
UNIQUE HERO
CREATURE
TERRIFYING
LARGE 8
LIFE 5
MOVE 6
RANGE 1
ATTACK 6
DEFENSE 4
180 Points
TOXIC BIOLOGY
Whenever Bilide wounds a figure with an attack, or whenever Bilide is wounded by a normal attack, immediately roll an attack die for every figure adjacent to the wounded figure. If you roll a skull, the adjacent figure receives a wound. Soulborgs and Hellectic cannot be wounded by Toxic Biology.
REACH
If an opponent's figure is within 2 spaces of Bilide, and its base is no more than 3 levels above Bilide's height or 3 levels below its base, Bilide may add 1 to its Range when attacking that figure.
OVEREXERT
If there are more than 2 Order Markers on this Army Card, then at the end of the round, place one wound marker on this Army Card for every additional Order Marker on this card.
Quote:
Bilide: Not terribly hardy for the cost, but you can guarantee it'll do a lot of damage going down. B+
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(figure used = Warhammer Beast of Nurgle)
Bilide4:
Bilide6:
Bizarro Troupe:
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BIZARRO TROUPE
ARITIMA
MIXED
UNIQUE SQUAD
DESERTERS
INSANE
MEDIUM 5
LIFE 1
MOVE 6
RANGE 1
ATTACK 3
DEFENSE 3
70 Points
VARIABLE FACTOR
At the start of every round, after all Order Markers have been placed, roll 3 Combat Dice and place them on this Army Card. Add 1 to the Attack value of this card for every Skull rolled and 1 to the Defense value of this card for every Shield rolled for the duration of the round.
BLOODLUST DANCE
Whenever a Bizarro Troupe Deserter destroys a figure, you may move one Bizarro Troupe Deserter you control up to four spaces. Figures move by Bloodlust Dance never take any leaving engagement attacks.
Quote:
Biazrro Troupe: I'm surprised at how good they turned out. A solid if unpredictable filler squad. B+
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Bleakewoode Treant:
Bloodbath Vipers:
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BLOODBATH VIPERS -3 man squad-
ULLAR
VIPERS
COMMON SQUAD
DEVOURERS
FEARLESS
MEDIUM 5
LIFE 1
MOVE 6
RANGE 1
ATTACK 2
DEFENSE 1
80 Points
RABID FRENZY
After you take a turn with Bloodbath Vipers, roll the 20-sided die. If you roll a 16 or higher, you may take another turn with Bloodbath Vipers. Add 1 to the Move and Attack value of this card for each successful Rabid Frenzy during a single turn.
DYING SWIPE
When a Bloodbath Viper is attacked with a normal attack and receives enough wounds to be destroyed, roll an attack die. If a skull is rolled, you may inflict 1 wound on any figure that is adjacent to that Bloodbath Viper. Figures affected by Dying Swipe cannot roll any defense dice. After using Dying Swipe, remove that Bloodbath Viper from the battlefield.
SLITHER
Bloodbath Vipers do not have to stop their movement when entering water spaces.
Quote:
Bloodbath Vipers: 80 points is a lot to ask for a Squad with 1 Defense, but with some successful Rabid Frenzies, the Bloodbath Vipers can tear apart anything. Anything. B
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(figures used = Venoc Vipers)
Bramm Helmsgold:
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BRAMM HELMSGOLD
AQUILLA
DWARF
UNIQUE HERO
LEADER
RECKLESS
MEDIUM 4
LIFE 3
MOVE 4
RANGE 1
ATTACK 5
DEFENSE 5
120 Points
DWARVEN DEFENSIVE FORMATION
All friendly Dwarves adjacent to Bramm Helmsgold add 1 to their Defense value.
RECKLESS POWERHOUSE
When attacking or defending with Bramm Helmsgold, you may use Reckless Powerhouse. When rolling dice with Reckless Powerhouse, all skulls rolled count for one additional hit and all shields rolled count for one additional block. After using Reckless Powerhouse, Bramm always receives one wound, even if this would destroy Bramm.
Quote:
Bramm Helmsgold: Good stats and a defense buff makes him a welcome addition to the Dwarven Army, even if his 3 Life ensures Reckless Powerhouse won't see much use. B+
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(figure used = Eldgrim)
Brawler 237:
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BRAWLER 237
UTGAR
SOULBORG
UNIQUE HERO
WARDEN
DAUNTLESS
LARGE 7
LIFE 3
MOVE 6
RANGE 1
ATTACK 3
DEFENSE 5
110 Points
OVERDRIVE
When Brawler 237 is destroyed, do not remove him from the battlefield until the end of the round. Brawler 237 is considered in play and may still move and attack while overdriving.
DOUBLE ATTACK
When Brawler 237 attacks, he may attack one additional time.
DEFENSIVE AGILITY
When Brawler 237 rolls defense dice against a normal attack from an adjacent figure, one shield will block all damage.
Quote:
Brawler 237: Not having to worry about engagements or wounds makes Brawler good while Overdriving, but its use depends on when in the round he is killed. B
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Brutus:
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BRUTUS
VOLTHRAX
OGRE
UNIQUE HERO
LEADER
RUTHLESS
LARGE 7
LIFE 6
MOVE 5
RANGE 1
ATTACK 6
DEFENSE 3
140 Points
OGRE BATTLE CHARGE
At the start of each round in which you won initiative, after all order markers have been placed, you may move Brutus and all Ogre Thugs you control up to 3 spaces each. They must end their Ogre Battle Charge movement on an empty space. Figures move by Ogre Battle Charge will take any leaving engagement attacks.
TOUGH
When rolling defense dice against a normal attack, Brutus always adds one automatic shield to whatever is rolled.
Quote:
Brutus: His boost is certainly helpful in Ogre armies when the initiative is hot. In battle, he never seems to preform as well as his stats would suggest. B-
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C:
Cannon Golem:
Captain Reginald:
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CAPTAIN REGINALD
EINAR
HUMAN
UNIQUE HERO
CAPTAIN
DISCIPLINED
MEDIUM 5
LIFE 5
MOVE 5
RANGE 6
ATTACK 3
DEFENSE 3
125 Points
ON MY COMMAND
When revealing an Order Marker on Captain Reginald, after attacking with Captain Reginald, you may move and attack with up to 4 Soldiers you control who follow Einar within 6 clear sight spaces of Captain Reginald. Figures moved by On My Command must begin their move unengaged and end their move engaged.
SOLDIER DEFENSE ENHANCEMENT
All friendly Soldiers adjacent to Captain Reginald add 1 to their Defense value when defending against normal adjacent attacks.
Quote:
Reginald: On My Command isn't exactly guaranteed Regiment Bonding, but pulling it off is really rewarding, even if repeated use is tricky. B+
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Captain Sheldon:
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CAPTAIN SHELDON
VOLTHRAX
HUMAN
UNIQUE HERO
PIRATE
RECKLESS
MEDIUM 4
LIFE 6
MOVE 5
RANGE 1
ATTACK 5
DEFENSE 1
60 Points
CURE SCURVY
Instead of attacking with Captain Sheldon, you may either remove one wound marker or one special marker such as Negation from Captain Sheldon's Army Card.
BARGE INTO BATTLE
After moving and before attacking, if Captain Sheldon ends his movement unengaged, you may choose an engaged small or medium friendly squad figure within 3 clear sight spaces whose base is no more than 2 levels higher or lower than the base of Captain Sheldon. Switch Captain Sheldon with the chosen squad figure. Figures moved by Barge into Battle never take any leaving engagement attacks.
Quote:
Sheldon: Barge Into Battle makes him the easiest to set up for Pirate Bonding, and 5 Attack makes him worth it, even if he probably won't be sticking around for too long. B+
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Carcass Mutt:
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CARCASS MUTT
RAGNAR
UNDEAD
COMMON HERO
SCAVENGER
WILD
SMALL 3
LIFE 1
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 2
20 Points
SCENT OF DEATH
Whenever a figure is destroyed by an attack, you may roll the 20-sided die. If you roll a 14 or higher, you may move a Carcass Mutt you control up to 6 spaces. Figures moved by Scent Of Death must end their move on an empty space, and must begin and remain unengaged throughout their move. You may only roll for Scent Of Death once per turn.
SCALE
When moving up or down levels of terrain, a Carcass Mutt may add 2 to its Height.
Quote:
Mutt: Moving up without wasting turns is great, but the enemy only needs one extra attack to spare to put down this Yeller. C+
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(figure used = D&D Gravehound)
Casca:
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CASCA
VOLTHRAX
OGRE
UNIQUE HERO
THUG
MERCILESS
LARGE 8
LIFE 6
MOVE 5
RANGE 1
ATTACK 5
DEFENSE 3
110 Points
WIDE SWING SPECIAL ATTACK
Range 1 Attack 5
Choose a figure to attack. Any figures adjacent to both Casca and the chosen figure are also affected by Wide Swing Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
OVERHEAD SWING SPECIAL ATTACK
Range Special Attack 5
Choose 2 spaces in a straight line from Casca that are on the same level as him. All figures on those spaces are affected by Overhead Swing Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
Quote:
Casca: Although his lack of Tough makes him the squishiest of Volthrax's Ogres, Casca can certainly do some damage when surrounded by enemies. B
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Cetus:
Chainsaw Fanatic:
Charax-Na:
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CHARAX-NA
UTGAR
DRAGON
UNIQUE HERO
PREDATOR
FEROCIOUS
HUGE 9
LIFE 5
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 5
190 Points
FIRE LINE SPECIAL ATTACK
Range Special Attack 4
Choose 8 spaces in a straight line from Charax-Na. All figures on those spaces who are in line of sight are affected by Fire Line Special Attack. Roll 4 attack dice once for all figures. Each figure rolls defense dice separately.
FLYING
Standard Flying rules apply.
LAVA RESISTANT
Charax-Na never rolls for molten lava damage or lava field damage, and he does not have to stop on molten lava spaces.
Quote:
Charax-Na: Mimring sure is a lot better when he doesn't have lousy defense. A-
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(figure used = Mimring)
Clockwork Titan:
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CLOCKWORK TITAN
BRAGI
TITAN
UNIQUE HERO
CONSTRUCT
DAUNTLESS
LARGE 8
LIFE 8
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 3
180 Points
MULTI-ARM ATTACK
When Clockwork Titan attacks, it may attack 3 additional times. Reduce the number of additional times Clockwork Titan can attack by 1 for every 2 wound markers on its Army Card.
TRIPLE LASER SPECIAL ATTACK
Range 4+ Special Attack 4
Choose up to 3 figures to attack. You may also choose 3 spaces in a straight line from each of the targeted figures. All figures on those spaces are affected by Triple Laser Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Clockwork Titan cannot be affected by its own Triple Laser Special Attack. A single figure may be affected by Triple Laser Special Attack more than once. This attack can only be used once per game.
Quote:
Clockwork Titan: Difficult to move into position, but the fireworks show makes it all worth it. B
|
(figure used = Clockwork Reliquary)
Clyde Forthstrider:
Spoiler Alert!
Spoiler Alert!
CLYDE FORTHSTRIDER
FREJYA
HUMAN
UNIQUE HERO
WAYFARER
FEARLESS
MEDIUM 5
LIFE 4
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 4
100 Points
WAYFARER LEADER
After revealing an Order Marker on Clyde Forthstrider's Army Card, before taking his turn, you may take a turn with two other Wayfarers you control.
STAND TOGETHER
All friendly Wayfarers adjacent to Clyde Forthstrider roll one additional die when attacking or defending.
COMMANDER'S STRIKE
After moving and before attacking, 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.
Quote:
Clyde Forthstrider: He's the glue that holds everything together for the Wayfarers, they live or die with him. I'm surprised, Frejya's Army can be solid. B
|
Commodore Beckburr:
Spoiler Alert!
Spoiler Alert!
COMMODORE BECKBURR
VOLTHRAX
HUMAN
UNIUQE HERO
PIRATE
DISCIPLINED
MEDIUM 5
LIFE 5
MOVE 5
RANGE 6
ATTACK 2
DEFENSE 3
120 Points
HUMAN PIRATE DEFENSE TRAINING 1
All Human Pirates you control, except Commodore Beckburr, roll one additional defense die when defending against normal adjacent attacks.
CUTLASS 2
Whenever attacking an adjacent figure, Commodore Beckburr rolls 2 additional dice.
PIRATE ATTACK AURA
All friendly Pirates adjacent to Commodore Beckburr roll one additional die when attacking an adjacent figure.
Quote:
Beckburr: It hardly makes them Gladitrons, but the Melee Defense buff to Pirates helps them stay alive here or there. B
|
(figure used = Black Scorpion Pirate)
Comrade Braznyy:
Comrade Skorpio:
"Crummy" Kurt Riens:
Spoiler Alert!
Spoiler Alert!
"CRUMMY" KURT RIENS
VOLTHRAX
HUMAN
UNIQUE HERO
OUTLAW
TRICKY
MEDIUM 5
LIFE 5
MOVE 5
RANGE 7
ATTACK 2
DEFENSE 3
65 Points
BRIBE
Before an opponent's figure within 5 clear sight spaces of "Crummy" Kurt Riens rolls the 20-sided die for a special power on an Army Card or Glyph, you may reveal an "X" Order Marker that is on this card and subtract 5 from the die roll.
QUICKDRAW SPECIAL ATTACK
Range 5 Attack 3
Whenever an opponent's figure attacks "Crummy" Kurt Riens with a normal attack and fails to inflict a wound, you may immediately attack that figure with Quickdraw Special Attack, if possible.
Quote:
Kurt Riens: Honestly it's the Defense of 3 that puts him above most other Cowboys. B
|
(figure used = Johnny Shotgun Sullivan)
Cunaxa Mercenaries:
Spoiler Alert!
Spoiler Alert!
CUNAXA MERCENARIES -4 man squad-
VOLTHRAX
HUMANS
COMMON SQUAD
MERCENARIES
FICKLE
MEDIUM 4
LIFE 1
MOVE 5
RANGE 1
ATTACK 3
DEFENSE 3
45 Points
FIT THE BILL
When drafting Cunaxa Mercenaries, you may change the personality on their card to anything for the duration of the game.
FAIR WEATHER FRIENDS
At the end of every round, roll the 20-sided die. If you have the same or fewer destroyed figures than your opponent, add 3 to your roll. If you roll a 4 or lower, the that opponent now controls the Cunaxa Mercenaries. Give this card (or cards if you have more than one Common Army Card) to that opponent.
Quote:
Cunaxa Mercenaries: Nice cheap 4-man squad to pad out your armies, but they're difficult to play all that boldly, knowing they could turn on you in a moment's notice and throw the whole game. C
|
D:
Dark Servant:
Spoiler Alert!
Spoiler Alert!
DARK SERVANT
OZIRAEL
LEUZAN
COMMON HERO
CULTIST
DEVOUT
MEDIUM 4
LIFE 1
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 4
55 Points
FANATICAL RESOLVE
Once per turn, after attacking or defending with a Dark Servant you control, you may re-roll all dice that did not show skulls or shields. Fanatical Resolve may only be used once for each roll.
DARKNESS BOND
After revealing an Order Marker on a Dark Servant's Army Card, before taking that Dark Servant's turn, you may first take a turn with any Cultist Hero you control who follows Ozirael.
DISBAND
If you do not control at least one Unique Hero, all Dark Servants you control cannot use any other special powers on their Army Card.
Quote:
Dark Servant: You won't be making fun of Common Heroes again. A-
|
Death Drudge:
Decay:
Deepwyrm Blackspawn:
Spoiler Alert!
Spoiler Alert!
DEEPWYRM BLACKSPAWN
UTGAR
DEEPDRAGON
COMMON HERO
WARRIOR
TRICKY
MEDIUM 5
LIFE 1
MOVE 6
RANGE 1
ATTACK 5
DEFENSE 5
30 Points
DROW DISGUISE
A deepwyrm Blackspawn does not start the game on the battlefield. Instead, whenever a Common Drow figure you control is destroyed by a normal attack, you may roll the 20-sided die. If you roll a 17 or higher, you may replace that Drow with one of your Deepwyrm Blackspawn, if possible. After placing that Blackspawn, you may move any unrevealed Order Markers from the Drow Army Card to this Army Card.
FRENZY
After you take a turn with a Deepwyrm Blackspawn, roll the 20-sided die. If you roll a 16 or higher, you may take another turn with a Blackspawn.
Quote:
Deepwyrm Blackspawn: Frenzy and strong stats are good, but truth be told it's just difficult to get one out onto the field at all given the Drow's weakness to Special Attacks. C+
|
Der Spinne Panzers:
Spoiler Alert!
Spoiler Alert!
DER SPINNE PANZERS
UTGAR
ARACHNIDS
COMMON SQUAD
CONSTRUCTS
MILITARISTIC
SMALL 3
LIFE 1
MOVE 4
RANGE 4
ATTACK 3
DEFENSE 4
100 Points
NAZI SPIDER STRATEGIC MOVEMENT
If no Der Spinne Panzers attacked this turn, you may move one Unique Nazi Arachnid Hero you control up to 6 spaces. The chosen Hero must begin and remain unengaged throughout its move.
AA TURRETS
Der Spinne Panzers roll 1 additional die when attacking a figure that has a height advantage on them and 2 additional dice when attacking a figure that has an extreme height advantage on them.
SCALE
When moving up or down levels of terrain, Der Spinne Panzers may add 2 to their height.
Quote:
Panzers: Low Move and Range value puts them at an inherent disadvantage, but once they're in the fray, they're nearly impossible to stop. A
|
Derelict:
Spoiler Alert!
Spoiler Alert!
DERELICT
VYDAR
WARFORGED
UNIQUE HERO
SAGE
TORMENTED
MEDIUM 4
LIFE 4
MOVE 5
RANGE 1
ATTACK 2
DEFENSE 2
110 Points
ACTIVATION SPECIAL ATTACK
Range 4 Attack Special
The Attack value of Activation Special Attack is equal to the combined Attack value of all figures adjacent to Derelict. After rolling for Activation Special Attack, destroy Derelict.
MAGIC SHIELD 18
After an opponent rolls skulls for a normal attack against a friendly figure within 4 clear sight spaces of Derelict, you may roll the 20-sided die. If you roll an 18 or higher, then that opponent must re-roll all skulls for that attack. Magic Shield 18 does not affect Derelict.
Quote:
Derelict: How good he actually is is up for debate. It's his intimidation factor that makes him dangerous. C
|
Derthkell Guardian:
Spoiler Alert!
Spoiler Alert!
DERTHKELL GUARDIAN
VALKRILL
UNDEAD
UNCOMMON HERO
GUARD
MENACING
MEDIUM 5
LIFE 5
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 3
100 Points
BLADED ASSAULT
When attacking, this Derthkell Guardian may either attack all opponent's figures adjacent to him or attack the same figure twice. Roll each attack separately.
SHRUG OFF
This Derthkell Guardian rolls one additional die when defending against a normal attack from a figure with an Attack Value of 3 or less.
Quote:
Derthkell Guardian: As long as he's picking on guys smaller than himself, he's something to behold. B+
|
(figure used = D&D Skeletal Tomb Guardian)
Derthkell Guards:
Spoiler Alert!
Spoiler Alert!
DERTHKELL GUARDS -2 man squad-
VALKRILL
UNDEAD
COMMON SQUAD
GUARDS
DISCIPLINED
MEDIUM 4
LIFE 1
MOVE 5
RANGE 1
ATTACK 2
DEFENSE 4
40 Points
DEADSOUL BONDING
Before taking a turn with the Derthkell Guards, you may first take a turn with any Undead Hero you control who follows Valkrill.
BALANCED STRIKES
When attacking, if your Derthkell Guard attacks the same figure that an Undead figure you control attacked since you last revealed a numbered Order Marker, add one attack die to that Derthkell Guard's attack.
Quote:
Derthkell Guards: Enormous array of bonding options, but their combat uses are somewhat limited. Good thing they're cheap. B
|
(figure used = D&D Warrior Skeleton)
Drevelec:
Spoiler Alert!
Spoiler Alert!
DREVELEC
UTGAR
DRACOLICH
UNIQUE HERO
CREATURE
TERRIFYING
LARGE 9
LIFE 6
MOVE 7
RANGE 4
ATTACK 4
DEFENSE 3
170 Points
DRACOLICH
Drevelec's Species is also Dragon and Undead.
SWOOP ATTACK 3
When attacking an adjacent figure that Drevelec was not adjacent to at the start of this turn, roll 3 additional attack dice. You may only use Swoop Attack when attacking a figure on a level lower than the level Drevelec began its turn on.
FLYING
Standard Flying rules apply.
Quote:
Drevelec: Great Shark unit with good stats, but once he gets bogged down, he's pretty much done. B
|
(figure used = D&D Dracolich)
E:
Earper Snoops:
Spoiler Alert!
Spoiler Alert!
EARPER SNOOPS -3 man squad-
XENOTHEA
HUMANS
UNIQUE SQUAD
ASSASSINS
TRICKY
MEDIUM 4
LIFE 1
MOVE 6
RANGE 7
ATTACK 3
DEFENSE 3
100 Points
TAIL TARGET
At the start of the game, you may choose one Unique Hero your opponent controls to be the Earper Snoops' Target. For the rest of the game, after your opponent takes a turn with the chosen Hero, you may move the Earper Snoops up to 6 spaces. Earper Snoops must begin and remain unengaged throughout their move.
PRIORITY TARGET
Earper Snoops roll one additional die when attacking or defending against an opponent's most expensive figure (or figures if that opponent has more than one of that figure).
Quote:
Earper Snoops: Tail a high-activation hero and shoot up the enemy's priciest unit, these guys are pretty solid at taking down the big bads. B+
|
Emerald Scorpion Snipers:
Spoiler Alert!
Spoiler Alert!
EMERALD SCORPION SNIPERS -3 man squad-
ULLAR
ELVES
COMMON SQUAD
SNIPERS
PRECISE
MEDIUM 4
LIFE 1
MOVE 5
RANGE 5
ATTACK 2
DEFENSE 3
65 Points
HYPERPOWERED RIFLES
If an unengaged Emerald Scorpion Sniper did not move this turn, he may add 5 to his Range and 2 to his Attack when attacking a figure in a straight line from that Sniper or any other unengaged Emerald Scorpion Sniper you control that did not move this turn.
Quote:
Snipers: Very tricky to use properly, but they also make moving tricky for your opponent. Emiroon helps some. C
|
(figures used = Warhammer Eldar Rangers)
Epilzo The Kyrie Warrior:
Etor Deftfeet:
Spoiler Alert!
Spoiler Alert!
ETOR DEFTFEET
FREJYA
HUMAN
UNIQUE HERO
WAYFARER
TRICKY
MEDIUM 4
LIFE 3
MOVE 7
RANGE 5
ATTACK 2
DEFENSE 1
30 Points
WAYFARER'S PACT
After revealing an Order Marker on Etor Deftfeet's Army Card, before taking his turn, may may take a turn with one other Wayfarer you control.
LOOKOUT
All Wayfarers you control roll one additional die when attacking a figure within 7 clear sight spaces of Etor Deftfeet.
SCALE
When moving up or down levels of terrain, Etor Deftfeet may add 2 to his height.
Quote:
Etor: Fast and packing a solid Aura for the Wayfarers. Too bad he's probably the easiest Unique Hero to kill in the game. B
|
(figure used = Pathfinders Human Ranger)
Euphrates:
Spoiler Alert!
Spoiler Alert!
EUPHRATES
RAGNAR
RAKSHASA
UNIQUE HERO
WARRIOR
FEROCIOUS
MEDIUM 6
LIFE 6
MOVE 5
RANGE 1
ATTACK 2
DEFENSE 3
100 Points
INDOMITABLE
If Euphrates begins his turn unengaged, add 2 to his Move value this turn. If he begins his turn engaged, add 2 to his Attack value this turn.
MAUL
When rolling attack dice against a small or medium figure, if Euphrates rolls a skull on every die, the defending figure receives a wound for every skull, and cannot roll any defense dice.
Quote:
Euphrates: Cat's got no bite. D+
|
Evidus Rustgunners:
Spoiler Alert!
Spoiler Alert!
EVIDUS RUSTGUNNERS -4 man squad-
LUSELENE
SICARII
COMMON SQUAD
RUSTGUNNERS
RUTHLESS
MEDIUM 4
LIFE 1
MOVE 5
RANGE 4
ATTACK 3
DEFENSE 4
100 Points
COMBAT PROWESS
Evidus Rustgunners may move through all figures who are engaged with a friendly figure and never take leaving engagement attacks from figures engaged with friendly figures. Rustgunners may not be used for other Rustgunners' Combat Prowess.
Quote:
Rustgunners: Although their power is tricky to use, the Rustgunners' solid base stats are strong enough to more than make up for it. Luckily for your opponent, their low Range keeps them on the offensive most games. B+
|
(figures sued = Warhammer Infiltrators)
F:
Fahim:
Spoiler Alert!
Spoiler Alert!
FAHIM
EINAR
HUMAN
UNIQUE HERO
CAPTAIN
PRECISE
MEDIUM 5
LIFE 5
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 3
80 Points
BATTLE TACT 8
After moving, if Fahim is unengaged, you may choose an opponent's figure within 8 clear sight spaces of Fahim and roll the 20-sided die. If you roll an 8 or higher, you may choose an order marker on that figure's Army Card (or cards if your opponent has more than one Common Army Card for that figure) and force your opponent to reveal that order marker until the end of your turn.
SWIFT STRIKE
Fahim may attack before moving instead of after moving.
Quote:
Fahim: Battle Tact is helpful here and there, but Fahim's true worth is that fact that he doesn't cost all that much. B
|
(figure used = Pathfinder Vraxeris)
Fanya Silvershield:
Spoiler Alert!
Spoiler Alert!
FANYA SILVERSHIELD
SIGYN
HUMAN
UNIQUE HERO
KNIGHT
VALIANT
MEDIUM 5
LIFE 5
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 5
125 Points
RESOLUTE ATTACK AURA
All friendly Resolute figures adjacent to Fanya Silvershield roll an additional attack die.
AVENGER MANEUVER
Whenever a friendly figure is destroyed by a normal or special attack, you may move Fanya Silvershield up to three spaces. Figures moved by Avenger Maneuver will take any leaving engagement attacks. Fanya may be moved by Avenger Maneuver only once per turn.
AVENGER LEADERSHIP
All figures you control, except Fanya Silvershield, move one additional space when moving with the Avenger Maneuver special power.
Quote:
Fanya: She's sturdy, and it's nice not having to waste turns moving her up. SotM Raelin is suddenly looking pretty good in Maiden Armies. B
|
Fasfus:
Spoiler Alert!
Spoiler Alert!
FASFUS
ULLAR
ELF
UNIQUE HERO
PRINCE
BOLD
MEDIUM 5
LIFE 7
MOVE 5
RANGE 1
ATTACK 5
DEFENSE 2
140 Points
RUNIC BLADE
Figures attacked by Fasfus may not add extra shields or roll extra dice by any special power on an Army Card or Glyph. Destructible Objects are not affected by Runic Blade.
SENTIENCE BOLT
After moving and before attacking, you may choose up to three small or medium figures within 5 clear sight spaces of Fasfus. Roll the 20-sided die for each figure. If you roll and 12 or higher, then every small or medium opponent's figure adjacent to the chosen figure receives a wound. Figures cannot receive more than one wound from Sentience Bolt. Fasfus may attempt to use this power only once per game.
Quote:
Fasfus: Runic Blade is useful, as is Royal Knight Bonding, but Sentience Bolt is where Fasfus' true use lies. The only problem is the 20-sided die. C+
|
Feylund Vanguard: Squad-4
Spoiler Alert!
Spoiler Alert!
FEYLUND VANGUARD -4 man squad-
ULLAR
ELVES
COMMON SQUAD
VANGUARD
RESOLUTE
MEDIUM 5
LIFE 1
MOVE 5
RANGE 1
ATTACK 3
DEFENSE 3
60 Points
FRONTLINE DEFENSE
Whenever a Feylund Vanguard is adjacent to any friendly Elf Hero, add 1 to the Defense value of that Hero and that Vanguard when defending against adjacent attacks. Figures cannot receive more than 1 extra Defense die from Frontline Defense.
AGGRESSIVE POSITIONING
Feylund Vanguard Soldiers roll an additional attack die when attacking figures engaged with at least one other Vanguard you control.
Quote:
Feylund Vanguard: A decent 4-man squad for the elves with some good boosts, provided you can put up with the obvious Order Marker headache. B-
|
Fire Tribe Apaches:
Spoiler Alert!
Spoiler Alert!
FIRE TRIBE APACHES
SIGYN
HUMANS
COMMON SQUAD
TRIBESMEN
FEARSOME
MEDIUM 4
LIFE 1
MOVE 6
RANGE 5
ATTACK 2
DEFENSE 2
75 Points
ADVANTAGEOUS CHARGE
If Order Marker 1 is on Fire Tribe Apaches' Army Card, they add 1 to their Move and Attack value that turn.
MELEE ATTACK 1
When attacking an adjacent figure with a normal attack, a Fire Tribe Apache Tribesman rolls an additional die.
Quote:
Apaches: It's nice to have such fast Ranged figures, but the Gorillanators are fast too, and you all know how they are. The Apaches are generally subpar when Advantageous Charge isn't active. B-
|
Fire Tribe Scouts:
Spoiler Alert!
Spoiler Alert!
FIRE TRIBE SCOUTS -2 man squad-
SIGYN
HUMANS
UNIQUE SQUAD
SCOUTS
TRICKY
MEDIUM 3
LIFE 1
MOVE 6
RANGE 5
ATTACK 2
DEFENSE 2
50 Points
WAIT THEN AIM
If none of the Fire Tribe Scouts move this turn, add 3 to their Range value.
STEALTH MASTERY
A Fire Tribe Scout rolls one additional defense die when standing on a Shadow Space or adjacent to a Jungle Brush or Tree.
TRIBESMAN ADVANCE 1
All friendly Tribesmen who start their turn adjacent to a Fire Tribe Scout may move 1 additional space.
Quote:
Scouts: They provide some nice boosts, and make for decent snipers, but a Unique 2 man squad with 2 Defense is never good, no matter how inexpensive they are. C
|
First Mate Lucy:
Flesh Golem:
Spoiler Alert!
Spoiler Alert!
FLESH GOLEM
ARITIMA
GOLEM
UNCOMMON HERO
CONSTRUCT
FEROCIOUS
LARGE 9
LIFE 8
MOVE 5
RANGE 1
ATTACK 5
DEFENSE 3
130 Points
DETERIORATING RESISTANCES
If there are fewer than 5 wound markers on this Flesh Golem's Army Card, then when this Flesh Golem defends against a normal attack, always add one automatic shield to whatever is rolled. If there are 5 or more wound markers on this Flesh Golem's Army Card, then when this Flesh Golem defends against a special attack, always add one automatic shield to whatever is rolled.
TENACITY
This Flesh Golem can never have special markers such as Negation placed on his card. This Flesh Golem's Move, Attack, and Defense values can never be reduced by special powers on an Army Card or Glyph.
Quote:
Flesh Golem: Even if he's incredibly difficult to take down without a special attack, he still only packs one punch per turn. B-
|
Flinn Bruckett:
Spoiler Alert!
Spoiler Alert!
FLINN BRUCKETT
FREJYA
HUMAN
UNIQUE HERO
CIVILIAN
STOUT
MEDIUM 4
LIFE 5
MOVE 5
RANGE 1
ATTACK 1
DEFENSE 1
20 Points
FAST LEARNER
Every time Flinn Bruckett destroys an opponent's figure, place a purple Experience Marker on this card. Flinn gains the following bonuses for every Experience Marker on his card:
1 or more: +1 Attack and Defense
2 or more: +1 Move
3 or more: +2 Attack and Defense
4 or more: After attacking, Flinn may attack one additional time.
5 Markers: Immediately remove all wound markers from this card, and Flinn adds 2 to his Life.
A maximum of 5 Experience Markers can be placed on this card.
Quote:
Flinn: The idea of getting Flinn powered up all the way is tempting to pursue, but chances are it just ain't gonna happen. C-
|
Framed Tucker:
G:
Gar-Ru-Nal:
Gelotz'chi:
Gem Ardizaw:
Spoiler Alert!
Spoiler Alert!
GEM ARDIZAW
FREJYA
HUMAN
UNIQUE HERO
WAYFARER
FICKLE
MEDIUM 5
LIFE 4
MOVE 5
RANGE 1
ATTACK 3
DEFENSE 1
30 Points
WAYFARER'S PACT
After revealing an Order Marker on Gem Ardizaw's Army Card, before taking his turn, you may take a turn with one other Wayfarer you control.
SPORADIC SPELL SPECIAL ATTACK
Range 5 Attack 3
Before rolling attack dice, you must roll the 20-sided die.
If you roll a 1-3, do not roll attack dice, and Gem Ardizaw receives a wound.
If you roll a 4-6, do not roll attack dice, and remove one wound marker from the defending figure's Army Card.
If you roll a 7-16, roll attack dice normally.
If you roll a 17 or higher, roll attack dice normally, and the defending figure cannot roll defense dice.
Quote:
Gem Ardizaw: Although he breaks the Frejya 2/2 Rule, Gem's got a decent SA. Even if he might blow up in his own face. C+
|
Gent Taskblade:
Spoiler Alert!
Spoiler Alert!
GENT TASKBLADE
FREJYA
HUMAN
UNIQUE HERO
WAYFARER
STOIC
MEDIUM 4
LIFE 5
MOVE 5
RANGE 1
ATTACK 2
DEFENSE 2
50 Points
WAYFARER'S PACT
After revealing an Order Marker on Gent Taskblade's Army Card, before taking his turn, you may take a turn with one other Wayfarer you control.
POWERHOUSE ATTACK
Gent Taskblade may roll 2 additional attack dice when making a normal attack. Powerhouse Attack may only be used once per round.
MELEE DEFENSE 2
When rolling defense dice against a normal attack from an adjacent figure, Gent Taskblade adds 2 to his defense dice.
Quote:
Gent Taskblade: A sturdy Melee fighter, without Gent the Wayfarers have no shield. B
|
(figure used = Pathfinders Watch Officer)
Gentle Gegley:
Spoiler Alert!
Spoiler Alert!
GENTLE GEGLEY
FREJYA
GIANT
UNIQUE HERO
CIVILIAN
MERCIFUL
HUGE 9
LIFE 10
MOVE 5
RANGE 1
ATTACK 2
DEFENSE 2
100 Points
SACRIFICIAL GUARD
Whenever a friendly small or medium figure adjacent to Gentle Gegley receives any wounds from a normal or special attack, you may instead place those wounds on this Army Card. If you do, that friendly figure may not attack or use any special powers, and will not take any leaving engagement attacks, until the end of that player's next turn.
Quote:
Gegley: Makes for a nice shelter for units that need some relief from ranged fire, provided you're willing to take the time to move him up at all. Even with 10 Life, he doesn't last as long as you'd think. B-
|
(figure used = Pathfinder Hill Giant Chief)
Goth Scourge:
Greater Glass Elemental:
Greater Steel Elemental:
Spoiler Alert!
Spoiler Alert!
GREATER STEEL ELEMENTAL
OZIRAEL
ELEMENTAL
UNCOMMON HERO
CONSTRUCT
FEARLESS
HUGE 9
LIFE 5
MOVE 4
RANGE 1
ATTACK 5
DEFENSE 5
140 Points
RICOCHET 15
If this Greater Steel Elemental is attacked by a nonadjacent figure and at least 1 skull is rolled, roll the 20-sided die. If you roll a 1-14, roll defense dice normally. If you roll a 15 or higher, this Greater steel Elemental takes no damage, and you must choose a figure within 4 clear sight spaces, if possible. That figure receives a wound.
STEEL BLOCKADE
Whenever a friendly figure adjacent to this Greater Steel Elemental is targeted for an attack from a nonadjacent opponent, count the minimum number of spaces between the friendly figure and the attacking figure. If this Greater Steel Elemental occupies one of the spaces, that figure must instead attack this Greater Steel Elemental, if possible.
Quote:
Steel Elemental: Makes for a pretty darn good riot shield, save for the abysmal Move value. B-
|
H:
Heart-Of-Clubs-Harlequins:
Hekatiane:
Hellhound Ravagers:
Hellriot Clowns:
Spoiler Alert!
Spoiler Alert!
HELLRIOT CLOWNS -4 man squad-
YRSA
HUMANS
COMMON SQUAD
CLOWNS
INSANE
MEDIUM 6
LIFE 1
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 3
90 Points
SLAUGHTER IS THE BEST MEDICINE
Whenever a Hellriot Clown you control destroys the last figure of an opponent's Army Card with unrevealed Order Markers on it, you may take another turn with Hellriot Clowns.
SHRUG OFF
Hellriot Clowns roll one additional die when defending against a normal attack from a figure with an Attack Value of 3 or less.
BIG TOP 1
Hellriot Clowns roll one additional die when attacking a figure under an overhang.
Quote:
Hellriot Clowns: Pretty pricey, but once Slaughter Is The Best Medicine kicks in, the Hellriot Clowns are terrifyingly destructive. B
|
Hogung Cide:
Spoiler Alert!
Spoiler Alert!
HOGUNG CIDE
AQUILLA
MARIEDIAN
UNIQUE HERO
FIGHTER
RECKLESS
MEDIUM 5
LIFE 4
MOVE 6
RANGE 6
ATTACK 3
DEFENSE 3
70 Points
BRAVERY
Hogung Cide rolls an additional die when attacking or defending against Heroes whose point value is greater than his.
TUNNEL VISION
If Hogung Cide fails to destroy a figure with his normal attack, he cannot attack any other figure until his original target has been destroyed. If a figure is somehow removed from play without being destroyed, Hogung may target other figures again.
Quote:
Hogung Cide: Once Bravery kicks in, Hogung's a pretty good ranged figure for the cost. If he gets snagged with Tunnel Vision on a hard target, however, you can say goodbye. B-
|
(figure used = 8th Infantry Pathfinder)
Holler Of Chaos:
Holy Ones Of Tethru:
Spoiler Alert!
Spoiler Alert!
HOLY ONES OF TETHRU -4 man squad-
JANDAR
APEPIANS
COMMON SQUAD
MONKS
DEVOUT
MEDIUM 4
LIFE 1
MOVE 5
RANGE 1
ATTACK 1
DEFENSE 3
80 Points
ENLIGHTENED MOVEMENT BONDING
Before taking a turn with the Holy Ones Of Tethru, you may first take a turn with up to 2 Paladin or Cleric Heroes you control. The chosen Heroes cannot attack during their turn.
DIE BY THE SWORD
When attacking with a Holy One Of Tethru, add half of the defending figure's Attack Value to that Holy One's Attack, rounding up.
Quote:
Holy Ones Of Tethru: A very strong counter to armies with high attack, the Holy Ones still struggle against most other 4 man squads. B
|
(figures used = Crocodile Games Tethru Warriors)
Hurricane:
Spoiler Alert!
Spoiler Alert!
HURRICANE
JANDAR
DRAGON
UNIQUE HERO
FROSTRAGER
MERCILESS
HUGE 11
LIFE 6
MOVE 5
RANGE 4
ATTACK 3
DEFENSE 4
210 Points
RAGE BLIZZARD
Hurricane may attack again for each wound marker on his card up to a maximum of 4 additional attacks.
MONSOON
Before moving or attacking, Hurricane may use Monsoon. All small and medium figures adjacent to Hurricane must move 3 spaces away, ignoring elevation. Each figure is moved by the controlling player and may not move adjacent to Hurricane. Falling damage will apply. Monsoon may only be used once per round.
FLYING
Standard Flying rules apply.
Quote:
Hurricane: Krug + Fen Hydra. Any questions? A-
|
(figure used = Zelrig)
Hyousuke:
Spoiler Alert!
Spoiler Alert!
HYOUSUKE
XENOTHEA
HUMAN
UNIQUE HERO
NINJA
TRICKY
MEDIUM 4
LIFE 4
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 4
130 Points
UTILITY CHAIN
Once per turn, Hyousuke may use Utility Chain to use one of the following abilities:
Utility Chain Special Attack: Range 1 Attack 4: Utility Chain Special Attack affects all figures adjacent to Hyousuke. Roll attack dice one. Each figure rolls defense dice separately.
Reach: Hyousuke may add 3 to his Range number this turn.
Trip: Hyousuke may move through all figures he was engaged with at the start of his move, and those figures cannot take any leaving engagement attacks against Hyousuke this turn.
Bind: After moving and before attacking, choose a figure adjacent to Hyousuke and roll the 20-sided die. If you roll a 15 or higher, remove one unrevealed Order Marker on the chosen figure's Army Card.
Quote:
Hyousuke: He's got a bunch of cool tricks, but none of them can save him from his low Life value. B
|
(figure used = Pathfinder Reiko)
I:
I.:
Spoiler Alert!
Spoiler Alert!
I.
TYRA
VALKYRIE
UNIQUE HERO
WARRIOR
MYSTERIOUS
LARGE 9
LIFE 4
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 2
200 Points
DESUMMON
After moving and before attacking, you may choose any figure within 7 clear sight spaces of I. Roll the 20-sided die. If you roll a 10 or higher, the controlling player must place the chosen figure back in its Start Zone. If that figure cannot be placed back in its Start Zone, destroy that figure. The chosen figure will take any leaving engagement attacks. If I. successfully Desummons a Squad figure, he may choose another figure and roll again for Desummon.
STEALTH FLYING
Standard Stealth Flying rules apply.
Quote:
I.: Possibly the swingiest figure in the game, I. with a ranged pod and a hot 20d can singlehandedly dominate the game. Or he could do nothing and die. C+
|
Ibis:
Spoiler Alert!
Spoiler Alert!
IBIS
JANDAR
APEPIAN
UNIQUE HERO
PALADIN
MERCILESS
MEDIUM 4
LIFE 6
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 3
140 Points
CONDEMN
Whenever an opponent's Unique Hero that is within 6 clear sight spaces of Ibis destroys a Common Squad figure you control who follows Jandar, you may place that Squad figure on that Hero's Army Card. Ibis rolls one additional die when attacking a Unique Hero for every 2 figures placed on their Army Card from Condemn, up to a maximum of +3 dice.
BANNER OF TETHRU
All opponent's figures within 6 clear sight spaces of Ibis cannot add extra skulls or roll extra dice by any special power on an Army Card or Glyph when attacking normally.
Quote:
Ibis: A strong counter against armies reliant on a single hero as well as armies that rely on attack boosts. For everything else, Ibis is still just another single-attacking Hero. B-
|
(figure used = Crocodile Games Harbinger of Thoth)
Icarus:
Spoiler Alert!
Spoiler Alert!
ICARUS
EINAR
RAPTORIAN
UNIQUE HERO
CAPTAIN
BOLD
MEDIUM 5
LIFE 5
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 3
90 Points
SWIFT SLASH
When attacking, Icarus may subtract 2 from his Attack value. If he does, he may attack again.
PURSUIT
Whenever a figure breaks engagement with Icarus, after that figure ends its movement, Icarus may immediately move up to 5 spaces.
STEALTH FLYING
Standard Stealth Flying rules apply.
Quote:
Icarus: Pursuit's cool, but who's running from someone this meh? C
|
Idol Of Klexkor:
Spoiler Alert!
Spoiler Alert!
IDOL OF KLEXKOR
HEKATIANE
IDOL
UNIQUE HERO
CONSTRUCT
MINDLESS
MEDIUM 3
LIFE 9
MOVE 0
RANGE 0
ATTACK 0
DEFENSE 0
110 Points
SUMMON THE ASPECT
When revealing an Order Marker on this Army Card, if there is already a revealed Order Marker on this card, then instead of taking a turn with the Idol Of Klexkor, you may remove it from the battlefield and replace it with the Aspect Of Klexkor. Move all Order Markers, Wound Markers, and special markers such as Negation from this Army Card to the Aspect Of Klexkor's Army Card and immediately take a turn with the Aspect Of Klexkor. At the end of the round, remove Aspect Of Klexkor from the battlefield, replace it with the Idol Of Klexkor, and move all wound and special markers back onto this card.
RESTORE ENERGY
At the end of your turn, remove one wound marker from this Army Card.
Quote:
Idol: Easily the worst figure in the game, an unprotected Idol can be felled in a single turn with some good attack rolls, not to mention the Order Markers it devours before you're allowed to bring out the Aspect. F
|
(figure used = Pathfinder Anghazan Idol
Ierio Thesh:
Spoiler Alert!
Spoiler Alert!
IERIO THESH
OZIRAEL
APEPIAN
UNIQUE HERO
DEITY
FEROCIOUS
MEDIUM 5
LIFE 6
MOVE 6
RANGE 1
ATTACK 5
DEFENSE 5
130 Points
OZIRAEL BLOODLUST
Ierio Thesh subtracts 1 from his Attack and defense value for every Army Card you control that does not follow Ozirael.
OVEREXTEND FRENZY
After taking a turn with Ierio Thesh, you must roll the 20-sided die. If you roll a 16 or higher, place a wound marker on this Army Card and take another turn with him.
GORGE
Whenever Ierio Thesh destroys a Unique figure, remove one wound marker from his card.
Quote:
Ierio Thesh: Killer stats in an all-Ozirael army, but unless you're fighting a lot of Uniques, he's not gonna last nearly as long as Siege would. B+
|
Illendrus:
Spoiler Alert!
Spoiler Alert!
ILLENDRUS
JANDAR
APEPIAN
UNIQUE HERO
CLERIC
INSPIRING
MEDIUM 4
LIFE 5
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 4
80 Points
MEDITATIVE DEFENSE AURA
After taking a turn with Illendrus, if he did not attack this turn, you may reveal an unrevealed "X" Order Marker that is on Illendrus' Army Card to activate Meditative Defense Aura for the duration of the round. While Meditative Defense Aura is active, Illendrus may not move or attack normally and subtracts 3 from his Defense value, and all friendly figures within 6 clear sight spaces of Illendrus roll one additional defense die. If Illendrus is moved by a special power on an Army Card or Glyph, Meditative Defense Aura will deactivate.
JAVELIN
After moving and before attacking, you may roll the 20-sided die. If you roll a 16 or higher, add 3 to Illendrus' Range Value for the duration of the turn.
Quote:
Illendrus: A decent beat stick alone for the price, Illendrus' true use is his aura, provided you can keep a good screen up. B+
|
(figure used = Crocodile Games Tethru Spearman)
Impact:
Spoiler Alert!
Spoiler Alert!
IMPACT
VYDAR
WARFORGED
UNIQUE HERO
SOLDIER
DAUNTLESS
MEDIUM 5
LIFE 4
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 3
110 Points
FIERCE PARRY
Whenever Impact successfully defends against an attack from an adjacent figure, you may move that figure and Impact one space. Figures moved by Fierce Parry never take leaving engagement attacks.
FIRST ASSAULT 2
When attacking with Impact, if the defending figure was not adjacent to Impact at the start of the turn, Impact receives 2 additional attack dice.
WARFORGED RESOLVE
When defending against a normal or special attack, Impact always adds one automatic shield to whatever is rolled.
Quote:
Impact: A better duelist than Valguard, but lack of bonding means he's best suited for 1-vs-1 encounters. B-
|
J:
Jack Nicholson:
Jaka Horemheb:
Spoiler Alert!
Spoiler Alert!
JAKA HOREMHEB
OZIRAEL
APEPIAN
UNIQUE HERO
DEITY
FEARSOME
MEDIUM 6
LIFE 7
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 2
150 Points
SOUL SIPHON
Whenever Jaka Horemheb or any Apepian figure you control within 5 clear sight spaces of Jaka destroys a figure, you may roll the 20-sided die. If Jaka destroyed the figure, add 5 to your roll. If you roll a 16 or higher, remove one wound marker from Jaka's Army Card.
IMMOBILITY SPELL
After moving and instead of attacking, you may choose a Unique Hero within 5 clear sight spaces of Jaka Horemheb and reveal an "X" Order Marker that is on Jaka's Army Card to activate Immobility Spell for the duration of the round. While Immobility Spell is Active, Jaka and the chosen Hero may not move or attack normally. If Jaka or the chosen Hero are moved by a special power on an Army Card or Glyph while Immobility Spell is active, Immobility Spell will no longer affect both figures.
Quote:
Jaka Horemheb: Immobility Spell is pure evil against Heroes, but Jaka falls quickly to Squads. A-
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James MacDirk:
Spoiler Alert!
Spoiler Alert!
JAMES MACDIRK
JANDAR
HUMAN
UNIQUE HERO
CHAMPION
DISCIPLINED
MEDIUM 5
LIFE 5
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 4
120 Points
HUMAN WARRIOR DEFENSE TRAINING 1
All Human Warriors you control roll one additional defense die when defending against normal adjacent attacks.
SURROUND TAKEDOWN
After attacking, if James MacDirk is engaged with at least 2 opponent's figures, he may attack one additional time.
Quote:
James MacDirk: He helps the MacDirks a bit--and he's a good Hero in his own right--just not enough. B-
|
(figure used = Pathfinder Hakon, Human Skald)
Jeckak:
Spoiler Alert!
Spoiler Alert!
JECKAK
VALKRILL
ORC
UNIQUE HERO
WARRIOR
WILD
MEDIUM 5
LIFE 5
MOVE 6
RANGE 1
ATTACK 5
DEFENSE 2
100 Points
ENDESS FEROCITY SPECIAL ATTACK
Range 1 Attack 3
If the defending figure is destroyed by Endless Ferocity Special Attack, you may attack again with Endless Ferocity Special Attack. Add 1 to the Attack value of Endless Ferocity Special Attack for each figure destroyed by Endless Ferocity Special Attack that turn.
DYING SWIPE
If Jeckak is attacked with a normal attack and receives enough wounds to be destroyed, roll 3 attack dice. For every skull rolled, you may inflict 1 wound on any figure adjacent to Jeckak. Figures affected cannot roll any defense dice and can receive more than 1 wound each. After using Dying Swipe, remove Jeckak from the battlefield.
Quote:
Jeckak: A suicide figure to be sure, but a decent one nonetheless. B+
|
(figure used = D&D Orc Barbarian)
Jeldaren:
Spoiler Alert!
Spoiler Alert!
JELDAREN
ARITIMA
HUMAN
UNIQUE HERO
DESERTER
BRILLIANT
MEDIUM 5
LIFE 7
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 3
120 Points
PLASMA CANNON SPECIAL ATTACK
Range 5 Attack 4
Small and Medium figures roll one less die when defending against Plasma Cannon Special Attack.
ADVANCED SCALING
When moving up or down levels of terrain, Jeldaren may add 2 to his Height, and every two levels moved up or down only count as one space.
DESTRUCTIBLE LIMBS
If Jeldaren has 4 or more wound markers on his Army Card, he cannot use his Plasma Cannon Special Attack. If Jeldaren has 6 or more wound markers on his Army Card, he cannot use his Advanced Scaling special power, and subtracts 4 from his move value.
Quote:
Jeldaren: A decent support unit packing a powerful SA, but Jeldaren falls apart under pressure. B-.
|
(figure used = Mage Knight Technoshocker)
Jungle Boar:
Jywer:
K:
Kaori:
Spoiler Alert!
Spoiler Alert!
KAORI
FREJYA
HUMAN
UNIQUE HERO
NINJA
MERCIFUL
MEDIUM 4
LIFE 1
MOVE 6
RANGE 1
ATTACK 2
DEFENSE 2
10 Points
FALSE SWIPE SPECIAL ATTACK
Range 1 Attack 5
Figures can never be destroyed by False Swipe Special Attack.
SUPER AGILITY
When defending against a normal attack, one shield will block all damage.
PHANTOM WALK
Kaori can move through all figures and is never attacked when leaving an engagement.
Quote:
Kaori: She's interesting for a 10 point ninja since you don't want to save her for last. False Swipe is a good way of buttering up enemy heroes for Kantono's other minions to take down. B
|
(figure used = Otonashi)
King Kenelm:
Spoiler Alert!
Spoiler Alert!
KING KENELM
JANDAR
HUMAN
UNIQUE HERO
KING
RESOLUTE
MEDIUM 5
LIFE 5
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 5
185 Points
LOYALTY ENHANCEMENT AURA
All friendly Loyal figures adjacent to King Kenelm add 1 to their Attack and Defense values.
KING'S SMITE
King Kenelm rolls 2 additional attack dice when attacking figures who follow Utgar or Valkrill.
MARK OF KENELM
After taking a turn with King Kenelm, you may choose one small or medium Knight you control adjacent to King Kenelm and take a turn with that figure. During the chosen figure's turn, that figure rolls 2 additional attack dice. Mark of Kenelm can only be used once per round.
Quote:
Kenelm: Although he is incredibly expensive, King Kenelm is quite the powerhouse. Mark of Kenelm alone can make a champion out of any Knight. B+
|
(figure used = Pathfinder King Irovetti)
Klammak:
Klast Vilrath:
Spoiler Alert!
Spoiler Alert!
KLAST VILRATH
OZIRAEL
ICARIAN
UNIQUE HERO
CULTIST
MENACING
MEDIUM 6
LIFE 4
MOVE 5
RANGE 1
ATTACK 5
DEFENSE 4
120 Points
IMPALE 18
Whenever Klast Vilrath inflicts a wound on an opponent's figure with a normal attack, roll the 20-sided die. Add 2 to your roll if the affected figure is a Dragon. If you roll an 18 or higher, destroy that figure.
SHADOW ORB SPECIAL ATTACK
Range 4 Attack 4
If Klast Vilrath inflicts a wound with Shadow Orb Special Attack, you may choose a same-level space within 6 spaces of Klast. Place Klast on the chosen space. Klast will not take any leaving engagement attacks when moving with Shadow Orb Special Attack.
GHOST WALK
Klast Vilrath can move through all figures.
Quote:
Klast Vilrath: He's got the same problem as Kaemon: feels underpriced when alive too long, feels overpriced when dead too soon. B
|
(figure used = Anima Tactics High Arbiter Alastor)
Knights Sparier:
Spoiler Alert!
Spoiler Alert!
KNIGHTS SPARIER -4 man squad-
SIGYN
HUMANS
COMMON SQUAD
MECHKNIGHTS
DISCIPLINED
MEDIUM 4
LIFE 1
MOVE 4
RANGE 1
ATTACK 2
DEFENSE 5
110 Points
WRISTGAUGE SPECIAL ATTACK
Range 3 Attack 4
Only one Knights Sparier may use Wristgauge Special Attack in a single turn. Roll 2 less attack dice when attacking Large or Huge figures with Wristgauge Special Attack.
ATTACK FORMATION
A Knights Sparier adds 2 to his Attack when adjacent to at least 2 other friendly Knights Sparier.
Quote:
Knights Sparier: They're like slower but even stronger Knights of Blackgaard. Sheesh. A
|
(figures used = Warhammer 40K Grey Knights)
Kommandant Acht Beine:
Spoiler Alert!
Spoiler Alert!
KOMMANDANT ACHT BEINE
UTGAR
ARACHNID
UNIQUE HERO
NAZI
MILITARISTIC
LARGE 6
LIFE 8
MOVE 8
RANGE 1
ATTACK 6
DEFENSE 3
200 Points
WEB TRAP
Kommandant Acht Beine starts the game with 3 white Web markers on his Army Card. After moving and before attacking, you may place a Web marker on a same-level space adjacent to Kommandant Acht Beine. Whenever a non-Arachnid small or medium figure moves onto a space with a Web marker on it or onto a space adjacent to a space with a Web marker on it, they must end their movement there. Non-Arachnid figures cannot move through figures affected by a Web Trap. Figures standing on a space with a Web marker on it may roll the 20-sided die instead of attacking. If they roll a 9 or higher, they may remove that Web marker from the battlefield. When attacking a figure affected by Web Trap, all Arachnids you control roll one additional attack die.
Quote:
Kommandant: Despite his good stats, his best use seems to be off to the side, spinning traps around the chokepoints and glyphs he'll get to first. Surprisingly worth the expensive cost most of the time. B+
|
Kredo The Rigid:
Kren Yeven:
Spoiler Alert!
Spoiler Alert!
KREN YEVEN
SIGYN
DARNAN
UNIQUE HERO
CHAMPION
RECKLESS
MEDIUM 4
LIFE 6
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 2
50 Points
FIRST BLOOD
If Kren Yeven is the first figure to attack this game, he rolls 2 additional dice when making his first attack.
CHARGING ASSAULT
Kren Yeven may add 3 to his Move number as long as he is unengaged prior to moving. Kren Yeven must be able to move adjacent to an opponent's figure in order to use Charging Assault.
Quote:
Kren Yeven: He's fun to lob into the enemy's front lines to cause some ruckus, although your time might be better spent moving up your own forces. Probably best reserved for smaller games. C+
|
Krodha:
Spoiler Alert!
Spoiler Alert!
KRODHA
SIGYN
HUMAN
UNIQUE HERO
ROGUE
RECKLESS
MEDIUM 5
LIFE 6
MOVE 5
RANGE 1
ATTACK 5
DEFENSE 4
140 Points
SPEAR THROW SPECIAL ATTACK
Range 5 Attack 3
Roll one additional die when attacking Squad figures with Spear Throw Special Attack.
RECKLESS CLEAVE
When Krodha wounds a figure with a normal attack, if Krodha is adjacent to any Squad figures, you must choose one of them and that figure receives 1 wound.
TOUGH IT OUT
If Krodha has 4 or more wound markers on her Army Card, she adds 1 to her Attack and Defense values and is never attacked when leaving an engagement.
Quote:
Krodha: Strong and versatile, and Cleave is always good. Still, you might just find yourself missing Tandros' better survivability and Combat Challenge. A-
|
(figure used = Pathfinder Amiri)
Kyuss The Worm:
Spoiler Alert!
Spoiler Alert!
KYUSS THE WORM
OZIRAEL
LEUZAN
UNIQUE HERO
CULTIST
TERRIFYING
MEDIUM 5
LIFE 4
MOVE 5
RANGE 5
ATTACK 3
DEFENSE 4
110 Points
FESTERING AURA
After taking a turn with Kyuss The Worm, roll the 20-sided die for every opponent's figure adjacent to him. If you roll a 14 or higher, that figure receives a wound, and roll the 20-sided die again if that figure is not destroyed. If you roll a 16 or higher, you may also remove an unrevealed Order Marker at random from that figure's Army Card.
UNDERGROUND TUNNELING
Instead of moving normally with Kyuss The Worm, you may immediately place him on any empty non-water space that is within 4 spaces of Kyuss and is no higher than 1 level above his height or 4 levels below his base. Kyuss will not take any leaving engagement attacks when moving with Underground Tunneling.
Quote:
Kyuss: He ain't half-bad. I'd certainly take him over Kee-Mo-Shi any day of the week. B-
|
(figure used = D&D Disciple of Kyuss)
L:
Laelia Moonrose:
Spoiler Alert!
Spoiler Alert!
LAELIA MOONROSE
EINAR
HUMAN
UNIQUE HERO
CLERIC
MERCIFUL
MEDIUM 5
LIFE 3
MOVE 5
RANGE 4
ATTACK 2
DEFENSE 3
60 Points
DEFENSE BARRIER 1
Laelia Moonrose starts the game with 1 blue Defense Marker on her Army Card. After moving and before attacking, you may move the Defense Marker onto another the Army Card of a Unique Hero within 6 clear sight spaces of Laelia. Any Unique Hero with a Defense Marker on their card adds 1 to their Defense Value. At the end of every round, return the Defense Marker to Laelia's Army Card.
CIRCLE SPELL 12
After moving and before attacking, Laelia Moonrose may use Circle Spell. Roll the 20-sided die. If you roll a 12 or higher, remove 1 wound marker from every friendly small or medium figure adjacent to Laelia.
(figure used = Jorhdawn)
Quote:
Laelia: Surprisingly good, provided you can keep her alive when she's without her Defense Marker. B
|
Lance the Legend:
Spoiler Alert!
Spoiler Alert!
LANCE THE LEGEND
VOLTHRAX
HUMAN
UNIQUE HERO
PIRATE
TRICKY
MEDIUM 5
LIFE 6
MOVE 6
RANGE 5
ATTACK 3
DEFENSE 3
110 Points
FREELANCER
After attacking, a player may reveal an "X" Order Marker that is on the Army Card of a figure within 5 clear sight spaces of Lance and roll the 20-sided die. If the player is an opponent, they subtract 5 from their roll. If the player rolls an 11 or higher, they may immediately take a turn with Lance. A player may not roll for Freelancer if they attacked Lance this turn.
CUTLASS 2
When attacking an adjacent figure, Lance rolls 2 additional attack dice.
PHANTOM WALK
Lance can move through all figures and is never attacked when leaving an engagement.
Quote:
Lance: He's the most solid Pirate Hero, but his backstabbing tendencies can blow up in your face in the most dire of situations. B
|
Lavrador Explorers:
Spoiler Alert!
Spoiler Alert!
LAVRADOR EXPLORERS -3 man squad-
BRAGI
HUMANS
COMMON SQUAD
EXPLORERS
FEARLESS
MEDIUM 5
LIFE 1
MOVE 5
RANGE 6
ATTACK 1
DEFENSE 3
50 Points
TRACK COMPANY
An unengaged Lavrador Explorer may add 2 to his Move number as long as he ends his move adjacent to a friendly Explorer.
PERCEIVED THREAT
A Lavrador Explorer rolls one additional die when attacking a figure who destroyed a friendly figure last turn.
Quote:
Explorers: They're cheap, fast, and have decent defense. It's the Attack of 1 that kills it. D+
|
(figures used = 4th Mass.)
Leep Viper:
Leon S Kennedy:
Leonard, Scotland Yard Consultant:
Leutnaut Infizieren:
Spoiler Alert!
Spoiler Alert!
LEUTNAUT INFIZIEREN
UTGAR
ARACHNID
UNIQUE HERO
NAZI
MILITARISTIC
LARGE 4
LIFE 6
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 2
100 Points
DEADLY VENOM 13
Leutnaut Infizieren begins the game with three green Venom markers on his Army Card. whenever Leutnaut Infizieren wounds a Hero, roll the 20-sided die. If you roll a 13 or higher, place a Venom marker on that figure's Army Card. After your opponent reveals a numbered Order Marker, place a wound on that figure's Army Card while they still have the Venom marker on their Card. At the end of the round, return all Venom markers to this card.
SKITTERY MOVEMENT
Leutnaut Infizieren can move through all figures and is never considered to be engaged.
Quote:
Leutnaut: Although his bite can make any Hero waver, Leutnaut just can't measure up to Squads, or the other Nazi Spider Heroes for that matter. C+
|
M:
Madori:
Spoiler Alert!
Spoiler Alert!
MADORI
XENOTHEA
HUMAN
UNIQUE HERO
NINJA
TRICKY
MEDIUM 5
LIFE 4
MOVE 6
RANGE 1
ATTACK 3
DEFENSE 4
100 Points
BLADE OF NEGATION
Madori starts the game with 3 brown Negation markers on her Army Card. Whenever Madori wounds a Unique figure, place a Negation marker on that figure's Army Card. All of that figure's special powers are negated for the entire game.
PHANTOM WALK
Madori may move through all figures and is never attacked when leaving an engagement.
Quote:
Madori: All it takes is one nick of that blade to infuriate your opponent. Unless all they have are Squads. Then you're the one being laughed at. B
|
(figure used = Mika Connor)
Maidens of Fusuna:
Spoiler Alert!
Spoiler Alert!
MAIDENS OF FUSUNA -3 man squad-
SIGYN
HUMANS
COMMON SQUAD
KNIGHTS
RESOLUTE
MEDIUM 5
LIFE 1
MOVE 6
RANGE 1
ATTACK 3
DEFENSE 4
75 Points
COUNTERATTACK
Whenever a Maiden of Fusuna is attacked with a normal attack and does not receive any wounds, that Maiden of Fusuna may immediately make a normal attack, if possible.
AVENGER MANEUVER
Whenever a friendly figure is destroyed by a normal or special attack, you may move one Maiden of Fusuna you control up to three spaces. Figures moved by Avenger Maneuver will take any leaving engagement attacks. A single Maiden of Fusuna may be moved by Avenger Maneuver only once per turn.
Quote:
Maidens of Fusuna: Knights may be cheaper, more numerous, and come with bonding. But rolling good defense in a melee scrap, few things are more ferocious than the Maidens. B+
|
(figures used = Pathfinders Gray Maidens, Seelah)
Malleblade Archons:
Spoiler Alert!
Spoiler Alert!
MALLEBLADE ARCHONS -4 man squad-
ARITIMA
ARCHONS
COMMON SQUAD
CONSTRUCTS
TRICKY
MEDIUM 5
LIFE 1
MOVE 5
RANGE 1
ATTACK 3
DEFENSE 3
60 Points
BATTLE ADAPTABILITY
At the start of the game, choose an opponent. Choose the Army Card they control with the highest Range, Attack, or Defense value in that player's army. All Malleblade Archons you control add to their Army Card stats depending on what value is the highest: Range: +2 Move Value
Attack: +1 Defense Value
Defense: +1 Attack Value
If there is not a single highest stat, you may choose which Value to increase. If all figures what that highest stat are destroyed, chose the next highest stat to use for Battle Adaptability.
Quote:
Archons: They're cheap, and they're guaranteed to be good at something, even if what they're good at is out of your hands. B+
|
Marro Sentries: Squad-2
Marro Shifter:
Spoiler Alert!
Spoiler Alert!
MARRO SHIFTER
UTGAR
MARRO
UNCOMMON HERO
SHIFTER
TRICKY
MEDIUM 5
LIFE 3
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 4
60 Points
HIVE POSSESS
Whenever this Marro Shifter is destroyed by a normal or special attack, you may choose a small or medium Marro Squad figure you control within 5 clear sight spaces of this Marro Shifter and roll the 20-sided die. If you roll a 16 or higher, destroy the chosen Squad figure and replace that figure with this Marro Shifter. Remove all wound markers from this Marro Shifter.
PHASE RUSH
This Marro Shifter can move through all figures and is never attacked when leaving an engagement. After moving, roll the 20-sided die for each figure this Marro Shifter moved through this turn. If you roll a 17 or higher, that figure receives a wound. A figure cannot receive more than 1 wound from Phase Rush each turn.
Quote:
Marro Shifter: Being nice and inexpensive makes up for their inconsistent 20d powers. B
|
Master Disple:
Spoiler Alert!
Spoiler Alert!
MASTER DISPLE
ULLAR
HUMAN
UNIQUE HERO
MONK
DISCIPLINED
MEDIUM 5
LIFE 4
MOVE 6
RANGE 1
ATTACK 3
DEFENSE 4
100 Points
ADVANCED TRAINING
All Monks you control may move 1 additional space when using the Stealth Leap Special Power.
MASTERFUL ATTACK
When attacking, Master Disple may either attack all opponent's figures adjacent to him or attack the same figure twice. Roll each attack separately.
STEALTH LEAP
Standard Stealth Leap rules apply.
Quote:
Disple: The Shaolin Monks are still pretty bad, but the universal extra Stealth Leap move Disple grants them is their best buff yet. B
|
(figure used = Shaolin Monk)
Master Juan:
Spoiler Alert!
Spoiler Alert!
MASTER JUAN
AQUILLA
HUMAN
UNIQUE HERO
MONK
WILD
MEDIUM 5
LIFE 5
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 3
120 Points
KNOCKBACK KICK 11
When a small or medium figure is not destroyed by an attack from Master Juan, you may roll the 20-sided die. If you roll an 11 or higher, you may Knockback the figure by moving it 3 spaces away from Master Juan in a straight line. The figure must be on the same level or lower than its current location. A figure moved by Knockback Kick never takes any leaving engagement attacks. Falling damage will apply. If that figure ends adjacent to or stops in front of another figure, roll 4 attack dice once against both figures. Each Figure rolls defense dice separately.
MASTER'S ASSAULT
Master Juan may attack any or all figures adjacent to him. Roll each attack separately.
Quote:
Juan: His kick is difficult to set up, but it sure is cool to see it in action. B-
|
(figure used = Master Woo)
Mercalak:
Spoiler Alert!
Spoiler Alert!
MERCALAK
VALKRILL
ORC
UNIQUE HERO
CHAMPION
WILD
MEDIUM 5
LIFE 6
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 4
145 Points
ORC TASKMASTER
When choosing a Hero for the Death Chasers of Thesk's Taskmaster Bonding, you may change Mercalak's size to Large 5.
GLORY OF GRUUMSH
Before taking Mercalak's turn, you may reveal an "X" Order Marker on this Army Card to activate Glory of Gruumsh for the duration of the round. While Glory of Gruumsh is active, add 3 to Mercalak's Attack value and all Orcs you control, except Mercalak, subtract 1 from their Defense value. You cannot activate Glory of Gruumsh if Mercalak is the only Orc you control.
Quote:
Mercalak: Attack 7 is awesome. Ignore all your allies dying around you. It's awesome. A-
|
(figure used = D&D Orc Chieftain)
Mezzodemon Baeljer:
Spoiler Alert!
Spoiler Alert!
MEZZODEMON BAELJER
VALKRILL
DEMON
UNCOMMON HERO
CREATURE
FEROCIOUS
LARGE 7
LIFE 8
MOVE 5
RANGE 5
ATTACK 3
DEFENSE 2
110 Points
POISON CLOUD
When a Mezzodemon Baeljer attacks a Common figure, add 1 to its Attack value.
BOG SALVO
At the start of the game, place 3 green Bog markers on this Army Card. After moving and before attacking, you may choose a Unique Hero within 5 clear sight spaces from this Mezzodemon Baeljer and roll the 20-sided die. If you roll an 8 or higher, you may place a Bog Marker on that Hero's Army Card. A Unique Hero subtracts one from his Move Value for each Bog Marker on its Army Card. Mezzodemon Baeljers can never be affected by Bog Salvo.
Quote:
Baeljer: A few of these things should teach your opponent never to have an entire army focusing around one guy ever again. B-
|
Mimic:
Mr. "Sharky" Owler:
Myrekram Rider:
Spoiler Alert!
Spoiler Alert!
MYREKRAM RIDER
SIGYN
GUNUC
UNCOMMON HERO
CHAMPION
FEARLESS
HUGE 12
LIFE 7
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 3
150 Points
TWO HEADS ARE BETTER THAN ONE
After attacking with this Myrekram Rider, if there are 3 or fewer wound markers on this Army Card, it may attack one additional time.
LUNGE ASSAULT 2
This Myrekram Rider rolls 2 additional dice when attacking a figure that was at least 4 spaces away from this Rider at the start of the turn. Lunge Assault 2 may be used only once per turn.
FLYING
Standard Flying rules apply.
Quote:
Myrekram Rider: Fast and hard hitting, but also expensive and quick to run out of steam. They're better than the Templars, at least. B
|
(figure used = Pathfinder Red Dragonkin Rider)
N:
Nathalya Silvershield:
New World Privateers:
Spoiler Alert!
Spoiler Alert!
NEW WORLD PRIVATEERS -4 man squad-
EINAR
HUMANS
COMMON SQUAD
PRIVATEERS
DISCIPLINED
MEDIUM 4
LIFE 1
MOVE 6
RANGE 5
ATTACK 2
DEFENSE 2
80 Points
CLOSE COMBAT 1
A New World Privateer rolls 1 additional die when attacking or defending against an adjacent figure.
PLUNDER
New World Privateers roll one additional die when attacking figures who are standing on a Glyph or carrying a Treasure Glyph.
FAST SWIMMERS
A New World Privateer does not have to stop when entering the first consecutive water space in his movement.
Quote:
Privateers: Although their powers can come in handy here or there, the Privateers are basically just an offensive version of the 4th Mass or Regiment, and that by default makes them worse. B
|
(figures used = Black Scorpion Privateers)
Nhah of the Inner Circle:
Spoiler Alert!
Spoiler Alert!
NHAH OF THE INNER CIRCLE
OZIRAEL
ICARIAN
UNIQUE HERO
CULTIST
TORMENTING
MEDIUM 5
LIFE 6
MOVE 5
RANGE 5
ATTACK 4
DEFENSE 4
195 Points
VOID SMITE 17
Instead of attacking, you may choose any figure within 5 clear sight spaces of Nhah of the Inner Circle and roll the 20-sided die. If the chosen figure is a Dragon or Squad figure, add 2 to your roll. If you roll a 17 or higher, destroy the chosen figure and all Squad figures adjacent to the chosen figure.
OZIRAEL DISENGAGEMENT
All figures you control who follow Ozirael are never attacked when leaving an engagement. If Nhah is destroyed, all figures you control who follow Ozirael automatically receive a wound when taking an engagement attack.
DISENGAGE
Nhah of the Inner Circle is never attacked when leaving an engagement.
Quote:
Nhah: Possesses quite the intimidation factor with that insta-kill, but otherwise not the best of the Inner Circle, unless you really want that Disengage! B
|
(figure used = Anima Tactics High Arbiter Aizen)
Nhah Scirh Elite:
Nicolas Cage:
O:
Oberst Superspinne:
Obsidian Sentinel:
Ocren:
Spoiler Alert!
Spoiler Alert!
OCREN
VALKRILL
UNDEAD
UNIQUE HERO
NECROMANCER
TERRIFYING
MEDIUM 5
LIFE 6
MOVE 5
RANGE 6
ATTACK 4
DEFENSE 3
160 Points
BLOOD SACRIFICE
Whenever Ocren destroys a non-Undead figure with a normal attack, roll the 20-sided die. If you roll a 12 or higher, you may replace that figure with one of your previously destroyed Common Undead figures, if possible. If you roll a 20, you may instead replace that figure with a Unique Undead figure, if possible. If Ocren destroys a friendly or Unique figure, add 1 to your roll.
FLYING
Standard Flying rules apply.
Quote:
Ocren: Sonlen's a lot better when he can Fly, and rolling a 20 with Blood Sacrifice pretty much guarantees Ocren's worth, even if he is more costly than the best Undead Hero out there. A
|
(figure used = D&D Lich Necromancer)
Ogre Crusher:
Ogre Raiders:
Spoiler Alert!
Spoiler Alert!
OGRE RAIDERS -2 man squad-
VOLTHRAX
OGRES
COMMON SQUAD
THUGS
WILD
LARGE 6
LIFE 1
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 3
80 Points
BEAT DOWN
Ogre Raiders roll one additional die when attacking small or medium Squad figures.
TOUGH
When rolling defense dice against a normal attack, Ogre Raiders always add one automatic shield to whatever is rolled.
PLUNDER
Ogre Raiders roll one additional die when attacking figures who are standing on a Glyph or carrying a Treasure Glyph.
Quote:
Ogre Raiders: Even if their Tough did work on Special Attacks, the Ogre Raiders would still suffer from too few activations. B-
|
(figures used = Pathfinder Ogre, Ogre Brute)
Ol' Yarsferd:
Spoiler Alert!
Spoiler Alert!
OL' YARSFERD
VOLTHRAX
HUMAN
UNIQUE HERO
PIRATE
FICKLE
MEDIUM 5
LIFE 4
MOVE 5
RANGE 1
ATTACK 2
DEFENSE 2
40 Points
MISFIRE SHOT SPECIAL ATTACK
Range 5 Attack 4
Choose a figure to attack and roll the 20-sided die. If you roll a 1-10, Misfire Shot Special Attack does not affect the chosen figure and you must choose a figure adjacent to the chosen figure to be affected by Misfire Shot Special Attack, if possible. Ol' Yarsferd can be affected by his own Misfire Shot Special Attack.
AGED WIT
Ol' Yarsferd is never attacked when leaving an engagement with a figure whose Point Value is equal to or lower than his.
Quote:
Yarsferd: He's cheap enough to put up with his sporadic returns. B-
|
Osamu:
Spoiler Alert!
Spoiler Alert!
OSAMU
EINAR
HUMAN
UNIQUE HERO
SAMURAI
DISCIPLINED
MEDIUM 5
LIFE 5
MOVE 6
RANGE 1
ATTACK 3
DEFENSE 4
120 Points
CRITICAL STRIKE 16
Before attacking with Osamu, you may roll the 20-sided die. If you roll a 16 or higher, then all skulls rolled for Osamu's attack count for one additional hit.
RUSHING COUNTERSTRIKE
Standard Counterstrike rules apply. If that figure is not adjacent, then Osamu may move two spaces for each excess shield rolled. If Osamu is engaged when he starts to Rush, he will take any leaving engagement attacks.
Quote:
Osamu: Critical Strike is really good albeit inconsistent, and Rushing Counterstrike gives him some edge against the dreaded ranged attacks. B+
|
(figure used = Izumi Samurai)
Owlbear:
Spoiler Alert!
Spoiler Alert!
OWLBEAR
ULLAR
OWLBEAR
UNCOMMON HERO
BEAST
FEROCIOUS
LARGE 8
LIFE 3
MOVE 6
RANGE 1
ATTACK 5
DEFENSE 4
90 Points
STRIKE AWAY
Either before moving or after attacking with this Owlbear, you may choose one small or medium figure adjacent to this Owlbear and move that figure one space. Figures moved by Strike Away will not take any leaving engagement attacks. Falling damage will apply for non-Flying figures.
TOUGH
When rolling defense dice against a normal attack, this Owlbear always adds one automatic shield to whatever is rolled.
Quote:
Owlbear: Not bad, but Special Attacks are common enough at this point. B
|
(figure used = D&D Owlbear)
Ozirael:
P:
Pallaton Darkriver:
Spoiler Alert!
Spoiler Alert!
PALLATON DARKRIVER
AQUILLA
HUMAN
UNIQUE HERO
TRIBESMAN
PRECISE
MEDIUM 4
LIFE 4
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 2
50 Points
SLEEP DART SPECIAL ATTACK
Range 6 Attack 2
If Pallaton Darkriver inflicts a wound with Sleep Dart 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).
CONCEALMENT 10
If Pallaton Darkriver 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 Pallaton. Add this number to your die roll. If you roll a 10 or higher, ignore any wounds Pallaton just received.
Quote:
Pallaton: His Sleep Dart can be difficult to wound with, but the reward of an automatic OM removal is powerful indeed. With 3 Indian Heroes starting to stack up, however, they're having to wait in line for deployment. C+
|
Patcher Pumpkinheads:
Pelcros:
Spoiler Alert!
Spoiler Alert!
PELCROS
XENOTHEA
HUMAN
UNIQUE HERO
PSYCHIC
TRICKY
MEDIUM 5
LIFE 7
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 1
100 Points
CORPSE CONTROL
Whenever Pelcros destroys a figure with a normal attack, before removing that figure from the battlefield, you may immediately take a turn with that figure. Corpse Control does not affect Psychics.
REFLECTIVE ATTACK 15
Whenever an enemy rolls a skull for a leaving engagement attack against Pelcros, you may roll the 20-sdied die. If you roll a 15 or higher, Pelcros does not receive a wound, and the attacking figure instead receives a wound.
GHOST WALK
Pelcros may move through all figures.
Quote:
Pelcros: I could see him causing some chaos against low-defense squads, but in 90% of the other scenarios, he just ain't worth the Order Marker. C-
|
(figure used = Kantono Diashi)
Peri The Kyrie Warrior:
Phoeta:
Precitus Walkers:
Professor Lombot:
Spoiler Alert!
Spoiler Alert!
PROFESSOR LOMBOT
BRAGI
HUMAN
UNIQUE HERO
SCIENTIST
BRILLIANT
MEDIUM 4
LIFE 4
MOVE 5
RANGE 4
ATTACK 3
DEFENSE 3
60 Points
BREAKTHROUGH 20
When rolling for initiative, if there is at least one Order Marker on Professor Lombot's Army Card and you roll a 20 or higher, you may look at all of your opponent's Order Markers for the duration of the round.
UTILIZE WEAKNESS
After moving and before attacking with any figure you control, you may choose an opponent's figure within 4 clear sight spaces of Professor Lombot. Choose one of that figure's special powers and activate its effect for the duration of the turn. You may activate that special power's effect even if the requirements for activating that power are not fulfilled.
Quote:
Professor Lombot: Although he's sort of stuck as a counterdraft at best, he's surprisingly useful. B
|
(figure used = Pathifnder Brodert Quink)
Pryce Mercenaries:
Spoiler Alert!
Spoiler Alert!
PRYCE MERCENARIES -2 man squad-
VOLTHRAX
HUMANS
COMMON SQUAD
MERCENARIES
LOYAL
MEDIUM 5
LIFE 1
MOVE 5
RANGE 1
ATTACK 3
DEFENSE 3
65 Points
PAID LOYALTY BONDING
After revealing a numbered Order Marker on the Pryce Mercenaries, you may also revealed an unrevealed "X" Order Marker that is on this card. If you do, then before taking a turn with the Pryce Mercenaries, you may first take a turn with any Unique Hero you control.
MARCH MOVEMENT
After taking a turn with the Pryce Mercenaries, if they did not attack this turn, you may move up to 2 other Mercenaries you control up to 5 spaces. You may only use March Movement on turns in which you did not use Paid Loyalty.
Quote:
Pryce Mercenaries: Although Bonding with Cyprien and Major Q9 is pretty cool, the Mercenaries themselves are subpar at best. C
|
Puncture:
Spoiler Alert!
Spoiler Alert!
PUNCTURE
VYDAR
WARFORGED
UNIQUE HERO
ASSASSIN
DEFT
MEDIUM 5
LIFE 4
MOVE 6
RANGE 5
ATTACK 4
DEFENSE 3
90 Points
SPEED RELOADER
If Puncture wounds a figure with a normal nonadjacent attack, he may attack one additional time. Speed Reloader may only be used once per turn.
INFILTRATOR 3
If no player has revealed Order Marker 3, then Puncture has no hit zone.
Quote:
Puncture: A fast and powerful assassin, Puncture's high Attack and Speed Reloader makes him a deadly glass cannon, even if he's lacking the Range to keep him safe in battle. B+
|
(figure used = D&D Warforged Infiltrator)
Q:
Quaitus D:
Spoiler Alert!
Spoiler Alert!
QUAITUS D
LUSELENE
SICARII
UNIQUE HERO
RUSTSTALKER
RUTHLESS
MEDIUM 4
LIFE 5
MOVE 4
RANGE 1
ATTACK 4
DEFENSE 4
140 Points
TRANSONIC BLADES
Figures attacked by Quaitus D may not add extra shield or roll extra dice by any special power on an Army Card or Glyph. Destructible Objects are not affected by Transonic Blades.
SILENT ATTACK 3
Quaitus D adds 3 to his Attack when attacking an opponent's figure who is not adjacent to any other opponent's figures.
STEALTH JETTISON 25
Before, during, or after moving, Quaitus D may use Stealth Jettison 25. Stealth Jettison has a move of 3. When counting spaces for leaping, ignore elevations. Quaitus may leap over water, over figures, and over obstacles. Quaitus may not leap more than 25 levels up or down in a single leap. Quaitus will not take any leaving engagement attacks when moving with Stealth Jettison. Stealth Jettison 25 may only be used once per turn.
Quote:
Quaitus D: High mobility and consistent attacks for 7 are good, but Quaitus lacks the range-dodging or multiple attacks that makes his minions so powerful. B-
|
(figure used = Warhammer Ruststalker)
Quamur:
Spoiler Alert!
Spoiler Alert!
QUAMUR
BRAGI
HALF-ELF
UNIQUE HERO
MAGUS
PRECISE
MEDIUM 5
LIFE 6
MOVE 6
RANGE 6
ATTACK 2
DEFENSE 2
105 Points
BOLT SPECIAL ATTACK
Range Special Attack 6
Choose a Construct figure within 6 clear sight spaces of Quamur. all figures adjacent to the chosen Construct are affected by Bolt Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
CUTLASS 2
Whenever attacking an adjacent figure, Quamur rolls 2 additional dice.
Quote:
Quamur: He makes Constructs a lot more intimidating, just not any better. D+
|
(figure used = Pathfinder Seltyiel, Half-elf Magus)
Queen Ecterine:
Spoiler Alert!
Spoiler Alert!
QUEEN ECTERINE
JANDAR
HUMAN
UNIQUE HERO
QUEEN
FEARLESS
MEDIUM 4
LIFE 4
MOVE 5
RANGE 1
ATTACK 2
DEFENSE 2
85 Points
ESCORT AURA
All friendly Loyal figures adjacent to Queen Ecterine add 1 to their Defense value. Add 1 to Queen Ecterine's Defense value for every friendly Loyal figure adjacent to her, up to a maximum of +3.
MARTYR INFLUENCE
If Queen Ecterine is destroyed by an opponent's figure, all Loyal figures you control may add 1 to their Move and Attack values for the duration of the round, and you may add 10 to your next initiative roll.
Quote:
Ecterine: 85 points seems like a bit much at first glance, but she's quite useful to the Royal Guard Knights, or any Loyal figures for that matter. B
|
Quetzus Runners:
Quinton Kask:
R:
R-6 Seeker:
Rat Swarm:
Regina Tifs:
Spoiler Alert!
Spoiler Alert!
REGINA TIFS
SIGYN
HUMAN
UNIQUE HERO
FIGHTER
RESOLUTE
MEDIUM 5
LIFE 5
MOVE 6
RANGE 1
ATTACK 3
DEFENSE 2
110 Points
PUMMEL SPECIAL ATTACK
Range 1 Attack 3
When Regina Tifs attacks with Pummel Special Attack, she may attack one additional time.
COUNTERATTACK
Whenever Regina Tifs is attacked and does not receive any wounds, Regina may immediately make a normal attack, if possible.
TOUGH
When rolling defense dice against a normal attack, Regina Tifs always adds one automatic shield to whatever is rolled.
Quote:
Regina: She's fantastic against melee and normal attackers. So is Major X17. B-
|
Renais Assassin:
Retinues Of The Inner Circle:
Rettug Gargoyles:
Spoiler Alert!
Spoiler Alert!
RETTUG GARGOYLES -3 man squad-
JANDAR
GARGOYLES
COMMON SQUAD
GUARDS
FEARSOME
SMALL 3
LIFE 1
MOVE 4
RANGE 1
ATTACK 3
DEFENSE 2
90 Points
SUPER ADVANTAGE
When attacking or defending with a height advantage, a Rettug Gargoyle rolls one additional die.
TOUGH
When rolling defense dice against a normal attack, Rettug Gargoyles always add one automatic shield to whatever is rolled.
FLYING
Standard Flying rules apply.
Quote:
Rettug Gargoyles: A solid new faction for Jandar, the Gargoyles are absolutely brutal on height. But as with all units with Tough, Special Attacks take them down pretty quickly. B
|
Ricel:
Spoiler Alert!
Spoiler Alert!
RICEL
BRAGI
HUMAN
UNIQUE HERO
ALCHEMIST
TRICKY
MEDIUM 5
LIFE 4
MOVE 5
RANGE 6
ATTACK 3
DEFENSE 4
130 Points
TRANSMUTE TERRAIN SPECIAL ATTACK
Range 4 Attack 3
Choose up to three figures to attack. Roll attack dice once for all figures. Each figure rolls defense dice separately. If all defending figures are on the same type of space, then those figures roll one less defense die against Transmute Terrain Special Attack.
TRANSMUTE ENEMY
After moving and before attacking, you may choose a Unique Hero your opponent controls within 6 clear sight spaces of Ricel. You may change either that figure's Species, Class, or Personality to whatever you like for the duration of the game. Transmute Enemy may only be used once per game.
Quote:
Ricel: He might look bland at a glance, but Ricel's Special Attack can do some serious damage with the right terrain. That and turning a Bonding Hero's Class to Buffoon makes Ricel a variable and disruptive Bragi Hero. B
|
(figure used = Pathfinder Damiel, Iconic Alchemist)
Romoe & Bowser:
Royal Guard Knights:
Spoiler Alert!
Spoiler Alert!
ROYAL GUARD KNIGHTS -4 man squad-
JANDAR
HUMANS
COMMON SQUAD
KNIGHTS
LOYAL
MEDIUM 5
LIFE 1
MOVE 5
RANGE 1
ATTACK 3
DEFENSE 3
65 Points
ROYALTY BONDING
Before taking a turn with the Royal Guard Knights, you may first take a turn with any small or medium King, Queen, or Prince Hero you control.
SWIFT AID
Any or all Royal Guard Knights may add 2 to their Move number as long as they are unengaged prior to moving. Royal Guard Knights must be able to move adjacent to a friendly King, Queen, or Prince Hero in order to use Swift Aid.
Quote:
Royal Guard Knights: They're quite speedy, but they absolutely need their Heroes' buffs to be worth it. B-
|
(figure used = Knights of Weston)
Rusec Amenhotep:
Spoiler Alert!
Spoiler Alert!
RUSEC AMENHOTEP
OZIRAEL
APEPIAN
UNIQUE HERO
DEITY
RUTHLESS
MEDIUM 5
LIFE 6
MOVE 5
RANGE 1
ATTACK 1
DEFENSE 3
120 Points
UNLEASHED FURY
Before moving, roll the 20-sided die.
If you roll a 1, destroy Rusec Amenhotep.
If you roll a 2-6, add 1 to the attack value of this card.
If you roll a 7-11, add 2 to the attack value of this card.
If you roll a 12-15, add 3 to the attack value of this card.
If you roll a 16-19, add 4 to the attack value of this card.
If you roll a 20, add 8 to the attack value of this card.
OVEREXTEND ATTACK
After taking a turn with Rusec Amenhotep, you may place a wound marker on Rusec and take another turn with him. You may use this power once during a round.
Quote:
Rusec Amenhotep: Pretty good, but believe me when I say that losing Rusec is much worse than losing one Anubian. B
|
S:
Sacred Captain:
Spoiler Alert!
Spoiler Alert!
SACRED CAPTAIN
EINAR
HUMAN
UNCOMMON HERO
CAPTAIN
DISCIPLINED
MEDIUM 5
LIFE 4
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 4
110 Points
SACRED LOYALTY
For every Army Card of Sacred Band in your army, you may change a Sacred Captain's Class to Warlord.
SACRED BAND DEFENSE AURA
All Sacred Band adjacent to this Sacred Captain add 1 to their Defense value.
DEFIANT SUPREMACY
Whenever rolling the 20-sided die for a Warlord you control who follows Einar, you may add 1 to your roll for every Sacred Captain you control.
Quote:
Sacred Captain: An Uncommon Hero sure expands the Sacred Band's bonding choices. Otherwise, not so bad. B-
|
Sano Hayato:
Spoiler Alert!
Spoiler Alert!
SANO HAYATO
EINAR
HUMAN
UNIQUE HERO
SAMURAI
DISCIPLINED
MEDIUM 5
LIFE 4
MOVE 6
RANGE 1
ATTACK 3
DEFENSE 4
135 Points
ASTRA SPECIAL ATTACK
Range 1 Attack 3
When Sano Hayato attacks with Astra Special Attack, he may attack up to 4 additional times. Sano may attack the same or different figures. If Sano wounds a figure with Astra Special Attack, he may immediately move one space. Sano will take any leaving engagement attacks. You may only use this power once during a round.
COUNTERSTRIKE
When rolling defense dice against a normal attack from an adjacent figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai.
Quote:
Sano Hayato: Although Astra is epic, Sano is subpar for the price when it's spent. B-
|
(figure used = Pathfinders Hayato Nakayama)
Sapphire Devil:
Spoiler Alert!
Spoiler Alert!
SAPPHIRE DEVIL
UTGAR
KYRIE
UNCOMMON HERO
WARRIOR
WILD
MEDIUM 6
LIFE 3
MOVE 4
RANGE 1
ATTACK 2
DEFENSE 6
110 Points
OBLITERATING STRIKE
When attacking with a Sapphire Devil, all skulls rolled count for two additional hits.
FLYING
Standard Flying rules apply.
Quote:
Sapphire Devil: Heroes beware. B
|
(figure used = Minion of Utgar)
Scalron:
Spoiler Alert!
Spoiler Alert!
SCALRON
AQUILLA
DRAGONBORN
UNIQUE HERO
PALADIN
INSPIRING
MEDIUM 5
LIFE 6
MOVE 5
RANGE 1
ATTACK 5
DEFENSE 3
110 Points
FLING
At any point before, during, or after moving with Scalron, he may use Fling. To use Fling, choose a small or medium figure adjacent to Scalron and place him 2 spaces away on the opposite end of Scalron, ignoring elevations up to 10 spaces above the chosen figure's base. Figures moved by Fling do not receive leaving engagement attacks. Falling damage may apply to any non-Flying figures. Scalron may only use Fling once per turn.
CURE 12
After moving and before attacking Scalron may choose an adjacent friendly Hero and roll the 20-sided die. If you roll a 12 or higher, you may remove any special markers such as Negation from that Hero's Army Card.
Quote:
Scalron: Cure may have not be useful often, but 5 Attack and Fling ain't shabby. Bonding helps. C+
|
(figure used = Zogross Hardscale)
Sephtis the Undead Dragon:
Spoiler Alert!
Spoiler Alert!
SEPHTIS THE UNDEAD DRAGON
VALKRILL
UNDEAD
UNIQUE HERO
EXILE
TERRIFYING
HUGE 12
LIFE 6
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 5
230 Points
MAY OF DEATH SPECIAL ATTACK
Range 4 Attack 3
Choose up to three figures to attack. All affected figures subtract 1 from their defense dice. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. If Sephtis only attacks one figure with Maw Of Death Special Attack, that figure cannot roll any defense dice.
DARK WHISPERS
All Undead Wisps you control move one additional space.
FLYING
Standard Flying rules apply.
Quote:
Sephtis: Even at 230 points, he almost never fails to make back his point value. And even if he doesn't, there's always the chance Ocren could bring him back. A+
|
(figure used = Pathfinder Black Dragon)
Serris:
Spoiler Alert!
Spoiler Alert!
SERRIS
AQUILLA
MAGMOOR
UNIQUE HERO
PREDATOR
TRICKY
HUGE 10
LIFE 6
MOVE 6
RANGE 1
ATTACK 5
DEFENSE 3
135 Points
SONIC DASH
Instead of moving normally, Serris may move 12 spaces in a straight line. If Serris moves 5 or more spaces and a figure or destructible object stops Serris' movement with Sonic Dash, Serris must attack that figure, if possible. When attacking with Sonic Dash, Serris adds 3 to its Attack value.
LURK IN WATER
Serris does not have to stop its movement when entering water spaces. Serris has no hit zone while on a water space.
RAPID STRIKE
After attacking with Serris, it may move up to 5 spaces. Serris never receives leaving engagement attacks while using Rapid Strike.
Quote:
Serris: Serris' lightning-fast speed gives it a lot of board control potential, but nothing some good Squads can't handle. B
|
(figure used = Wo-Sa-Ga)
"Shush" Slickshiv:
Spoiler Alert!
Spoiler Alert!
"SHUSH" SLICKSHIV
FREJYA
HUMAN
UNIQUE HERO
WAYFARER
DAUNTLESS
MEDIUM 4
LIFE 4
MOVE 6
RANGE 1
ATTACK 2
DEFENSE 2
40 Points
WAYFARER'S PACT
After revealing an Order Marker on "Shush" Slickshiv's Army Card, before taking his turn, you may take a turn with one other Wayfarer you control.
DISCREET
If "Shush" Slickshiv is adjacent to 3 or more small or medium figure, he has no hit zone.
SNEAK ATTACK 2
If "Shush" Slickshiv is attacking an opponent's figure that is adjacent to an opponent's figure that is adjacent to at least one other figure you control, add 2 dice to "Shush"'s attack.
Quote:
Shush Slickshiv: "Diet Darrak" can potentially dodge ranged attacks and packs consistent attacks of 4. B-
|
(figure used = Pathfinders Human Rogue)
Signifiers of Sigyn:
Spoiler Alert!
Spoiler Alert!
SIGNIFIERS OF SIGYN -2 man squad-
SIGYN
KYRIE
COMMON SQUAD
SIGNIFIERS
BOLD
MEDIUM 5
LIFE 1
MOVE 5
RANGE 1
ATTACK 3
DEFENSE 5
110 Points
TOMES OF GLORY
When a figure you control with a Range of 1 attacks normally, roll 1 additional die for every friendly Signifier of Sigyn adjacent to that figure.
SIGYN'S ORDERS
Instead of taking a turn with the Signifiers of Sigyn, you may take a turn with any Kyrie Warrior you control who follows Sigyn.
FLYING
Standard Flying rules apply.
Quote:
Signifiers: Being a 2-man squad makes them trickier to use than other Kyrie. But they sure work great with those Kyrie. B
|
(figures used = Mage Knight Quavon & Solonavi Domineer)
Skeletal Lancer:
Spoiler Alert!
Spoiler Alert!
SKELETAL LANCER
VALKRILL
UNDEAD
UNCOMMON HERO
RIDER
DISCIPLINED
LARGE 7
LIFE 3
MOVE 7
RANGE 1
ATTACK 3
DEFENSE 5
80 Points
GALLOPING CHARGE
This Skeletal Lancer receives 2 additional dice when attacking any figure that was at least 4 hexes away at the start of the turn.
BACK OFF
If this Skeletal Lancer defends against a normal adjacent attack and does not receive any wounds, you may immediately move this Skeletal Lancer up to 4 spaces. This Skeletal Lancer will not take any leaving engagement attacks when moving with Back Off.
Quote:
Skeletal Lancer: Although highly mobile and a good skirmisher, the Skeletal Lancer is still geared more towards killing Heroes than Squads. And his Derthkell Guards have a hard time keeping up with him. C
|
(figure used = D&D Skeletal Lancer)
Silidus:
Sir Clay:
Spoiler Alert!
Spoiler Alert!
SIR CLAY
JANDAR
HUMAN
UNIQUE HERO
CHAMPION
VALIANT
MEDIUM 5
LIFE 7
MOVE 4
RANGE 1
ATTACK 4
DEFENSE 3
100 Points
TENACITY
Sir Clay can never have special markers such as Negation placed on his card. Sir Clay's Move, Attack, and Defense values can never be reduced by special powers on an Army Card or Glyph.
RECKLESS CLEAVE
When Sir Clay wounds a figure, if Sir Clay is adjacent to any Squad figures, you must choose one of them and that figure receives 1 wound.
Quote:
Sir Clay: Provided you don't Cleave your own Knights, Sir Clay is a good bonding option with high Life and good Attack. B+
|
(figure used = Sir Denrick)
Sir Vlad:
Spoiler Alert!
Spoiler Alert!
SIR VLAD
UTGAR
HUMAN
UNIQUE HERO
CHAMPION
RELENTLESS
MEDIUM 5
LIFE 6
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 4
140 Points
KNIGHT LEADERSHIP
All Knights and Death Knights you control move one additional space.
SURGE AURA
All friendly Knights and Death Knights adjacent to Sir Vlad add one to their Attack and Defense value. Surge Aura may only be used on rounds in which you won initiative.
Quote:
Sir Vlad: He's compatible with Westons, Blackgaards, and Death Knights, and offers powerful boosts to all three, even if his Aura is inconsistent. A-
|
(figure used = Knight of Blackgaard)
Slisserk:
Sobek:
Spoiler Alert!
Spoiler Alert!
SOBEK
RAGNAR
APEPIAN
UNIQUE HERO
DEITY
FEROCIOUS
LARGE 7
LIFE 5
MOVE 6
RANGE 1
ATTACK 5
DEFENSE 4
160 Points
RAVENOUS BLOODLUST
Before moving, Sobek must attack all adjacent Squad figures. Roll each attack definitely.
WATER MAUL
Any figure adjacent to or occupying a water or swamp water space rolls 2 less defense dice when attacked by Sobek.
AMPHIBIOUS
While Sobek is on a water space, add 2 to his Defense. If Sobek starts his turn on a water space, add 1 to his movement for that turn. Sobek does not have to stop his movement when entering a water space.
Quote:
Sobek: An absolute beast when fighting on his preferred turf, although his anti-squad capabilities make him useful on dry land too. A-
|
(figure used = Crocodile Games Harbinger of Sobek)
Solennel:
Spoiler Alert!
Spoiler Alert!
SOLENNEL
JANDAR
GARGOYLE
UNIQUE HERO
SENTINEL
FEARSOME
MEDIUM 6
LIFE 5
MOVE 4
RANGE 1
ATTACK 4
DEFENSE 5
130 Points
STONE TRANSFORMATION
If there are no revealed order markers on this Army Card, Solennel has no hit zone. If there is only one revealed order marker on this card, add 2 to Solennel's Move and Attack value.
HOLY VIGIL
All Demons and Undead within 6 clear sight spaces of Solennel subtract 1 from their Attack value.
FLYING
Standard Flying rules apply.
Quote:
Solennel: A sturdy hard-hitter with a decent anti-Undead aura, but his uses are generally limited to one activation per round. B
|
Spirit Husks Of Ahnend:
SS Zehenglied:
Sticks 'n' Stones Boys:
Spoiler Alert!
Spoiler Alert!
STICKS 'N' STONES BOYS -2 man squad-
YRSA
HUMANS
COMMON SQUAD
THUGS
RUTHLESS
MEDIUM 4
LIFE 1
MOVE 5
RANGE 1
ATTACK 3
DEFENSE 2
40 Points
ROGUE BONDING
Before taking a turn with the Sticks 'n' Stones Boys, you may first take a turn with any Rogue Hero you control.
GANG BEATDOWN
If the Hero chosen for the Sticks 'n' Stones Boys' Rogue Bonding wounded a figure during its turn, all Sticks 'n' Stones Boys you control roll one additional die for every wound marker on that figure's Army Card when attacking that same figure this turn, up to a maximum of +2 dice.
Quote:
Sticks 'n' Stones Boys: Rogues appreciate the cheap bonding option, but 2 Defense means their offensive output isn't bound to last long. C
|
(figures used = Pathfinder Tooth Gang Knifer & Brute)
Stonebeasts Of Arctorus:
Spoiler Alert!
Spoiler Alert!
STONEBEASTS OF ARCTORUS -4 man squad-
MINOTAURS
UNIQUE SQUAD
CONSTRUCTS
FICKLE
MEDIUM 5
LIFE 1
MOVE 6
RANGE 1
ATTACK 5
DEFENSE 6
110 Points
STATURE REANIMATION
Only 1 Order Marker can be placed on this Army Card at the start of the round.
Quote:
Stonebeasts: As long as you've got backup, the Stonebeasts can do some damage on their one activation per round. B
|
Surazal of the Inner Circle:
Spoiler Alert!
Spoiler Alert!
SURAZAL OF THE INNER CIRCLE
OZIRAEL
LEUZAN
UNIQUE HERO
CULTIST
MANIPULATIVE
MEDIUM 5
LIFE 7
MOVE 5
RANGE 4
ATTACK 5
DEFENSE 3
185 Points
FIRE CIRCLE SPECIAL ATTACK
Range 1 Attack 4
All small or medium figures adjacent to Surazal are also affected by Fire Circle Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
OZIRAEL LEADERSHIP
All figures you control who follow Ozirael, except Surazal, move one additional space. If Surazal is destroyed, all figures you control who follow Ozirael move one less space.
CULT CONTROL
After revealing an order marker on Surazal, after taking Surazal's turn, you may move and attack with up to two Common figures you control who follow Ozirael. Figures must be within 6 clear sight spaces of Surazal before moving.
Quote:
Surazal: Decent toolkit and nice boost to movement, not-so-hot on the survivability. And you know how that goes with these Inner Circle guys. B+
|
(figure used = Anima Tactics The Colonel)
Sylvis:
Spoiler Alert!
Spoiler Alert!
SYLVIS
ULLAR
ELF
UNIQUE HERO
VANGUARD
RESOLUTE
MEDIUM 5
LIFE 6
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 3
120 Points
QUICK COMMAND
After moving and before attacking with Sylvis, you may first attack with all small or medium Elf Squad figures with a Range of 1 adjacent to Sylvis. You may only use Quick Command if Sylvis moved at least 1 space this turn.
UNYIELDING DUEL
If Sylvis inflicts a wound on a figure, that figure rolls 1 less Attack and Defense die until the end of your next turn.
Quote:
Sylvis: Although Quick Command is be tricky to use, Sylvis himself can still hold his own in battle. B
|
T:
Tess Pearlsoul:
Spoiler Alert!
Spoiler Alert!
TESS PEARLSOUL
FREJYA
HUMAN
UNIQUE HERO
WAYFARER
BOLD
MEDIUM 4
LIFE 4
MOVE 5
RANGE 1
ATTACK 1
DEFENSE 2
40 Points
WAYFARER'S PACT
After revealing an Order Marker on Tess Pearlsoul's Army Card, before taking her turn, you may take a turn with one other Wayfarer you control.
SHOCKING GRASP
When rolling attack dice for a normal attack, Tess Pearlsoul always add 1 automatic skull to whatever is rolled.
QUICK HEAL
After moving and before attack, you may choose one friendly wounded Hero figure within 4 clear sight spaces of Tess Pearlsoul and roll the 20s-died die. If you roll a 9 or higher, you may remove one wound marker from that Hero's Army Card.
Quote:
Tess Pearlsoul: The cheapest Healer in the game, Tess is a must if you want the Wayfarers to last. B-
|
(figure used = Pathfinders Half-Elf Cleric)
Thesk Orc Archers:
Thesk Scout:
Spoiler Alert!
Spoiler Alert!
THESK SCOUT
VALKRILL
ORC
COMMON HERO
HUNTER
TRICKY
MEDIUM 5
LIFE 1
MOVE 5
RANGE 6
ATTACK 3
DEFENSE 3
30 Points
AMBUSH
A Thesk Scout rolls one additional die when attacking a figure with no Order Markers on its Army Card.
COORDINATE SHOTS
If no Thesk Scouts moved this turn, then you may attack with up to 2 Thesk Scouts you control.
ORC BATTLE MANEUVER
At the start of every round, after all Order Markers have been placed, you may move all Thesk Scouts you control up to 3 spaces each. They must end their Orc Battle Maneuver on an empty space. Figures moved by Orc Battle Maneuver will take any leaving engagement attacks.
Quote:
Thesk Scout: Better stats than the squad, but simply too slow on the setup. C-
|
(figure used = D&D Orc Archer)
Tirrus:
Spoiler Alert!
Spoiler Alert!
TIRRUS
HEKATIANE
SERAPH
UNIQUE HERO
ROGUE
NIHILIST
MEDIUM 4
LIFE 7
MOVE 6
RANGE 1
ATTACK 7
DEFENSE 3
120 Points
TOLL OF HERESY
After attacking normally with Tirrus, place a wound marker on her Army Card.
BLOODBATH DRIVE
If Tirrus destroys a Common figure with her normal attack, she may attack again.
Quote:
Tirrus: She always fizzles out before you've had your fill of fun. Bring a healer, or just save up for Xezbeth. C+
|
(figure used = Pathfinder Nualia)
Tomb Skeleton Infantry:
Treasure Drake:
Spoiler Alert!
Spoiler Alert!
TREASURE DRAKE
VOLTHRAX
WYRM
UNCOMMON HERO
HOARDER
GREEDY
LARGE 6
LIFE 5
MOVE 6
RANGE 5
ATTACK 3
DEFENSE 4
130 Points
ZEALOUS GUARD
Add 1 to this Treasure Drake's Attack value for each Glyph and Treasure Glyph within 4 spaces of it, up to a maximum of +3 dice. A Treasure Drake can never pick up any Treasure Glyphs.
FLYING
Standar Flying rules apply.
Quote:
Treasure Drake: Seems gimmicky at first, but actually pretty good at nabbing important glyphs and keeping them safe. B
|
(figure used = Othkurik)
Twuns:
Spoiler Alert!
Spoiler Alert!
TWUNS -2 man squad-
HEKATIANE
TWUNS
COMMON SQUAD
CONSTRUCTS
MINDLESS
MEDIUM 5
LIFE 1
MOVE 6
RANGE 1
ATTACK 2
DEFENSE 5
55 Points
BALANCED BLOWS
When attacking, if your second Twun attacks the same figure as the first Twun, add one attack die to the second Twun's attack.
LEVEL STABILITY
Two adjacent Twuns on the same level add one to their Attack and Defense value.
HORDE ATTACK
You may attack with any 2 Twuns you control, even Twuns that did not move this turn.
VITAL PARITY
After taking a turn with Twuns, destroy all Twuns you control who are not adjacent to at least one other Twun you control.
Quote:
Twuns: Powerful, but 2 man squads are at an innate disadvantage, especially the ones that die out after one of them goes. B-
|
(figure used = Pathfinder Wraith)
U:
Ulethor the Kyrie Warrior:
Spoiler Alert!
Spoiler Alert!
ULETHOR THE KYRIE WARRIOR
SIGYN
KYRIE
UNIQUE HERO
WARRIOR
FEARLESS
MEDIUM 5
LIFE 4
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 4
120 Points
GLORY AURA 2
All figures within 4 clear sight spaces of Ulethor with a Range of 1 add 2 dice to their normal attack. Glory Aura 2 does not affect Ulethor.
FLYING
Standard Flying rules apply.
Quote:
Ulethor: The absolute chaos he brings to melee fights is good fun, but it goes both ways, and good fun doesn't necessarily translate to victory. B-
|
(figure used = Mage Knight Lord Varatrix)
Undead Cavalry:
Undead Cavalry Archers:
Undead Immortals Of Bogdan:
Ustarof:
Spoiler Alert!
Spoiler Alert!
USTAROF
HEKATIANE
LEUZAN
UNIQUE HERO
WIZARD
MANIPULATIVE
MEDIUM 6
LIFE 5
MOVE 5
RANGE 6
ATTACK 3
DEFENSE 2
90 Points
BLOOD BALANCE
Instead of attacking, you may choose two Unique Heroes who are both within 6 clear sight spaces of Ustarof. Remove all wound markers from both Heroes' Army Cards and then redistribute them evenly between both Army Cards, even if this would destroy that Hero. If there is an uneven number of wound markers, remove one of them before redistributing. Ustarof may not use Blood Balance on himself.
EQUILIBRIUM 6
Before attacking, you may choose one friendly Squad figure and one opponent's Squad figure who are both within 6 clear sight spaces of Ustarof. Roll the 20-sided die. If you roll a 6 or higher, destroy both Squad figures.
Quote:
Ustarof: He's hard to use. C
|
(figure used = Pathfinder Cruel Conjurer)
V:
Vamp Swarm:
Var-Bak-Na:
Vel-Ra-Xi:
Spoiler Alert!
Spoiler Alert!
VEL-RA-XI
UTGAR
MARRO
UNIQUE HERO
WARLORD
MENACING
LARGE 5
LIFE 6
MOVE 7
RANGE 1
ATTACK 5
DEFENSE 4
190 Points
MARRO PACK ENHANCEMENT
All friendly Marro and Wilsinu Hunters within 4 clear sight spaces of Vel-Ra-Xi add 1 to their attack defense dice.
SCATTER THE WEAK
All Small and Medium Squad figures within 4 clear sight spaces of Vel-Ra-Xi subtract 1 from their attack and defense dice. Marro and Wilsinu are not affected by Scatter the Weak.
Quote:
Vel-Ra-Xi: A serious boost to the Drudge, Hounds, and Groks, and a force to be reckoned with himself. If he wasn't so dang expensive with the Groks, Vel-Ra-Xi would be a definite A+. A
|
(figure used = Grok Rider)
Village Defenders:
Spoiler Alert!
Spoiler Alert!
VILLAGE DEFENDERS -4 man squad-
FREJYA
HUMANS
COMMON SQUAD
CIVILIANS
STOUT
MEDIUM 4
LIFE 1
MOVE 5
RANGE 1
ATTACK 2
DEFENSE 1
40 Points
GUERRILLA TACTICS
After taking a turn with the Village Defenders, for each Village Defender you control that attacked this turn, you may move any Civilian figure you control that did not attack this turn up to 3 spaces. A Civilian figure may only be moved by Guerrilla Tactics once per turn.
MOB ATTACK
When attacking with a Village Defender you control, if the defending figure is engaged with at least 2 other Village Defenders you control, it subtracts 2 from its defense dice.
Quote:
Village Defenders: Guerrilla Tactics works better with a 4-man Squad. The Defenders are like Ashigaru Yari if they didn't need Kato. C+
|
Vilvaas:
Spoiler Alert!
Spoiler Alert!
VILVAAS
VALKRILL
UNDEAD
UNIQUE HERO
MAGUS
TERRIFYING
MEDIUM 5
LIFE 5
MOVE 5
RANGE 5
ATTACK 2
DEFENSE 2
130 Points
AURA
Vilvaas begins the game with one Orange Aura Marker on his Army Card. While the Aura Marker is on this Army Card, Vilvaas cannot receive any wounds, his Move, Attack, and Defense values cannot be reduced, and no other Special Markers can be placed on his card. At any point, if Vilvaas would receive 2 or more wounds, remove the Aura Marker from this Army Card. At the end of the round, if the Aura Marker is not on this Army Card, place it back onto this card.
UNDEATH BOLT SPECIAL ATTACK
Range Special Attack 3
Choose up to three figures to attack who are within 3 clear sight spaces in a straight line from Vilvaas' base. roll attack dice once for all figures. Each figure rolls defense dice separately.
Quote:
Vilvaas: A little matchup dependent for a 130-point figure, but Vilvaas can still be quite the nuisance regardless. C+
|
(Figure used = D&D Lich)
Vrimsen:
W:
Wafiyy Militants:
Spoiler Alert!
Spoiler Alert!
WAFIYY MILITANTS -3 man squad-
OZIRAEL
HUMANS
COMMON SQUAD
SOLDIERS
LOYAL
MEDIUM 4
LIFE 1
MOVE 5
RANGE 5
ATTACK 3
DEFENSE 2
70 Points
MELEE ATTACK 1
When attacking an adjacent figure, a Wafiyy Militant rolls one additional attack die.
DYING SHOT
When a Wafiyy Militant is attacked with a normal attack and receives enough wounds to be destroyed, roll the 20-sided die. If you roll a 16 or higher, you may attack with that Militant before removing him from the battlefield.
Quote:
Wafiyy Militants: A version of the Stingers with more consistent attack bonuses but lower defense. If you're the guy who almost always goes for the Drain, you'll prefer these. A-
|
Wafiyy Rocketeer:
Wargods Of Crocis:
Spoiler Alert!
Spoiler Alert!
WARGODS OF CROCIS -4 man squad-
RAGNAR
APEPIANS
COMMON SQUAD
WARRIORS
FEARSOME
MEDIUM 4
LIFE 1
MOVE 6
RANGE 1
ATTACK 2
DEFENSE 4
90 Points
RUNNING SMASH
When attacking with a Wargod of Crocis, if the defending figure was not adjacent to that Wargod at the start of the turn, then all skulls rolled for that Wargod's attack count as one additional hit.
PUSHBACK 14
When a small or medium figure rolls defense dice and is not destroyed by an attack from a Wargod of Crocis, immediately roll the 20-sided die. If you roll a 14 or higher, you may Pushback that figure by moving it 2 spaces in a straight line away from that Wargod. The space must be on the same level or lower than its current location. A figure moved by Pushback never takes any leaving engagement attacks. Falling damage will apply for non-flying figures. A single figure may only be moved by Pushback 14 once per turn.
Quote:
Wargods of Crocis: On the move they pack some punch, but they get bogged down easily. Minions are more persistent and more consistent. Hey, that rhymes! B
|
(figures used = Crocodile Games Sebeki Warriors)
Warforged Phalanx:
Watchers of Xenothea:
Wereboar:
Werlak:
Weston Archers:
Spoiler Alert!
Spoiler Alert!
WESTON ARCHERS -3 man squad-
JANDAR
HUMAN
COMMON SQUAD
KNIGHTS
VALIANT
MEDIUM 5
LIFE 1
MOVE 5
RANGE 6
ATTACK 1
DEFENSE 2
45 Points
ARC ARROWS SPECIAL ATTACK
Range 6 Lob 15 Attack 3
Three unengaged adjacent Weston Archers on the same level may combine their attacks to use Arc Arrows Special Attack. Choose a nonadjacent figure to attack. No clear line of sight is needed. Any figures adjacent to the chosen figure are also affected by Arc Arrows Special Attack. Each figure rolls defense dice separately.
ARCHER SIGHTING
When a Weston Archer is attacking with a height advantage, he rolls an additional attack die.
Quote:
Weston Archers: Just like the Romans they're based on, the poor base stats keeps them from being all that great. D+
|
(figures used = Roman Archers)
Whispers of Sephtis:
Wild Hunt:
Spoiler Alert!
Spoiler Alert!
WILD HUNT
AQUILLA
HUMAN
UNIQUE HERO
TRIBESMAN
FEARSOME
MEDIUM 5
LIFE 5
MOVE 6
RANGE 5
ATTACK 4
DEFENSE 1
30 Points
THROWING HATCHET
If Wild Hunt fails to destroy a figure with a nonadjacent attack, Wild Hunt's Range Value is permanently reduced to 1 for the duration of the game.
Quote:
Wild Hunt: He's fun while he lasts. B
|
(figure used = Brave Arrow)
Wind Eye:
X:
Xela, Clockwork Dragon:
Xezbeth of the Inner Circle:
Spoiler Alert!
Spoiler Alert!
XEZBETH OF THE INNER CIRCLE
OZIRAEL
SERAPH
UNIQUE HERO
CULTIST
NIHILIST
MEDIUM 5
LIFE 7
MOVE 5
RANGE 1
ATTACK 5
DEFENSE 5
195 Points
HARBINGER
Whenever attacking a Squad figure or a Hero with 3 or more wound markers on their Army Card, Xezbeth rolls 4 additional attack dice.
TERROR STRIKE
Whenever Xezbeth destroys a figure, every figure adjacent to Xezbeth receives a wound.
CHAOS AURA
All friendly figures within 6 clear sight spaces of Xezbeth subtract 1 from their Attack Defense value. If there is not a friendly figure within 6 clear sight spaces of Xezbeth, subtract 2 from Xezbeth's Attack and Defense Value.
Quote:
Xezbeth: He's more intimidating than he is actually all that good, considering what he does to the rest of your army. Dark Servant bonding is pretty useful, however. B+
|
(figure used = Anima Tactics Dark Cheshire)
XI Legion War Elephant:
Xythe'nem:
Y:
Yashbuckler Foreman:
Spoiler Alert!
Spoiler Alert!
YASHBUCKLER FOREMAN
VOLTHRAX
HUMANS
UNCOMMON HERO
PIRATE
WILD
MEDIUM 5
LIFE 4
MOVE 6
RANGE 5
ATTACK 2
DEFENSE 2
60 Points
CUTLASS 2
Whenever attacking an adjacent figure, this Yashbuckler Foreman rolls 2 additional dice.
PIRATE DEFENSE ENHANCEMENT
All friendly Pirates adjacent to this Yashbuckler Foreman add 1 to their Defense value
FOREMAN'S COMMAND
After taking this Yashbuckler Foreman's turn, if this Foreman did not attack this turn, you may move either two Human Pirate Squad figures or one Human Pirate Hero you control. Figures moved by Foreman's Command must begin and remain unengaged throughout their move. Figures activated since you last revealed a numbered order marker can never be moved by Foreman's Command.
Quote:
Yashbuckler Foreman: The new Foreman keeps the Pirates from running thin on the front lines. B-
|
Yashbuckler Pirates:
Spoiler Alert!
Spoiler Alert!
YASHBUCKLER PIRATES -4 man squad-
VOLTHRAX
HUMANS
COMMON SQUAD
PIRATES
WILD
MEDIUM 4
LIFE 1
MOVE 6
RANGE 1
ATTACK 3
DEFENSE 1
65 Points
FLINTLOCK SPECIAL ATTACK
Range 4 Attack 3
Up to two Yashbuckler Pirates that were activated but did not attack normally this turn may attack with Flintlock Special Attack.
CAP'N'S COMMAND
After taking a turn with Yashbuckler Pirates, if at least three Pirates you control are engaged, you may immediately take a turn with one Human Pirate Hero you control.
DOUBLOONS!
A Yashbuckler Pirate rolls one additional attack die if there is a Glyph or Treasure Glyph within 4 clear sight spaces.
Quote:
Yashbuckler Pirates: Good once in the fray, but the abysmal defense means you'll be spending more time moving up reinforcements than you will moving up their heroes. C+
|
Yetche'tem:
Yollust The Unshakable:
Yulador:
Z:
Zaan:
Spoiler Alert!
Spoiler Alert!
ZAAN
VOLTHRAX
ELF
UNIQUE HERO
BOUNTY HUNTER
PRECISE
MEDIUM 4
LIFE 6
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 3
140 Points
DOUBLE ATTACK
When Zaan attacks, he may attack one additional time.
PRIORITY TARGET
Zaan rolls one additional die when attacking or defending against an opponent's most expensive figure (or figures if that opponent has more that one of that figure).
PURSUE TARGET
Zaan is never attacked when leaving an engagement and may move through all figures. Pursue Target may only be used if Zaan ends his movement adjacent to an opponent's figure.
Quote:
Zaan: Quite the assassin, Zaan usually gets his target before going down, no matter how far back that target is in your opponent's army. B
|
Zadim:
Spoiler Alert!
Spoiler Alert!
ZADIM
EINAR
HUMAN
UNIQUE HERO
CAPTAIN
DISCIPLINED
MEDIUM 5
LIFE 6
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 3
130 Points
DOUBLE ATTACK
When Zadim attacks, he may attack one additional time.
EINAR CAPTAIN LEADERSHIP
All Captains you control who follow Einar, except Zadim, move one additional space.
EINAR SPEED EVASIVENESS AURA 1
Zadim and all small or medium figures within 4 clear sight spaces of Zadim who follow Einar and have a move Value of 6 or higher roll one additional die when defending against an attack from a nonadjacent figure.
Quote:
Zadim: Like Morgoloth for Einar, Zadim is solid stat-wise, plus the boosts he grants here or there. B+
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(figure used = Pathfinder Zadim, Human-slayer)
Zaht:
Zelafer:
Zerset Warriors:
Spoiler Alert!
Spoiler Alert!
ZERSET WARRIORS -4 man squad-
EINAR
HUMANS
COMMON SQUAD
WARRIORS
WILD
MEDIUM 4
LIFE 1
MOVE 5
RANGE 1
ATTACK 3
DEFENSE 4
80 Points
DESERT SWIFTNESS
If a Zerset Warrior's entire movement is on sand spaces, he may move 2 additional spaces. Any extra move must also be on sand spaces.
HIDEOUT
Any Zerset Warrior adjacent to an obstacle such as a ruin cannot be targeted for a nonadjacent normal attack from an opponent's figure.
Quote:
Zerset Warriors: They're pretty good on their home turf. B-
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(figures used = Tarn Vikings)
Alphabetized Index of Glyphs:
Spoiler Alert!
Aura of Sparks:
Eye of Illithid:
Glyph of Augers:
Glyph of Commando:
Glyph of Immunity:
Glyph of Survivability:
Glyph of Telepatus:
Glyph of Throwing Knife:
Glyph of Tridar:
Glyph of Zephyr:
Icon of Chaos:
Light of Decimation:
Magic Shield:
Nhah Scirh Armor:
Pendant of Fortune:
Potion of Sturla:
Sigyn Warning Shot:
Step of Starlight:
Silver Shield:
Token of Betrayal:
~TAF
Last edited by TheAverageFan; October 21st, 2021 at 02:14 AM.
Reason: Any reason!
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