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Old January 12th, 2019, 02:16 AM
Heroscaper 101 Heroscaper 101 is online now
 
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Re: Special Power Calculator : Def Utility

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Adjacent Tough 1
When rolling defense dice for Hatamoto Taro, if Hatamoto Taro is adjacent to at least one figure who follows Einar that you control, add one automatic shield to the defense roll.
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Amphibious:
While a Sahuagin Raider is on a water space, add 2 to its defense. If a Sahuagin Raider starts its turn on a water space, add 1 to its movement for that turn. A Sahuagin Raider does not have to stop its movement when entering a water space.
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Arcane Riposte:
When Sharwin Wildborn rolls defense dice against a normal attack, all excess shields count as unblockable hits on the attacking figure.
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Chalice of Fortitude:
If Sir Dupuis has 4 or more wounds on his Army Card, add 1 to his defense dice.
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Concealment 10:
If Brave Arrow 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 Brave Arrow. Add this number to your die roll. If you roll a 10 or higher, ignore any wounds Brave Arrow just received.
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Concentrated Will:
If Shiori has only one unrevealed order marker on her Army Card, add 1 to her attack and defense.
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Counter Strike:
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.
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Crag of Steel:
When revealing a numbered order marker on Siege's Army Card, you may also reveal an "X" order marker that is on Siege's Army Card to activate Crag of Steel for the duration of the round. While Crag of Steel is active, add 3 to Siege's Defense value and subtract 2 from Siege's Attack and Move values. When Siege attacks while Crag of Steel is active, he may attack any or all adjacent to him. Roll each attack separately.
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Dying Swipe
If this Frost Giant of Morh is attacked with a normal attack by an opponent's figure and receives enough wounds to be destroyed, roll 3 attack dice. One at a time for each skull rolled, you may inflict 1 wound on any figure that is adjacent to this Frost Giant of Morh. Figures affected by Dying Swipe cannot roll any defense dice and can receive more than 1 wound each. After using Dying Swipe, remove this Frost Giant of Morh from the battlefield.
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EASY PREY
Small Squad figures attacked by Bahadur subtract 2 from their defense dice. Medium Squad figures attacked by Bahadur subtract 1 from their defense dice.
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Evil Eye Defense:
When rolling defense dice against a normal attack from a non-adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.
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Evasive 8
When an Elite Onyx Viper rolls defense dice against an attacking figure who is not adjacent, add 8 dice to the defending Viper.
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EVIL EYE GLARE
When rolling defense dice against a normal attack from a non-adjacent opponent, if there are any excess shields, you may choose either the attacking figure or a figure adjacent to the attacking figure to receive one wound.
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Evil Eye Protection:
When Torin, or any friendly small or medium Utgar figure adjacent to Torin, rolls defense dice against a normal attack from a non-adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.
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FAÇADE
If Cormin the Dark is targeted for a normal attack from an opponent’s figure, you may roll the 20-sided die. If you roll an 11 or higher, choose a small or medium figure you control that is within 4 spaces of Cormin. Switch Cormin with the chosen figure. If you do, the attacking figure must attack the chosen figure, if possible, and cannot attack any other figure this turn. Figures moved by Façade never take any leaving engagement attacks. You cannot roll for the Façade power more than once per turn.
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Fearless Advantage
An Axegrinder of Burning Forge rolls an additional die when attacking or defending against large or huge figures.
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FLEET FOOTED
If a Command Courier is attacked with a normal attack by an opponent’s figure and at least 1 skull is rolled, roll the 20-sided die. If you roll 1-10, roll defense dice normally. If you roll an 11 or higher, that Command Courier takes no damage and instead may move up to 4 spaces. A figure moving with Fleet Footed never takes any leaving engagement attacks. A Command Courier can use Fleet Footed only if he ends his move not adjacent to any enemy figures.
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Frost Rage
When revealing a numbered order marker on Evar Scarcarver's Army Card, you may also reveal an "X" order marker that is on Evar Scarcarver's Army Card to activate Frost Rage for the duration of the round. While Frost Rage is active, add 1 to Evar Scarcarver's Attack and Defense values for each wound marker on his Army Card.
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Glacier Camouflage
If a Dzu-Teh is adjacent to a Glacier Mountain, opponent's figures must be adjacent to that Dzu-Teh to attack it with a normal attack.
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Iron Tough:
When rolling defense dice against a Special Attack, this Iron Golem always adds 2 automatic shields to whatever is rolled.
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Legendary Creature 3
When rolling defense dice against a normal attack from small or medium Squad figures, Asterios receives 3 additional defense dice.
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Lurk In Shadows:
If Pelloth is on a shadow space, opponents' figures must be adjacent to attack him with a normal attack.
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MANEUVER 9
When Count Raymond, or any friendly human figure who follows Einar within 5 clear sight spaces of Count Raymond, receives one or more wounds from a leaving engagement attack, immediately roll the 20-sided die. If you roll a 9 or higher, ignore any wounds from that leaving engagement attack.
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Melee Defense 4:
When rolling defense dice against a normal attack from an adjacent figure, Major X17 adds 4 dice.
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Negative Element:
A Fire Elemental can never roll defense dice while it is on a water space.
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One Shield Defense
When rolling defense dice, if Crixus rolls at least one shield, the most wounds Crixus may take for this attack is one.
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Road Strength:
Add 1 to Dumutef Guard's attack and defense while on a road space.
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Scatter
After a Deathreaver you control rolls defense dice against a normal attack from an opponent's figure, you may move any 2 Deathreavers you control up to 4 spaces each.
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Snow Strength:
Add 1 to Nerak's attack and defense while on a snow space.
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Staff of Lerkintin:
When defending with Arkmer, add as many defense dice as the number of Elves you control adjacent to Arkmer.
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STEALTHY 4
When an unengaged Darkprowl Thrall is attacked with a normal or special attack, add 4 defense dice to the defending Thrall.
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Stealth Dodge:
When Agent Skahen rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage.
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STONY RESISTANCE 3
Augamo rolls 3 additional defense dice when defending against a special attack.
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Tactical Disengagement 7:
When Sir Dupuis receives one or more wounds from a leaving engagement attack, immediately roll the 20-sided die. If you roll a 7 or higher, ignore any wounds from that leaving engagement attack.
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Thorian Speed:
Opponents' figures must be adjacent to Sgt. Drake Alexander to attack him with a normal attack.
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Tough:
When rolling defense dice against a normal attack, Mogrimm Forgehammer always adds 1 automatic shield to whatever is rolled.
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Valiant Army Defense Bonus
If every Army Card you control has a valiant personality, each soldier in the 4th Massachusetts Line receives 1 additional defense die.
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Warforged Resolve:
When rolling defense dice against a normal or special attack, Heirloom always adds 1 automatic shield to whatever is rolled.
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Water Mastery:
While a Water Elemental is on a water space, add 1 to its Attack and Defense.
Aquilla = Utility :

Einar = Utility : 12

Jandar = Utility : 9

Ullar = Utility : 6

Utgar = Utility : 19

Valkrill = Utility : 6

Vydar =Utility : 11

Last edited by Heroscaper 101; January 12th, 2019 at 01:28 PM.
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