This is a list of the Army Card Abilities for all Heroscape figures that are either Official, C3V, or SoV.
I wanted something that was copy and paste ready if I was creating a unit that used or adapted an existing ability. I also wanted a quick reference to see what kind of synergies/corner cases might arise based on pre-existing abilities (this list does not cover synergies/corner cases based on left side box stats).
You will find a comprehensive Alphabetical List as well as categorized lists. I hope you will find this at least somewhat helpful in your custom creation adventures!
THIS IS A WORK IN PROGRESS
ALPHABETICAL LIST
Spoiler Alert!
A-C
Spoiler Alert!
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+2 Broadsword
If Tandros Kreel is attacking an adjacent figure, add 2 dice to Tandros Kreel's attack
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A Coward's Reward
Sir Denrick rolls one additional die against each figure leaving an engagement with him.
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Acid Spray Special Attack:
Range 4. Attack 4. Choose a figure to attack. You may also choose up to two other figures adjacent to the targeted figure to be affected by Acid Spray Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
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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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Air Mastery:
Figures that have the Flying or Stealth Flying special power subtract 1 from their defense dice when attacked by an Air Elemental.
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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 Bolt Special Attack:
Range 5 + Special. Attack 3.
The first target of Arcane Bolt Special Attack must be within a Range of 5. After attacking with Arcane Bolt Special Attack, if the defending figure receives at least 1 wound, you may choose a figure that was adjacent to the defending figure at the beginning of that attack and attack that chosen figure with Arcane Bolt Special Attack. You may continue attacking with Arcane Bolt Special Attack in this manner until you fail to inflict a wound. A figure cannot be attacked more than once in a turn with Arcane Bolt Special attack.
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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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Archer's Glory:
Each time Brandis Skyhunter destroys an opponent's non-adjacent Unique Hero, you may take another turn with Brandis Skyhunter.
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Attack Aura
All figures you control within 4 clear sight spaces of Taelord get +1 to attack. Taelord's Attack Aura does not affect Taelord.
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Attack Aura 1
All friendly figures adjacent to Finn with a range of 1 add 1 die to their normal attack.
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Attack the Wild 2:
When attacking a figure who has a "Wild" personality, Otonashi rolls 2 additional attack dice.
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Autoload Special Attack:
Range 7. Attack 3.When attacking with Autoload Special Attack, you may roll Vydar Valkyrie Dice. If you roll at least one Vydar symbol, you may attack again using Autoload Special Attack.
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Battle Axe:
If Torin is attacking a small or medium figure, add 2 dice to Torin's attack.
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Battle Frenzy
After attacking with this Frost Giant of Morh, roll the 20-sided die. If you roll a 16 or higher, you may attack again with this Frost Giant of Morh
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BATTLE VALOR SPECIAL ATTACK
Range 5. Attack 2.
Instead of moving and attacking normally, Capt. John Varan may use Battle Valor Special Attack. When using Battle Valor Special Attack, Capt. John Varan may move up to 3 spaces before attacking. When moving and attacking with Battle Valor Special Attack, Capt. John Varan may move and attack one additional time for each wound marker on this Army Card.
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Bayonet Attack 1
When rolling attack dice against an adjacent figure, a Soldier in the 10th Regiment of Foot adds 1 to his attack dice. A Soldier in the 10th Regiment of Foot can only use Bayonet Attack if he moved at least one space this turn.
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Beast Bonding
Before taking a turn with Arrow Gruts, you may first take a turn with any Beast you control.
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Berserker Charge Enhancement:
Add 1 to your die roll when you roll for the Berserker Charge power on any Army Card.
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Blend Into Shadow
Mika Connour starts each game with up to 2 shadow tiles on her Army Card (included in expansion pack). If Mika Connour ends her turn on an empty land space, you may place a shadow tile from her Army Card onto the space she occupies if the shadow tile fits normally onto that space.
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Blind Rage Special Attack:
Range 1 Attack 3
If Sir Hawthorne rolls at least 2 skulls with his Blind Rage Special Attack, Sir Hawthorne may attack again with his Blind Rage Special Attack. Sir Hawthorne may continue to attack with his Blind Rage Special Attack until he rolls fewer than 2 skulls.
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Blood Frenzy:
When attacking with a Sahuagin Raider, it receives 1 additional attack die for each Wound Marker on the defending figure's Army Card, for a maximum of 3 additional attack dice for Blood Frenzy.
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Blood Hungry Special Attack:
Range 1 Attack 4
If Brunak's Blood Hungry Special Attack destroys a figure, Brunak may attack again with his Blood Hungry Special Attack. Brunak may continue attacking with his Blood Hungry Special Attack until he does not destroy a figure.
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Burning Breath Special Attack
Range 4 Special Attack 4
Choose a figure to attack, you may also choose 4 spaces in a straight line from the targeted figure. All figures on those spaces that are within line of sight of Moltenclaw are affected by Burning Breath Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately, Moltenclaw is not affected by Burning Breath Special Attack.
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Carry:
Before moving Theracus, choose an unengaged friendly small or medium figure adjacent to Thercus. After you move Theracus, place the chosen figure adjacent to Theracus.
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Chain Grab:
After moving and before attacking with a Drow Chainfighter, you may choose one opponent's small or medium figure within 3 clear sight spaces whose base is no more than 6 levels above that Drow Chainfighter's height or 6 levels below that Drow Chainfighter's base. Roll the 20-sided die. If you roll a 9 or higher, place the chosen figure on any empty same-level space adjacent to that Drow Chainfighter. If the chosen figure is engaged when it is moved by Chain Grab, it will not take any leaving engagement attacks.
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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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Chilling Touch:
After moving and before attacking, Cyprien Esenwein may attempt a Chilling Touch. To do this, choose a figure adjacent to Cyprien Esenwein and roll the 20-sided die.
• If you roll 1-12, nothing happens.
• If you roll 13-15, the chosen figure receives 1 wound.
• If you roll 16-17, the chosen figure receives 2 wounds.
• If you roll 18-19, the chosen figure receives 3 wounds.
• If you roll a 20 or higher, the chosen figure receives 6 wounds.
Cyprien Esenwein’s Chilling Touch does not affect Soulborgs or Destructible Objects.
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Chomp:
Before attacking, choose one medium or small figure adjacent to Grimnak. If the chosen figure is a Squad figure, destroy it. If the chosen figure is a Hero figure, roll the 20-sided die. If you roll a 16 or higher, destroy the chosen Hero.
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Cleave
When Tandros Kreel attacks an adjacent figure, you may choose one Squad figure that is also adjacent to Tandros Kreel. If the defending figure receives any wounds from Tandros Kreel's attack, the chosen figure receives one wound.
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Climb X2
When moving up or down levels of terrain, Migol Ironwill may double his Height.
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Climb X3
When moving up or down levels of terrain, Fyorlag Spiders may triple their height.
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Cloud of Darkness:
After taking a turn with Estivara, you may roll the 20-sided die. If you roll a 16 or higher, while she remains on that space, Estivara has no visible Hit Zone until the next time you reveal an order marker.
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Coil Crush:
When attacking a small, medium or large figure, if Wo-Sa-Ga inflicts at least 2 wounds, roll the 20-sided die. If you roll a 15 or higher, destroy the defending figure.
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Cold Healing:
After taking a turn with this Greater Ice Elemental, if it is on at least one snow or ice space, remove 1 wound marker from this Greater Ice Elemental's Army Card
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Cold Regenerate:
After taking a turn with this Ice Troll Berserker, remove 1 wound marker from this Ice Troll Berserker's Army Card. If it is on a snow or ice space, remove 1 additional wound marker.
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Combat Challenge
If an opponent's figure that is adjacent to Tandros Kreel attacks with a normal or special attack, it must attack Tandros Kreel.
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Commander's Strike:
After moving and before attacking with Mogrimm Forgehammer, 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.
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COMMAND DISPATCH
After taking a turn with a Command Courier, if that Command Courier did not attack, you may choose an adjacent small or medium Unique Hero you control that follows Vydar and take a turn with that Hero.
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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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Cover Fire:
When attacking an opponents figure, if Agent Skahen inflicts one or more wounds, you may move one Tricky figure you control who follows Vydar and is within 8 clear sight spaces of Agent Skahen up to 4 spaces. You cannot use cover fire to move Agent Skahen.
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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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Crippling Gaze 15
Before moving, you may choose a figure within 5 clear sight spaces of Dünd. Roll the 20-sided die. If you roll a 15 or higher remove all order
markers on the chosen figure's army card (or cards if your opponent has more than one common card for that figure).
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CURSE OF THE MUMMY
When you choose an opponent's figure and roll the 20-sided die for a special power on any Undead Army Card, you may add 2 to the roll if the chosen figure is engaged with this Crypt Guardian.
D-G
Spoiler Alert!
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Deadly Shot:
When attacking with Zetacron, each skull rolled counts for one additional hit.
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Deadly Strike:
When attacking with Migol Ironwill each skull rolled counts as one additional hit.
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Defensive Aura 1:
All friendly figures adjacent to Thorgrim add 1 die to their defense.
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Defensive Aura:
All figures you control within 4 clear sight spaces of Raelin add 2 to their defense dice. Raelin's Defensive Aura does not affect Raelin
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Demonblade
For every opponent's figure Akumaken destroys, place a Soul Marker on this card. Before attacking with Akumaken, you may remove any number of Soul Markers from this card. For each marker removed, add 1 automatic skull to whatever is rolled. A maximum of 2 Soul Markers can be placed on this card. Akumaken cannot use Demonblade on destructible objects.
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Devour from Beneath
Before using Stealth Underground Movement, you may choose a small or medium Common figure on a space where Ashi-Dhulu could end his Stealth Underground Movement. Destroy the chosen figure and immediately place Ashi-Dhulu on that space using Stealth Underground Movement.
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Devourer Attack Enhancement:
All friendly Devourers adjacent to a Dumutef Guard receive an additional attack die.
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DEVOUT LEADERSHIP
All figures you control with a devout personality move one additional space. Varan may move and attack one additional time for each wound marker on this Army Card.
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Disarm Traps:
When you roll the 20-sided die for a treasure glyph trap with Darrak Ambershard, you may add 4 to your die roll.
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Disciplined Influence:
At the start of the game, you may choose any Unique Army Card you control. For this game the chosen card's personality is disciplined, regardless of what is listed on the card.
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Disengage:
Agent Carr is never attacked when leaving an engagement.
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Dishonorable Attack:
When attacking a figure who follows Jandar, Isamu rolls 2 additional attack dice.
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Double Assault
When Evar Scarcarver attacks an adjacent figure or destructible object, he may attack one additional time.
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Double Attack:
When Syvarris attacks, he may attack one additional time.
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Dragon Breath Special Attack:
Range Special Attack 3
Choose 3 spaces in a straight line from Rhogar Dragonspine. All figures on those spaces that are in line of sight are affected by Dragon Breath Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
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Dragon Healing:
Before moving, you may choose a wounded Hero figure within 4 clear sight spaces of Sonlen. Roll the 20-sided die. If you roll a 15 or higher, remove one Wound Marker from the chosen Hero's Army Card. Sonlen's Dragon can use its Dragon Healing on Sonlen.
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Dragon Swoop:
After moving and before attacking, you may choose any figure within 4 clear sight spaces of Sonlen. Roll the 20-sided die. If you roll a 15 or higher, the chosen figure receives one wound.
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Dwarven Strategic Bonding
Before you take a turn with Axegrinders of Burning Forge, you may first take a turn with any Dwarf Hero you control. If you do not take a turn with any Dwarf Hero you control, add 2 to the Axegrinders' move number.
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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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Earth Slam Special Attack:
Range 1 Attack 3
Any non-flying figures adjacent to this Earth Elemental are affected by Earth Slam Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense separately.
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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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Elven Summoning Spell:
After moving and before attacking, you may roll the 20-sided die. Add the number of Elves you control adjacent to Emirroon to your die roll.
• If you roll 1-4, nothing happens.
• If you roll 5-11, you may place 1 Elf you control adjacent to Emirroon.
• If you roll 12-17, you may place up to 2 Elves you control adjacent to Emirroon.
• If you roll 18-20, you may place up to 3 Elves you control adjacent to Emirroon.
If the summoned Elves are engaged, they will not take any leaving engagement attacks. Emirroon cannot summon an Elf that he is already adjacent to.
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Encircle Special Attack
Range 1. Attack 6.
If 3 Ashigaru Yari you control are adjacent to the same enemy figure, they may roll their attack dice as one combined attack. The defending figure compares height to the lowest Ashigaru Yari to determine any height advantage. If Encircle Special Attack is used, the 4th figure that moved this turn cannot attack.
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Engagement Strike 13:
If an opponent's small or medium figure moves, adjacent to Arkmer, roll the 20-sided die. If you roll a 13 or higher, the opponent's figure receives one wound. Figures may be targeted only as they move into engagement with Arkmer.
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ENGORGE
When a Bloodburst Thrall attacks, you may add 1 to its Attack number. If you do, and the defending figure is destroyed, you must roll the 20-sided die. If you roll a 13 or lower, destroy that Bloodburst Thrall.
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ENRAGED
When revealing an Order Marker on Bramcephys, after taking Bramcephys's turn, if there are six or more wound markers on this card you may take one additional turn with Bramcephys.
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Enslave 17:
When revealing an order marker on this Mind Flayer Mastermind, after taking this Mind Flayer Mastermind's turn, you may choose any Unique Hero figure within 4 clear sight spaces of this Mind Flayer Mastermind. Roll the 20-sided die. If you roll a 17 or higher, take temporary control of the chosen Hero and immediately take a turn with that Hero. At the end of that turn, control of the chosen Hero returns to its previous owner. All order markers that were on the figure's Army Card will stay on the Army Card. Enslave does not affect Mindflayers.
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ENSLAVE ENHANCEMENT
Add 1 to your die roll when you roll for the Enslave power on any Army Card.
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Entangling Web
After moving and before attacking, you may choose any one small or medium opponent's figure that is engaged with at least three Fyorlag Spiders that you control. Roll the 20-sided die. If you roll a 16 or higher, remove one unrevealed Order Marker at random from the chosen figure's Army Card (or cards if your opponent has more than one Common Army Card for that figure.
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Eternal Hatred:
After revealing an order marker on this card, you must roll the 20-sided die. If you roll a 17 or higher, choose an opponent. That opponent will now control Marcu Esenwein for the remainder of your turn, but will not be able to view any unrevealed order markers on his card. At the end of that turn, control of Marcu returns to you. All order markers and figures that were on Marcu’s Army Card will stay on his Army Card.
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Eternal Heartbreak:
If you control Cyprien Esenwein and he is destroyed, Sonya Esenwein immediately receives 2 wounds.
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Eternal Strength:
Anytime you roll the 20-sided die for Cyprien Esenwein’s Chilling Touch, you may add 2 to your die roll.
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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 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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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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Evisceraxe Special Attack:
Range 1. Attack 5.
The Evisceraxe Special Attack cannot be used on small figures.
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Explosion Special Attack:
Range 7. Attack 3.
Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Explosion Special Attack. Deathwalker only needs a clear sight shot at the chosen figure. Roll 3 attack dice once for all affected figures. Each figure rolls defense dice separately. Deathwalker can be affected by his own Explosion Special Attack.
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EXPLOSIVE ROUNDS SPECIAL ATTACK
Range 5. Attack 3.
Choose a figure to attack. You may also choose one other figure adjacent to the targeted figure to be affected by Explosive Rounds Special Attack. Roll attack dice once for both figures. Each figure rolls defense dice separately. When Deathcommander Mark 3 attacks with his Explosive Rounds Special Attack, he may attack one additional time.
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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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Fey Step:
Once per game Erevan Sunshadow may use Fey Step. Before moving normally with Erevan Sunshadow, you may place him on any empty space within 5 spaces of his current location. If Erevan Sunshadow is engaged when he uses Fey Step, he will not take any engagement attacks.
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Fire Blast Special Attack:
Range 5, Attack Special.
Each time you attack with Erevan Sunshadow's Fire Blast Special Attack, you may choose to roll 2, 3, or 4 attack dice. If a skull is rolled on every die, you may attack again with Erevan Sunshadow' Fire Blast Special Attack. You may continue attacking with Erevan Sunshadow's Fire Blast Special Attack until you do not roll a skull on every die.
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Fire Line Special Attack:
Range Special. Attack 4.
Choose 8 spaces in a straight line from Mimring. All figures on those spaces who are in line of sight are affected by Mimring's Fire Line Special Attack. Roll 4 attack dice once for all affected figures. Affected figures roll defense dice separately.
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Fire Strike Special Attack:
Range 6 Attack 2 +Special
When Chadris attacks with Fire Strike Special Attack add 1 to Chadris' attack dice for every additional Elf Wizard you control within 3 clear sight spaces of Chadris, up to a maximum of +3 dice.
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First Assault 3:
When attacking with Valguard, if the defending figure was not adjacent to Valguard at the start of this turn, Valguard receives 3 additional attack dice.
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Flail Hurricane:
After moving and before attacking with this Ogre Warhulk, you must roll the 20-sided die. If you roll a 1-10, it may attack normally. If you roll an 11 or higher, instead of attacking normally, it must attack each figure adjacent to it, if possible. Roll each attack separately.
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Fledgling Acid Breath:
Instead of attacking with a Black Wyrmling, you may choose one small or medium figure within 4 clear sight spaces of it. Roll the 20-sided die. If you roll a 1 - 10, nothing happens. If you roll an 11 - 15, the chosen figure receives 1 wound. If you roll a 16 or higher, the chosen figure receives 2 wounds.
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Fledgling Fires Special Attack:
Range 5 Attack 3
Common Squad figures roll 2 fewer defense dice against Fledgling Fires Special Attack.
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Fledgling Ice Shards Special Attack:
Range 5 Attack 2 When a White Wyrmling attacks with its Fledgling Ice Shards Special Attack, it may attack 1 additional time. It cannot attack the same figure more than once this turn.
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Fledgling Lightning Breath Special Attack:
Range: 4+ Special, Attack: 2
Choose a figure to attack. You may choose one other figure within 3 clear sight spaces of the targeted figure to be affected by Fledgling Lightning Breath Special Attack. Roll attack dice once for both figures. Each figure rolls defense dice separately. Fledgling Lightning Breath Special Attack does not affect destructible objects.
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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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Flying:
When counting spaces for Concan's movement, ignore elevations. Concan may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Concan starts to fly, if he is engaged he will take any leaving engagement attacks
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Force Orb Special Attack:
Range 5 Attack 3
Choose an opponent's figure to attack. Each opponent's figure adjacent to the chosen figure is also affected by Force Orb Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
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Frenzy
After you take a turn with Aubrien Archers, you may roll the 20-sided die. If you roll a 16 or higher, you may take another turn with Aubrien Archers.
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Frenzy Enhancement:
Add 1 to your die roll when you roll for the Frenzy power on any Army Card
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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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Furious Charge Special Attack
Range 1. Attack 3.
Instead of moving and attacking normally with Asterios, you may move Asterios up to 5 spaces. Asterios can attack up to 3 times with Furious Charge Special Attack at any point before, during, or after this move as long as Asterios is on a space where he can end his movement. Asterios cannot attack the same figure more than once on a single turn. Asterios will never take any leaving engagement attacks from small or medium Squad figures while using Furious Charge Special Attack.
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FURIOUS WRATH 3
When Azurite Warlord attacks, you may add 3 to his Attack number. If you do, at the end of Azurite Warlord's turn place 1 wound marker on Azurite Warlord's Army Card.
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Ghost Walk:
Agent Carr can move through all figures.
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Giant Killer
When Sir Denrick attacks huge figures, add 2 attack dice.
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Gift of the Empress Aura:
When you roll defense dice for any Kyrie that you control who follows Einar and is within 5 clear sight spaces of Empress Kiova, you may re-roll all defense dice that did not show shields. Gift of the Empress Aura can be used only once for each defense roll. Empress Kiova's Gift of the Empress Aura does not affect Empress Kiova.
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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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Glacier Traverse
If a Dzu-Teh is adjacent to a Glacier Mountain, the Dzu-Teh may Glacier Traverse instead of moving normally. You may do this with any or all Dzu-Teh you control each turn. To Glacier Traverse, move to any unoccupied space adjacent to that Glacier Mountain.
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Gladiator Inspiration:
If all Order Markers for a round are placed on Gladiator Army Cards, and at least one Order Marker is placed on Spartacus, then all Gladiators you control (except Spartacus) become inspired. Inspired Gladiators add one to their Move number and add 1 extra attack die and defense die for the rest of the round.
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Gladiatron Movement Bonding
Before taking a turn with Blastatrons, you may move 4 Gladiatrons you control up to 5 spaces each.
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Grapple Arm:
Instead of his normal move, Sgt. Drake Alexander may use his Grapple Arm. Grapple Arm has a move of 4. When counting spaces for Grapple Arm, ignore elevations. Drake may grapple over water without stopping, over figures wtihout becoming engaged, and over obstacles such as ruins. Drake may not grapple more than 45 levels up or down in a single Grapple Arm move. If Drake is engaged when he starts his Grapple Arm move, he will take any leaving engagement attacks.
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Grapple Gun 25:
Instead of Sgt. Drake Alexander's normal move, he may move only one space. This space may be up to 25 levels higher. When using the Grapple Gun, all engagement rules still apply.
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GROWING HEAT
After taking a turn with Brimstone, you may place a Growing Heat Marker on this card, up to a maximum of 4 Growing Heat Markers.
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Guard Leadership:
All Guards you control move one additional space.
H-M
Spoiler Alert!
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HACK AND SLASH SPECIAL ATTACK
Range 1, Attack 4.
When Bramcephys attacks with his Hack and Slash Special Attack, he may attack one additional time. He cannot attack the same figure more than once this turn.
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HEADLONG CHARGE SPECIAL ATTACK
Range 1. Attack 4.
Instead of moving and attacking normally with Augamo, you may move Augamo up to 4 spaces. Augamo may attack up to 2 times with Headlong Charge Special Attack at any point before, during or after this move as long as Augamo is on a space where he could end his movement.
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Healing Touch:
After moving and before attacking, choose a wounded hero figure adjacent to Kelda. Then roll the 20-sided die to add or remove wound markers from the chosen figure's card:
-If you roll 1, add 2 markers.
-If you roll 2-5, remove one marker.
-If you roll 6-17, remove up to 2 markers.
-If you roll 18-20, remove all markers.
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Healing Word:
After revealing an Order Marker on a wounded small or medium Hero figure you control that is adjacent to Ana Karithon, and before using any other special powers on any Army Card or Treasure Glyph, you may first roll the 20-sided die. If you roll a 1 - 12 nothing happens. If you roll a 13 or higher, remove up to 2 wound markers from that Hero's Army Card.
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HEAT BLAST SPECIAL ATTACK
Range 2. Attack Special.
Heat Blast Special Attack affects all figures within 2 clear sight spaces of Brimstone. Roll one attack die for each Growing Heat Marker on this Army Card. Roll attack dice once for all affected figures. Each figure rolls defense dice seperately. Heat Blast Special Attack does not affect Brimstone or figures with the Lava Resistant special power. After attacking with Heat Blast Special Attack, remove all Growing Heat Markers from this Army card.
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HEAVY SUPPORT COMMAND BEACON
When revealing an order marker on Deathcommander Mark 3's card, after taking his turn, if Deathcommander Mark 3 is engaged, you may immediately take a turn with another Unique or Large Soulborg Hero or Squad you control that follows Utgar.
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Helm of Mitonsoul Aura:
After moving and before attacking, Runa may use her Helm of Mitonsoul Aura. When using the Helm of Mitonsoul Aura, you must roll the 20-sided die for all figures within 3 clear sight spaces of Runa, one at a time. If you roll a 20, destroy the figure. Runa's Helm of Mitonsoul Aura does not affect Runa.
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Heroic Defense Aura
When defending against a normal attack by an adjacent figure with any Samurai or Ashigaru figures you control within 8 clear sight spaces of Hatamoto Taro, you may roll Einar Valkyrie dice. Each Einar symbol rolled counts as an additional shield. Heroic Defense Aura does not affect Hatamoto Taro.
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Hide in Darkness:
If Darrak Ambershard is attacked with a normal attack and at least one skull is rolled, roll the 20-sided die. If Darrak Ambershard is on a Dungeon space, add three to your die roll. If he is on a Shadow space, add 6 to your die roll. If you roll a 1-15, roll defence dice normally. If you roll a 16 or higher, ignore all damage that would be inflicted by the attack.
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Hive Mind:
After revealing an Order Marker on this Army Card, you may take a turn with any small or medium common Marro Squad you control before taking a turn with Marro Hive. Any figure that is taking a turn must be within 12 clear sight spaces of Marro Hive, prior to its movement.
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Hive Supremecy:
Anytime you roll the 20-sided die for a Marro or Wulsinu Army Card, you may add 1 to your die roll.
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Homing Device
When attacking a non-adjacent figure, add 1 attack die for every SoulBorg who follows Vydar that is adjacent to the defending figure.
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Human Gladiator Hero Bonding
Before taking a turn with the Capuan Gladiators, you may first take a turn with any Human Gladiator Hero you control.
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Hunter's Aim Spirit
When Arktos is destroyed, place this figure on any Unique Army Card with a Range number of 4 or more. Arktos's Spirit adds 2 to the Range number of that card.
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Hydra Heads:
When this Fen Hydra attacks, it may attack up to 4 times. Reduce the number of times this Fen Hydra can attack by 1 for each wound marker on this Army Card.
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Ice Cold:
While a Greater Ice Elemental is on a water or ice space, that space and all same-level water spaces adjacent to that Greater Ice Elemental are considered normal ice spaces. Figures do not have to stop their movement on normal ice spaces
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Ice Shard Breath Special Attack:
Range 5. Attack 4.
When Nilfheim attacks with his Ice Shard Breath Special Attack, he may attack 2 additional times. He cannot attack the same figure more than once.
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Ice Spikes 15:
If an opponent's figure moves adjacent to this Greater Ice Elemental, roll the 20-sided die. If this Greater Ice Elemental is on at least one ice or snow space, add 2 to your die roll. If you roll a 15 or higher, the opponent's figure recieves 1 wound. Figures can be affected by Ice Spikes only as they move into engagement with this Greater Ice Elemental.
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Ice Troll Charge:
After moving and before attacking with this Ice Troll Berserker, roll the 20-sided die. If this Ice Troll Berserker is on a snow or ice space, add 3 to your die roll. If you roll a 13 or higher, you may move this Ice Troll Berserker again.
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Improved Cyberclaw:
All small, medium or large opponent's figures that enter or occupy a space adjacent to Major X17 may not move. Figures affected by the Cyberclaw cannot be moved by any special power on an Army Card or Glyph.
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Indomitable
If this Frost Giant of Morh begins its turn unengaged, add 2 to its Move value this turn. If it begins its turn engaged, add 2 to its Attack value this turn.
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Initiative Advantage
If all of your order markers are on Gladiator Army Cards, you may add 1 to your initiative roll for every order marker on the Capuan Gladiators' Army Card, up to a maximum of +3 for Initiative Advantage.
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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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Jandar's Dispatch:
After you take a turn with Sir Gilbert, roll 12 Jandar Valkyrie Dice. You may move up to 4 squad figures you control who follow Jandar up to X spaces. X equals the number of Jandar symbols rolled. Any squad figures moved with Jandar’s Dispatch must be within 8 clear sight spaces of Sir Gilbert prior to moving.
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JAVELIN
After moving and before attacking with an Achillean Gladiatrix, you may roll the 20-sided die. If you roll a 16 or higher, add 3 to that Achillean Gladiatrix's Range value for the duration of her turn.
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Kato Katsuro's Command:
Instead of taking a turn with Kato Katsuro, you may take a turn with one of the following that you control:
• 1 Samurai Hero,
or
• 1 Samurai Squad,
or
• 1 Ashigaru Riflemen Squad and/or 1 Ashigaru Spearmen Squad. You may choose which Squad to activate first.
Any figure in the above list that is taking a turn instead of Kato Katsuro must be within clear sight of Kato Katsuro before moving.
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Knight and Sentinel Enhancement
All friendly Knights and Sentinels adjacent to Concan roll an additional attack die and an additional defense die.
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Knight's Courage:
Add 1 to Sir Dupuis' attack dice for every Knight you control within 4 clear sight spaces of Sir Dupuis up to a maximum of +3 dice
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Knockback 14:
When a small or meduim figure rolls defense dice and is not destroyed by a normal or special attack from Shurrak, immediately roll the 20-sided die. If you roll a 14 or higher, you may Knockback that figure by placing it on any empty space within 3 clear sight spaces of Shurrak. The space must be on the same level as or lower than its current location. A figure moved by Knockback never takes any leaving engagement attack. A non-flying figure moved lower by Knockback can recieve any falling damage that may apply.
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Kyrie Leadership:
All Kyrie you control, except Atlaga, move one additional space.
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KYRIE SUPREMACY
Any time you roll the 20-sided die for a Kyrie army card, you may add 1 to your roll.
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Lava Resistant
Brunak never rolls for molten lava damage or lava field damage and he does not have to stop in molten lava spaces
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Lay On Hands:
After moving and before attacking, you may choose a wounded friendly Hero figure adjacent to Rhogar Dragonspine and roll the 20-sided die. If you roll a 6 or higher, remove 1 wound marker from the chosen figure's Army Card.
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Leaf of the Home Tree Aura:
When any Elf you control within 8 clear sight spaces of Acolarh receives enough wounds to be destroyed, you may roll 10 Ullar Valkyrie dice before removing the figure. If you roll at least 3 Ullar symbols, ignore any wounds that figure just received. Acolarh’s Leaf of the Home Tree Aura does not affect Acolarh.
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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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Life Drain:
Each time Cyprien Esenwein destroys a figure, you may remove a wound marker from this Army Card. Cyprien Esenwein cannot Life Drain Destructible Objects.
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LIFE TRANSFER AURA
Each time Calibrax destroys an adjacent figure which is not a destructible object, you may choose a wounded Hero figure you control within 3 clear sight spaces of Calibrax. Remove one wound marker from the chosen Hero's Army Card. Calibrax cannot remove wound markers from his own Army Card.
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Lolth's Judgment Aura:
All Arachnid figures you control within 6 clear sight spaces of Estivara roll 1 additional attack die when attacking normally.
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Lolth's Wrath Special Attack:
Range Special. Attack 3.
Choose a Drow figure you control that is within 5 clear sight spaces of Pelloth and roll 3 attack dice. One at a time for each skull rolled, you may inflict 1 wound on any small or medium figure that is within 2 clear sight spaces of the chosen Drow figure. You may inflict more than 1 wound on a single figure using Lolth's Wrath Special Attack. Figures affected by Lolth's Wrath Special Attack cannot roll any defense dice. After attacking with Lolth's Wrath Special Attack, destroy the chosen Drow figure.
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Lumbering Bully:
When attacking with this Ogre Pulverizer, all excess shields rolled by the defending figure count as unblockable hits inflicted by the defending figure on this Ogre Pulverizer.
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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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Lurking Ambush:
If Othkurik starts his turn unengaged and on at least one shadow or swamp water space, for this turn add 1 to Othkurik's movement and 3 to his Attack value.
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Lycanthropy:
This Werewolf Lord starts the game with 3 green Lycanthropy Markers on its Army Card. If an opponent's Unique Hero receives at least 1 wound from this Werewolf Lord, you may place a Lycanthropy Marker on that figure's Army Card. For the duration of the game, that figure loses its Species, Class, and Personality. Instead, it has the following characteristics:
•Species: Hybrid
•Class: Hunter
•Personality: Tormented
Lycanthropy never affects Constructs, Lycanthropes, Soulborgs, and Destructible Objects.
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Machine Pistol Special Attack:
Range 7 Attack 2
Major Q10 may use this special attack 4 times in the same turn. Q10 may target the same figure or a different figure with each attack.
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Mage Hand:
After moving and before attacking with Heirloom, you may choose a Treasure Glyph on an unoccupied space within 4 spaces of Heirloom. You may move that Treasure Glyph onto an empty same-level space adjacent to Heirloom. Symbol-side-up Treasure Glyphs cannot be revealed, and power-side-up Treasure Glyphs must be placed power-side-up when moved by Heirloom.
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Majestic Fires Special Attack:
Range 7 Attack 3
Choose a figure to attack. Any figures adjacent to the targeted figure are also affected by Majestic Fires Special Attack. Common Squad figures roll 2 less defense dice against Majestic Fires Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Zelrig cannot be affected by his own Majestic Fires Special 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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MARKED FOR DESTRUCTION
When a Soulborg figure that you control who follows Utgar attacks a figure engaged with Deathcommander Mark 3 with a normal attack, before defense dice are rolled, you may re-roll one attack die that did not show a skull. Marked for Destruction can only be used once for each attack. Marked for Destruction does not affect Deathcommander Mark 3.
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Marro Rebirth:
After taking a turn with Marro Hive, you may roll the 20-sided die. if you roll a 13 or higher, you may place any previously destroyed common Marro Squad figure from your army on an empty space adjacent to Marro Hive.
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Mask of Terror
When a Squad figure adjacent to Akumaken attacks using a normal attack, it subtracts 1 from its attack dice. Figures with the fearless personality are not affected by Mask of Terror.
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Master of the Elements:
After revealing an Order Marker on Kurrok the Elementalist, instead of taking that turn with Kurrok, you may take a turn with up to three small or medium Elementals you control that are within 8 clear sight spaces of Kurrok the Elementalist.
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Master's Assault
Master Woo may attack any or all figures adjacent to him. Roll each attack seperately.
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Master's Influence
All Monk squad figures you control may leap an additional 13 levels up or down when using their Stealth Leap special power. All Monks you control within 2 clear sight spaces of Master Woo add 1 to their attack dice and 1 to their defense dice.
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Maul
When rolling attack dice against a small or medium figure, if a Deathstalker rolls a skull on every die, the defending figure receives a wound for every skull, and cannot roll any defense dice.
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Melee Defense 4:
When rollling defense dice against a normal attack from an adjacent figure, Major X17 adds 4 dice.
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MINDLESS PACK
After revealing an Order Marker on this card, roll the 20-sided die.
If you roll a 1-5, you may make a turn with 1 Thrall you control.
If you roll a 6-15, you may make a turn with up to 2 Thralls you control.
If you roll a 16 or higher, you may make a turn with up to 3 Thralls you control.
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Mind Blast Special Attack:
Range 3. Attack 3.
Tul-Bak-Ra does not need clear line of sight to attack with the Mind Blast Special Attack.
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Mind Link:
Instead of taking a turn with Ulginesh, you may take a turn with up to 2 different Elf Wizards you control. Ulginesh cannot be one of the 2 Elf Wizards. Any Elf Wizard that is taking a turn instead of Ulginesh must be within 6 clear sight spaces of Ulginesh before moving.
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Mind Shackle 19:
After moving and before attacking, you may choose any unique figure adjacent to Kee-Mo-Shi. Roll the 20-sided die. If you roll a 19 or 20, take control of the chosen figure and that figure's Army Card. You now control that Army Card and all figures on it. Remove any Order Markers on the chosen figure's Army Card. If Kee-Mo-Shi is destroyed, you retain control of any previously Mind Shackled Army Cards.
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Mind Shackle 20:
After moving and before attacking, you may choose any unique figure adjacent to Ne-gok-sa. Roll the 20-sided die. If you roll a 20, take control of the chosen figure and that figure's Army Card. You now control that Army Card and all figures on it. Remove any Order Markers on this card. If Ne-Gok-Sa is destroyed, you retain control of any previously Mind Shackled Army Cards.
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Mine!:
When you roll the 20-sided die for a Treasure Glyph trap with this Ogre Warhulk, you must subtract 4 from your die roll.
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Moon Frenzy:
After revealing an Order Marker on this Werewolf Lord, before taking this Werewolf Lord's turn, roll the 20-sided die. If you roll an 11 or higher, you may first take a turn with any Hybrid Hero in play. If you take a turn with an oppenent's Hybrid Hero, you control that Hero for the duration of its turn. At the end of its turn, control of the Hybrid Hero returns to its previous owner. All Order Markers that were on the figure's Army Card will stay on the Army Card.
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Mortal Strike:
After attacking an opponent's Unique Hero with this Master of the Hunt's normal attack, roll 1 attack die for each wound inflicted in that attack. For each additional skull rolled, place 1 additional wound Marker on the defending figure's Army Card.
N-R
Spoiler Alert!
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Net Trip 14
After moving and before attacking, roll the 20-sided die. If you roll a 14 or higher, any small or medium figure attacked by Retiarius this turn may roll no more than 1 die for defense.
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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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Ninjutsu Barrage Special Attack:
Range 1 Attack 3
Instead of moving and attacking normally with Kumiko, you may move Kumiko up to 3 spaces. Kumiko can attack up to 3 times with Ninjutsu Barrage Special Attack at any point before, during, or after this move as long as Kumiko is on a space where she could end her movement. Kumiko cannot attack the same figure more than once on a single turn.
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Overextend Attack:
After taking a turn with Alastair MacDirk, you may place a wound marker on Alastair MacDirk and take another turn with him.* You may only use this power once during a round.
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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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Orb of Vengeance Aura
When a figure you control within 4 clear sight spaces of Emperor Andask attacks an adjacent figure with a normal attack, before defense dice are rolled, you may re-roll all attack dice that did not show skulls. Orb of Vengeance Aura does not affect Emperor Andask. Orb of Vengeance Aura may only be used once per turn.
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Orc Archer Enhancement:
All friendly Orc Archers adjacent to a Swog Rider receive an additional attack die and an additional defense die.
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Orc Battle Cry:
When attacking with any Orc Warrior figures you control adjacent to Ornak, you may roll Utgar Valkyrie dice. Each Utgar symbol rolled counts for an additional skull.
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Orc Battle Rush
At the start of the first round of the game, after all Order Markers have been placed, you may move all Death Chasers of Thesk you control up to 5 spaces each. They must end their Orc Battle Rush movement on an empty space.
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Orc Defensive Aura 1:
All Orc figures within 4 clear sight spaces of Nerak add 1 to their defense dice. Nerak's Orc Defensive Aura does not affect Nerak.
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Orc Warrior Enhancement:
All friendly Orc Warriors adjacent to Grimnak roll an additional attack die and an additional defense die.
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Paralyzing Stare 16:
After moving and before attacking, choose any small or medium figure within 6 clear sight spaces of Me-Burq-Sa. Roll the 20-sided die. If you roll a 16 or higher, the chosen figure cannot roll any defense dice if attacked by Me-Burq-Sa this turn.
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Phantom Walk:
Kumiko can move through all figures and is never attacked when leaving an engagement.
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Pistol Fire Special Attack:
Range 5 Attack 3
Drake may not use Pistol Fire Special Attack to attack a figure who follows Jandar.
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Poison Sting Special Attack
Range 1. Attack 4.
If Sujoah inflicts at least 1 wound with Poison Sting Special Attack, roll the 20-sided die for Poison Damage. If you roll 1-9, the defending figure receives no additional wounds for Poison Damage. If you roll 10-19, add 1 additional wound marker to the defending figure's Army Card, and roll again for Poison Damage. If you roll a 20, destroy the defending figure.
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Poison Weapons
Each time a Deepwyrm Drow attacks a small, medium, or large Hero with a normal attack or a leaving engagement attack and inflicts at least 1 wound, roll the 20-sided die. If you roll a 1-11, nothing happens. If you roll a 12 or higher, add 1 additional wound to the defending figure.
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Poisonous Acid Breath:
Instead of attacking, you may choose up to 3 different small or medium figures within 4 clear sight spaces of Braxas. One at a time, roll the 20-sided die for each chosen figure. If the chosen figure is a Squad figure and you roll an 8 or higher, destroy it. If the chosen figure is a Hero figure and you roll a 17 or higher, destroy the chosen Hero.
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POUNCE SPECIAL ATTACK
Range 3. Attack 5.
Instead of attacking normally, a Darkprowl Thrall may attempt to pounce. To pounce, choose a non-adjacent small or medium figure whose base is not higher or lower than 5 levels from the base of the attacking Thrall. If the figure is destroyed, immediately place the attacking Thrall on the space the figure occupied. If the figure is not destroyed, destroy the attacking Thrall.
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Predator Bonding
Before taking a turn with Fyorlag Spiders, you may first take a turn with any Predator you control.
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Protection From Evil Aura:
All small or medium figures you control within 3 clear sight spaces of Ana Karithion add 1 to their defense dice when rolling defense against an attack from a figure who follows Utgar. Ana Karithon's Protection from Evil Aura does not affect Ana Karithon.
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Psionic Blast Special Attack:
Range 3 Attack 3. This Mind Flayer Mastermind does not need clear line of sight to attack with Psionic Blast Special Attack. If a figure recieves 1 or more wounds from Psionic Blast Special Attack, remove one unrevealed order marker at random from that figure's Army Card (or cards if your opponent has more than one Common card for that figure).
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PSIONIC EXPLOSION SPECIAL ATTACK
Range 4. Attack 3. Choose a figure to attack. Each opponent's figure adjacent to the chosen figure is also affected by the the Psionic Explosion Special Attack. Cxurgy'gyath does not need clear line of sight to attack with Psionic Explosion Special Attack. Roll 3 attack dice once for all affected figures. Each figure rolls defense dice separately.
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PURPLE HEART
When a Human you control who follows Jandar and is adjacent to Capt. John Varan receives one or more wounds from an attacking figure who is not adjacent, you may instead place all of those wound markers on this Army Card.
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QUEEN OF THIEVES
After a tricky figure you control within 6 clear sight spaces of Elaria the Pale rolls the 20-sided die for a special power on its Army Card, you may add 1 to your die roll. Queen of Thieves does not affect Elaria the Pale.
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Queglix Gun Special Attack:
Range 6. Attack 1, 2 or 3.
Major Q9 starts each turn with 9 attack dice. Choose any figure within range and attack by rolling 1, 2 or 3 attack dice. Major Q9 may keep making special attacks with 1, 2 or 3 attack dice until he has rolled all 9 attack dice. Major Q9 may target the same or different figures with each attack.
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Quick Release Special Attack:
Range 4 Attack 4
When Kaemon Awa attacks with his Quick Release Special Attack, he may attack one additional time.
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QUIVERING PALM
Start the game with 3 Palm Markers on this card. After moving and before attacking you may choose a small or medium Unique Hero adjacent to Chen Tang without any Palm Markers its Army Card. Roll a 20-sided die. If you roll a 13 or higher place a Palm Marker on the chosen figure's Army Card. For the duration of the game, at the end of each round, each other figure with one of you Palm Markers on its card receives a wound. Palm Markers cannot be placed on Monk Army Cards
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RAMMING 6
When a small or medium figure rolls defense die and is not destroyed by a normal or special attack from Augamo, immediately roll the 20-sided die. If you roll a 6 or higher, you may Ram the figure. The player who controls the Rammed figure must place that figure, if possible, on an empty space within two spaces of it's current location, within clear sight of Augamo but not adjacent to him. The space must be on the same level as or lower then it's current location. A Rammed figure never takes any leaving engagement attacks. A non-flying figure moved lower by Ramming can receive any falling damage that may apply.
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Rapid Fire Special Attack:
Range 7 Attack 3
If Deathwalker's Rapid Fire Special Attack inflicts a wound, he may attack again with his Rapid Fire Special Attack. Deathwalker may continue attacking with his Rapid Fire Special Attack until he does not inflict a wound.
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Rain of Flame Special Attack:
Range 7 Attack 1+Special
Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Rain of Flame Special Attack. Add 1 to Jorhdawn's attack dice for every additional Elf Wizard you control within 3 clear sight spaces of Jorhdawn, up to a maximum of +3 dice. Roll attack dice once for all affected figures. Each affected figure rolls defense dice separately. Jorhdawn cannot be affected by her own Rain of Flame Special Attack.
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Range Enhancement:
Any Soulborg Guards adjacent to Deathwalker add 2 spaces to their range.
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Reach:
If an opponent's figure is within 2 spaces of this Fen Hydra, and its base is no more than 3 levels above this Fen Hydra's height or 3 levels below this Fen Hyda's base, this Fen Hydra may add 1 to its Range when attacking that figure.
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Red Flag of Fury Aura:
If Order Marker 1 is placed on Ornak, then instead of taking that turn with Ornak, you may take a turn with up to 2 Unique Heroes you control who follow Utgar. Ornak cannot be one of the 2 Unique Heroes. Any Unique Hero that is taking a turn instead of Ornak must be within 8 clear sight spaces of Ornak prior to its movement.
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Regenerate:
After taking a turn with this Feral Troll, remove 1 Wound Marker from this Feral Troll's army card.
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REMOTE DETONATION
Instead of attacking, you may choose Executioner 616 or another Soulborg you control within 4 clear sight spaces of Executioner 616. Roll the 20-sided die. Add 3 to your die roll if the chosen figure is medium, 7 to your die roll if the chosen figure is large, and 10 to your die roll if the chosen figure is huge. If you roll 1-12, nothing happens. If you roll 13-19, all figures adjacent to the chosen figure receive one wound. If you roll a 20 or higher, all figures adjacent to the chosen figure receive 3 wounds. After using Remote Detonation, destroy the chosen figure.
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Relentless Assault:
Each friendly figure adjacent to Khosumet with a relentless personality receives an additional attack die.
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RETURN TO THE GRAVE SPECIAL ATTACK
Range 1. Attack 6.
After attacking with Return to the Grave Special Attack, destroy the attacking Deathstrike Thrall.
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Road Strength:
Add 1 to Dumutef Guard's attack and defense while on a road space.
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Rod of Negation:
Start the game with 3 brown(gold) Negation Markers on this card. At the end of the turn, if you have at least 1 Negation Marker on this card, you may choose any opponent's unique figure within 6 clear sight spaces of Morsbane. Roll the 20-sided die. If you roll a 1-15, nothing happens. If you roll a 16-19, place a Negation Marker on the chosen figure's Army Card. All of that figure's special powers are negated for the entire game. If you roll a 20, destroy the chosen figure.
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ROYAL ESCORT
When Revealing an Order Marker on this Crypt Guardian, after taking this Crypt Guardian's turn, you may take a turn with one other Guard Hero or Queen Hero you control.
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RUPTURE
When a Bloodburst Thrall you control receives one or more wounds from a normal attack by an opponent’s figure, you may choose an opponent’s figure adjacent to that Bloodburst Thrall and roll the 20-sided die before removing that figure. If you roll a 14 or higher, the chosen figure receives 1 wound.
S
Spoiler Alert!
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Saber Storm Special Attack:
Range 1. Attack 1, 2 or 3
Moriko starts each turn with 6 attack dice. Choose any adjacent figure and attack by rolling 1, 2 or 3 attack dice. Moriko may keep making special attacks with 1, 2 or 3 attack dice until she has rolled all 6 attack dice. Moriko may target the same or different figures with each attack.
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SABOTAGE
Destructible objects and opponents' Soulborg figures subtract 2 from their defense dice when adjacent to Beorn Boltcutter.
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Sacred Band Defy Death 15:
When an adjacent Sacred Band figure receives one or more wounds, roll the 20-sided die before removing that figure. If you roll a 15 or higher, ignore any wounds.
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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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Scout Leadership:
All Scouts you control can move an additional 2 space
s.
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Scout Melee Attack Enhancement:
All friendly scouts adjacent to Brave Arrow receive an additional attack die when attacking a figure adjacent to them.
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Searing Intensity:
After moving and before attacking, you must roll the 20-sided die once for each figure adjacent to at least one Fire Elemental you control. If you roll a 14 or higher, that figure receives 1 wound. Figures with the Lava Resistant special power are not affected by Searing Intensity.
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Self-Destruct:
After moving and instead of attacking, Deathwalker may choose to self-destruct. Roll the 20-sided die to determine if any other figures are wounded. If you roll a 1-3, all adjacent figures are safe. If you roll a 4-15, each adjacent figure receives 2 wounds. If you roll a 16-19 each adjacent figure receives 4 wounds. If you roll a 20, each adjacent figure receives 8 wounds. After using this power, Deathwalker is always destroyed.
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Shadow Ambush
If Mika Connour starts her turn unengaged and on a shadow space, add 3 to her attack this turn.
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Sharpshooter:
Instead of attacking, you may choose any non-adjacent figure within 10 clear sight spaces of Deadeye Dan. Roll the 20-sided die. If you roll a 19 or 20, the chosen figure is destroyed. If you roll a 1-18, you missed. Deadeye Dan may not use this special power if he moved this turn.
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Shadow Dance
If Mika Connour starts her turn on a shadow space, instead of moving normally, you may place her on any other empty shadow space within 8 spaces of her current location. If Mika Connour is engaged when she starts her Shadow Dance, she will take any leaving engagement attacks.
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Shifting Sands
After moving and before attacking, choose two small or medium figures on land spaces within 4 clear sight spaces of Arashara Goshiri and within 4 spaces of each other. Roll the 20-sided die. If you roll a 10 or higher, you may switch the two chosen figures. Figures moved by Shifting Sands never take leaving engagement attacks. Arashara Goshiri may be moved by Shifting Sands.
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Shocking Grasp:
When rolling attack dice for a normal attack, Sharwin Wildborn always adds 1 automatic skull to whatever is rolled.
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Shotgun Blast Special Attack:
Range 5. Attack 3.
Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Shotgun Blast Special Attack. Johnny only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Johnny cannot be affected by his own Shotgun Blast Special Attack.
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Shuriken Special Attack:
Range 5. Attack Special.
If Shiori is attacking a small or medium figure, roll 3 attack dice for Shuriken Special Attack. If Shiori is attacking a figure of a different size or a destructible object, roll 2 attack dice for Shuriken Special Attack.
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SKEWER
When an Achillean Gladiatrix attacks an adjacent figure, you may choose one small or medium figure that is adjacent to the defending figure but is not adjacent to that Achillean Gladiatrix. If the defending figure is destroyed by that Achillean Gladiatrix's attack, the chosen figure receives one wound.
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Sky Watcher:
If Brandis Skyhunter is attacking a non-adjacent figure that has the Flying or Stealth Flying special power, add 2 dice to Brandis Skyhunter's attack.
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SLIPPERY 6
If an opponent’s Squad figure moves adjacent to Elaria the Pale and onto a space where that Squad figure can end its movement, you may roll the 20-sided die. If you roll a 6 or higher, Elaria the Pale may immediately move up to 4 spaces. Elaria the Pale will not take any leaving engagement attacks when moving with Slippery. Elaria the Pale can use this power only if she ends her Slippery move not adjacent to any enemy figures. You may not roll for Slippery more than once during any turn.
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Slither:
Venoc Warlord does not have to stop his movement when entering water spaces.
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Sneak Attack 2:
If Darrak Ambershard is attacking an opponent's figure adjacent to at least one other figure you control, add 2 dice to Darrak Ambershard's attack.
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Snow and Ice Enhanced Movement
Slipper Ice and Heavy Snow only count as 1 space when moving.
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Snow Strength:
Add 1 to Nerak's attack and defense while on a snow space.
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Soldier Attack Enhancement:
All friendly Soldiers adjacent to Marcus Decimus Gallus receive an additional attack die.
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Soldier Leadership:
All Soldiers you control move one additional space.
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Soul Weapons
Figures attacked by a Death Knight of Valkrill subtract 2 from their defense dice. Destructible objects are not affected by Soul Weapons.
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Spear of Summoning:
After moving and before attacking, choose any figure you control on the battlefield, then roll the 20-sided die.
-If you roll a 1-8, nothing happens.
-If you roll a 9-20, move the chosen figure to any space adjacent to Saylind.
If the summoned figure is engaged, the figure does not receive any leaving engagement attacks.
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Stab in the Back:
After you take a turn with Sir Hawthorne, you must roll the 20-sided die. If you roll a 1, choose an opponent. That opponent now controls Sir Hawthorne. Remove any order markers on this Army Card, then give the card to that opponent.
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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.
Stare of Stone: Instead of attacking, choose any figure within 4 clear sight spaces of Sudema. Roll the 20-sided die. If the chosen figure is a Squad figure and you roll a 7 or higher, destroy it. If the chosen figure if a Hero figure and you roll a 17 or higher, destroy the chosen Hero.
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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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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 Flying:
When counting spaces for Empress Kiova's movement, ignore elevations. Empress Kiova may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Empress Kiova starts to fly, if she is engaged she will not take any leaving engagement attacks.
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Stealth Leap 25
Instead of his normal move, Master Woo may use Stealth Leap 25. Stealth Leap 25 has a move of 3. When counting spaces for Stealth Leap 25, ignore elevations. Master Woo may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. Master Woo may not leap more than 25 levels up or down in a single leap. If Master Woo is engaged when he starts his Stealth Leap, he will not take any leaving engagement attacks.
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Stealth Underground Movement
Instead of moving normally with Ashi-Dhulu, you may immediately place him on any empty non-water space that is within 4 spaces of Ashi-Dhulu and is no higher than 1 level above his height or 3 levels below his base. If Ashi-Dhulu is engaged when he starts his Stealth Underground Movement, he will not take any leaving engagement attacks.
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STONY RESISTANCE 3
Augamo rolls 3 additional defense dice when defending against a special attack.
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Strength of Oak Aura 1:
All friendly Elves adjacent to Kyntela Gwyn add 1 to their defense dice.
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Summon Elemental:
After moving and before attacking with Kurrok the Elementalist, you may roll the 20-sided die. If you roll an 11 or higher, you may, if possible, place one of your previously destroyed small or medium Elementals on an empty space within 3 clear sight spaces of Kurrok the Elementalist.
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Summon the Rechets of Bogdan:
After taking a turn with Iskra Esenwein, you may attempt to summon the Rechets of Bogdan if they are in your army and they have not yet been successfully summoned. Roll the 20-sided die. If you roll a 14 or higher, you must place all 3 Rechets of Bogdan on empty spaces within 6 clear sight spaces of Iskra Esenwein. Any Rechets of Bogdan that you cannot place on the battlefield are immediately destroyed and cannot be summoned again. When the Rechets of Bogdan are summoned, you may immediately take a turn with them.
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Sweeping Sword Special Attack:
Range 1 Attack 5.
Choose a figure to attack. Any figures adjacent to both Shurrak and the chosen figure are also affected by Sweeping Sword Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
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Swirling Vortex:
When an opponent's small or medium figure moves onto a space within 2 clear sight spaces of an Air Elemental you control, that figure must end its move there. Figures can never move through any figure affected by Swirling Vortex.
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Sword of Reckoning 4:
If Agent Carr is attacking an adjacent figure, add 4 dice to Agent Carr's attack.
T-W
Spoiler Alert!
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Talon Grab:
While this Wyvern is flying, you may choose one opponent's small or medium figure that it passed over this turn. Place the chosen figure on an empty same-level space adjacent to this Wyvern at the end of its move. If the chosen figure is engaged when it is moved by Talon Grab, it will not take any leaving engagement attacks. Figures under overhangs can never be moved by Talon Grab.
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Taskmaster Bonding
Before taking a turn with the Death Chasers of Thesk, you may first take a turn with any large wild Hero you control.
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Teleport Reinforcements:
When Tul-Bak-Ra receives one or more wounds from an opposing figure's Normal or Special attack but is not destroyed, you may choose one friendly Marro Squad figure for every wound Tul-Bak-Ra just received. Place the chosen figure(s) on any empty space(s) adjacent to Tul-Bak-Ra. If the teleported figure(s) are engaged, they will not take any leaving engagement attacks.
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Teleportation:
Instead of moving Tul-Bak-Ra normally, you may choose any empty space that is on the same level and within 10 spaces of Tul-Bak-Ra. Place Tul-Bak-Ra on the chosen space. When Tul-Bak-Ra starts to teleport, if he is engaged he will not take any leaving engagement attacks.
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Tetsubo Special Attack:
Range 1. Attack 3.
Choose a figure to attack. You may also choose one figure adjacent to the targeted figured to be attacked by the Tetsubo Special Attack as well. Roll attack dice once for both figures. Each figure rolls defense dice separately.
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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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Throw 14:
After moving and before attacking, choose one small or medium non-flying figure adjacent to Jotun. Roll the 20-sided die. if you roll a 14 or higher, you may throw the figure by placing it on any empty space within 4 spaces of Jotun. The figure must land within clear sight of Jotun. After the figure is placed, roll the 20-sided die for throwing damage. If you roll an 11 or higher, the thrown figure receives 2 wounds. If the figure is thrown onto a level higher than the height of Jotun or onto water, do not roll for throwing damage. The thrown figure does not take any leaving engagement attacks.
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Thunder Ram Assault Special Attack:
Range 1+ Special Attack 4.
Choose a figure to attack. You may also choose up to two other figures within 2 clear sight spaces of the targeted figure to be affected by Thunder Ram Assault Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. You can only use Thunder Ram Assault Special Attack if Eltahale was not adjacent to the targeted figure at the start of this turn. You cannot use Thunder Ram Assault Special Attack if you used Thunder Step this turn.
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Thunder Step:
Instead of moving Eltahale normally, you may choose an opponent's figure within 5 clear sight spaces of Eltahale. Place Eltahale on any empty space adjacent to the chosen figure. For the duration of Eltahale's turn, add 1 to her Attack value. At the end of her turn, roll 1 attack die. If a skull is rolled, place 1 wound marker on Eltahale's Army Card. If Eltahale is engaged when she starts Thunder Step, she will not take any leaving engagement attacks.
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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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Toxic Skin:
After attacking, you must roll the 20-sided die once for each figure adjacent to Kee-Mo-Shi. If you roll a 17 or higher, that figure receives one wound. Soulborgs are not affected by Toxic Skin.
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Tracking:
While moving, Brave Arrow may add 2 to his move number. If he does, he cannot attack this turn.
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Tricky Speed 4:
If Otonashi starts her turn adjacent to any figure you control with a "Tricky" personality, she may move 4 additional spaces.
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Turn Undead Special Attack:
Range 4, Attack 4
Turn Undead Special Attack can be used only to attack Undead figures.
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Ullar Enhanced Rifle Special Attack:
Range 10. Attack 1.
Choose a small or medium figure to attack. The chosen figure cannot roll defense dice when attacked by Deadeye Dan's Ullar Enhanced Rifle Special Attack. Deadeye Dan may not use this special attack if he moved this turn.
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Ullar's Amulet:
All friendly figures who follow Ullar and start their turn adjacent to Acolarh may move 2 additional spaces.
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Ullar's Bolt of the Witherwood:
After moving and before attacking with Atlaga, you may choose any opponent's figure within 5 clear sight spaces of Atlaga. Roll the 20-sided die. If you roll a 1 - 15, nothing happens. If you roll a 16 or higher, the chosen figure is destroyed. Atlaga may attempt to use this power only once per game.
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Ullar Warlord Bonding
Before taking a turn with Armoc Vipers, you may first take a turn with any Warlord you control who follows Ullar.
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Underground Movement:
Instead of moving normally with an Earth Elemental, you may immediately place it on any empty non-water space that is within 4 spaces of that Earth Elemental and is no higher than 1 level above that Earth Elemental's height or 3 levels below that Earth Elemental's base. If an Earth Elemental is engaged when it starts its Underground Movement, it will take any leaving engagement attacks.
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Unholy Bonding
Before taking a turn with the Death Knights of Valkrill, you may first take a turn with small, medium, or large relentless Hero you control.
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Unleashed Fury
Before moving, roll the 20-sided die.
If you roll a 1, choose an Anubian Wolf you control and destroy it.
If you roll a 2-6, add 1 to the attack value of this card.
If you roll a 7-11, add 2 to the attack value of this card.
If you 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.
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Unleashed Fury Enhancement:
You may add 1 to your die roll when you roll for the Unleashed Fury power on any Army Card.
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UPGRADE
Start the game with 3 Upgrade Markers on this card. Instead of attacking, you may choose a friendly Unique Soulborg Hero adjacent to Beorn Boltcutter that does not have an Upgrade Marker on its Army Card. Place an Upgrade Marker from this card on the chosen hero's Army Card. For the duration of the game, that Soulborg adds 1 to its Move and Attack numbers as long as that Upgrade Marker is on its Army Card. If that Soulborg defends against a normal attack and no excess shields are rolled, remove the Upgrade Marker from its Army Card.
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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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Vanish 9:
If Isamu is attacked and at least 1 skull is rolled, roll the 20-sided die to vanish. If you roll 1-8, roll defense dice normally. If you roll a 9 or higher, Isamu takes no damage and may immediately move up to 4 spaces. Isamu can vanish only if he ends his vanishing move not adjacent to any enemy figures.
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Venom Ray Special Attack:
Range 5 Attack 3.
If Estivara inflicts at least 1 wound with Venom Ray Special Attack, roll the 20-sided die for Venom Damage. If you roll a 1-9, the defending figure receives no additional wounds for Venom Damage. If you roll a 10-19, add 1 additional wound marker to the defending figure's Army Card and roll again for Venom Damage. If you roll a 20, destroy the defending figure.
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Venomous Sting:
When rolling attack dice, if this Wyvern rolls a skull on every die, the defending figure can not roll defense dice. Venomous Sting does not affect destructible objects.
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Vydar’s Range Enhancement Aura:
All friendly figures with a range of 4 or more who follow Vydar and are within 4 clear sight spaces of Laglor add 2 spaces to their Range number. Vydar’s Range Enhancement Aura does not affect Laglor.
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Wait Then Fire
If none of the 4th Massachusetts Line move this turn, add 1 die to their attack.
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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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Warrior's Armor Spirit 1:
When Thorgrim is destroyed, place this figure on any unique Army Card. Thorgrim's Spirit adds 1 to the defense number on that card.
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Warrior's Attack Spirit 1:
When Finn is destroyed, place this figure on any Unique Army Card. Finn's Spirit adds 1 to the normal attack number on that card.
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WARRIOR'S MELEE ATTACK SPIRIT
When Bahadur is destroyed, place this figure on any Unique Army Card with a Range of 1. Bahadur’s Spirit adds 1 to the normal Attack number on that card.
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Warrior's Swiftness Spirit:
When Eldgrim is destroyed, you may place this figure on any unique Army Card. Eldgrim's Spirit adds 1 to the move number on that card.
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Water Mastery:
While a Water Elemental is on a water space, add 1 to its Attack and Defense.
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Water Tunnel:
If a Water Elemental ends its normal movement on a water space, you may immediately place it on any empty same-level water space that is within 5 spaces. If a Water Elemental is engaged when it starts its Water Tunnel, it will not take any leaving engagement attacks.
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Whip 12:
After moving and before attacking, choose a small or medium figure adjacent to James. Roll the 20-sided die. If you roll a 12 or higher, the chosen figure cannot roll any defense dice if attacked by James this turn.
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Whirlwind Assault
Raelin may attack any and all figures adjacent to her. Roll each attack separately.
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Wild Swing Special Attack:
Range 1. Attack 4.
Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Wild Swing Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Jotun cannot be affected by his own Wild Swing Special Attack.
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Wounded Smash:
When Krug attacks, he receives one extra attack die for each wound marker he has.
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Wrist Rocket Special Attack:
Range 4 Attack 4
Major Q10 may use this special attack 2 times in the same turn. Q10 may target the same figure or a different figure with each attack.
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Wyrmling Bonding:
After revealing an order marker on a Black Wyrmling Army Card, before taking that Black Wyrmling's turn, you may take a turn with one other Wyrmling you control.
Acid Spray Special Attack:
Range 4. Attack 4. Choose a figure to attack. You may also choose up to two other figures adjacent to the targeted figure to be affected by Acid Spray Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
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Arcane Bolt Special Attack:
Range 5 + Special. Attack 3.
The first target of Arcane Bolt Special Attack must be within a Range of 5. After attacking with Arcane Bolt Special Attack, if the defending figure receives at least 1 wound, you may choose a figure that was adjacent to the defending figure at the beginning of that attack and attack that chosen figure with Arcane Bolt Special Attack. You may continue attacking with Arcane Bolt Special Attack in this manner until you fail to inflict a wound. A figure cannot be attacked more than once in a turn with Arcane Bolt Special attack.
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Autoload Special Attack:
Range 7. Attack 3.When attacking with Autoload Special Attack, you may roll Vydar Valkyrie Dice. If you roll at least one Vydar symbol, you may attack again using Autoload Special Attack.
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BATTLE VALOR SPECIAL ATTACK
Range 5. Attack 2.
Instead of moving and attacking normally, Capt. John Varan may use Battle Valor Special Attack. When using Battle Valor Special Attack, Capt. John Varan may move up to 3 spaces before attacking. When moving and attacking with Battle Valor Special Attack, Capt. John Varan may move and attack one additional time for each wound marker on this Army Card.
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Blind Rage Special Attack:
Range 1 Attack 3
If Sir Hawthorne rolls at least 2 skulls with his Blind Rage Special Attack, Sir Hawthorne may attack again with his Blind Rage Special Attack. Sir Hawthorn may continue to attack with his Blind Rage Special Attack until he rolls fewer than 2 skulls.
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Blood Hungry Special Attack:
Range 1 Attack 4
If Brunak's Blood Hungry Special Attack destroys a figure, Brunak may attack again with his Blood Hungry Special Attack. Brunak may continue attacking with his Blood Hungry Special Attack until he does not destroy a figure.
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Burning Breath Special Attack
Range 4 Special Attack 4
Choose a figure to attack, you may also choose 4 spaces in a straight line from the targeted figure. All figures on those spaces that are within line of sight of Moltenclaw are affected by Burning Breath Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately, Moltenclaw is not affected by Burning Breath Special Attack.
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Dragon Breath Special Attack:
Range Special Attack 3
Choose 3 spaces in a straight line from Rhogar Dragonspine. All figures on those spaces that are in line of sight are affected by Dragon Breath Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
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Earth Slam Special Attack:
Range 1 Attack 3
Any non-flying figures adjacent to this Earth Elemental are affected by Earth Slam Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense separately.
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Encircle Special Attack
Range 1. Attack 6.
If 3 Ashigaru Yari you control are adjacent to the same enemy figure, they may roll their attack dice as one combined attack. The defending figure compares height to the lowest Ashigaru Yari to determine any height advantage. If Encircle Special Attack is used, the 4th figure that moved this turn cannot attack.
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Evisceraxe Special Attack:
Range 1. Attack 5.
The Evisceraxe Special Attack cannot be used on small figures.
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Explosion Special Attack:
Range 7. Attack 3.
Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Explosion Special Attack. Deathwalker only needs a clear sight shot at the chosen figure. Roll 3 attack dice once for all affected figures. Each figure rolls defense dice separately. Deathwalker can be affected by his own Explosion Special Attack.
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EXPLOSIVE ROUNDS SPECIAL ATTACK
Range 5. Attack 3.
Choose a figure to attack. You may also choose one other figure adjacent to the targeted figure to be affected by Explosive Rounds Special Attack. Roll attack dice once for both figures. Each figure rolls defense dice separately. When Deathcommander Mark 3 attacks with his Explosive Rounds Special Attack, he may attack one additional time.
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Fire Blast Special Attack:
Range 5, Attack Special.
Each time you attack with Erevan Sunshadow's Fire Blast Special Attack, you may choose to roll 2, 3, or 4 attack dice. If a skull is rolled on every die, you may attack again with Erevan Sunshadow' Fire Blast Special Attack. You may continue attacking with Erevan Sunshadow's Fire Blast Special Attack until you do not roll a skull on every die.
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Fire Line Special Attack:
Range Special. Attack 4.
Choose 8 spaces in a straight line from Mimring. All figures on those spaces who are in line of sight are affected by Mimring's Fire Line Special Attack. Roll 4 attack dice once for all affected figures. Affected figures roll defense dice separately.
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Fire Strike Special Attack:
Range 6 Attack 2 +Special
When Chadris attacks with Fire Strike Special Attack add 1 to Chadris' attack dice for every additional Elf Wizard you control within 3 clear sight spaces of Chadris, up to a maximum of +3 dice.
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Fledgling Fires Special Attack:
Range 5 Attack 3
Common Squad figures roll 2 fewer defense dice against Fledgling Fires Special Attack.
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Fledgling Ice Shards Special Attack:
Range 5 Attack 2 When a White Wyrmling attacks with its Fledgling Ice Shards Special Attack, it may attack 1 additional time. It cannot attack the same figure more than once this turn.
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Fledgling Lightning Breath Special Attack:
Range: 4+ Special, Attack: 2
Choose a figure to attack. You may choose one other figure within 3 clear sight spaces of the targeted figure to be affected by Fledgling Lightning Breath Special Attack. Roll attack dice once for both figures. Each figure rolls defense dice separately. Fledgling Lightning Breath Special Attack does not affect destructible objects.
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Force Orb Special Attack:
Range 5 Attack 3
Choose an opponent's figure to attack. Each opponent's figure adjacent to the chosen figure is also affected by Force Orb Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
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Furious Charge Special Attack
Range 1. Attack 3.
Instead of moving and attacking normally with Asterios, you may move Asterios up to 5 spaces. Asterios can attack up to 3 times with Furious Charge Special Attack at any point before, during, or after this move as long as Asterios is on a space where he can end his movement. Asterios cannot attack the same figure more than once on a single turn. Asterios will never take any leaving engagement attacks from small or medium Squad figures while using Furious Charge Special Attack.
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HACK AND SLASH SPECIAL ATTACK
Range 1, Attack 4.
When Bramcephys attacks with his Hack and Slash Special Attack, he may attack one additional time. He cannot attack the same figure more than once this turn.
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HEADLONG CHARGE SPECIAL ATTACK
Range 1. Attack 4.
Instead of moving and attacking normally with Augamo, you may move Augamo up to 4 spaces. Augamo may attack up to 2 times with Headlong Charge Special Attack at any point before, during or after this move as long as Augamo is on a space where he could end his movement.
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HEAT BLAST SPECIAL ATTACK
Range 2. Attack Special.
Heat Blast Special Attack affects all figures within 2 clear sight spaces of Brimstone. Roll one attack die for each Growing Heat Marker on this Army Card. Roll attack dice once for all affected figures. Each figure rolls defense dice seperately. Heat Blast Special Attack does not affect Brimstone or figures with the Lava Resistant special power. After attacking with Heat Blast Special Attack, remove all Growing Heat Markers from this Army card.
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Ice Shard Breath Special Attack:
Range 5. Attack 4.
When Nilfheim attacks with his Ice Shard Breath Special Attack, he may attack 2 additional times. He cannot attack the same figure more than once.
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Lolth's Wrath Special Attack:
Range Special. Attack 3.
Choose a Drow figure you control that is within 5 clear sight spaces of Pelloth and roll 3 attack dice. One at a time for each skull rolled, you may inflict 1 wound on any small or medium figure that is within 2 clear sight spaces of the chosen Drow figure. You may inflict more than 1 wound on a single figure using Lolth's Wrath Special Attack. Figures affected by Lolth's Wrath Special Attack cannot roll any defense dice. After attacking with Lolth's Wrath Special Attack, destroy the chosen Drow figure.
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Machine Pistol Special Attack:
Range 7 Attack 2
Major Q10 may use this special attack 4 times in the same turn. Q10 may target the same figure or a different figure with each attack.
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Majestic Fires Special Attack:
Range 7 Attack 3
Choose a figure to attack. Any figures adjacent to the targeted figure are also affected by Majestic Fires Special Attack. Common Squad figures roll 2 less defense dice against Majestic Fires Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Zelrig cannot be affected by his own Majestic Fires Special Attack.
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Mind Blast Special Attack:
Range 3. Attack 3.
Tul-Bak-Ra does not need clear line of sight to attack with the Mind Blast Special Attack.
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Ninjutsu Barrage Special Attack:
Range 1 Attack 3
Instead of moving and attacking normally with Kumiko, you may move Kumiko up to 3 spaces. Kumiko can attack up to 3 times with Ninjutsu Barrage Special Attack at any point before, during, or after this move as long as Kumiko is on a space where she could end her movement. Kumiko cannot attack the same figure more than once on a single turn.
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Pistol Fire Special Attack:
Range 5 Attack 3
Drake may not use Pistol Fire Special Attack to attack a figure who follows Jandar.
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Poison Sting Special Attack
Range 1. Attack 4.
If Sujoah inflicts at least 1 wound with Poison Sting Special Attack, roll the 20-sided die for Poison Damage. If you roll 1-9, the defending figure receives no additional wounds for Poison Damage. If you roll 10-19, add 1 additional wound marker to the defending figure's Army Card, and roll again for Poison Damage. If you roll a 20, destroy the defending figure.
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POUNCE SPECIAL ATTACK
Range 3. Attack 5.
Instead of attacking normally, a Darkprowl Thrall may attempt to pounce. To pounce, choose a non-adjacent small or medium figure whose base is not higher or lower than 5 levels from the base of the attacking Thrall. If the figure is destroyed, immediately place the attacking Thrall on the space the figure occupied. If the figure is not destroyed, destroy the attacking Thrall.
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Psionic Blast Special Attack:
Range 3 Attack 3. This Mind Flayer Mastermind does not need clear line of sight to attack with Psionic Blast Special Attack. If a figure recieves 1 or more wounds from Psionic Blast Special Attack, remove one unrevealed order marker at random from that figure's Army Card (or cards if your opponent has more than one Common card for that figure).
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PSIONIC EXPLOSION SPECIAL ATTACK
Range 4. Attack 3. Choose a figure to attack. Each opponent's figure adjacent to the chosen figure is also affected by the the Psionic Explosion Special Attack. Cxurgy'gyath does not need clear line of sight to attack with Psionic Explosion Special Attack. Roll 3 attack dice once for all affected figures. Each figure rolls defense dice separately.
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Queglix Gun Special Attack:
Range 6. Attack 1, 2 or 3.
Major Q9 starts each turn with 9 attack dice. Choose any figure within range and attack by rolling 1, 2 or 3 attack dice. Major Q9 may keep making special attacks with 1, 2 or 3 attack dice until he has rolled all 9 attack dice. Major Q9 may target the same or different figures with each attack.
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Quick Release Special Attack:
Range 4 Attack 4
When Kaemon Awa attacks with his Quick Release Special Attack, he may attack one additional time.
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Rapid Fire Special Attack:
Range 7 Attack 3
If Deathwalker's Rapid Fire Special Attack inflicts a wound, he may attack again with his Rapid Fire Special Attack. Deathwalker may continue attacking with his Rapid Fire Special Attack until he does not inflict a wound.
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Rain of Flame Special Attack:
Range 7 Attack 1+Special
Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Rain of Flame Special Attack. Add 1 to Jorhdawn's attack dice for every additional Elf Wizard you control within 3 clear sight spaces of Jorhdawn, up to a maximum of +3 dice. Roll attack dice once for all affected figures. Each affected figure rolls defense dice separately. Jorhdawn cannot be affected by her own Rain of Flame Special Attack.
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RETURN TO THE GRAVE SPECIAL ATTACK
Range 1. Attack 6.
After attacking with Return to the Grave Special Attack, destroy the attacking Deathstrike Thrall.
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Saber Storm Special Attack:
Range 1. Attack 1, 2 or 3
Moriko starts each turn with 6 attack dice. Choose any adjacent figure and attack by rolling 1, 2 or 3 attack dice. Moriko may keep making special attacks with 1, 2 or 3 attack dice until she has rolled all 6 attack dice. Moriko may target the same or different figures with each attack.
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Shotgun Blast Special Attack:
Range 5. Attack 3.
Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Shotgun Blast Special Attack. Johnny only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Johnny cannot be affected by his own Shotgun Blast Special Attack.
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Shuriken Special Attack:
Range 5. Attack Special.
If Shiori is attacking a small or medium figure, roll 3 attack dice for Shuriken Special Attack. If Shiori is attacking a figure of a different size or a destructible object, roll 2 attack dice for Shuriken Special Attack.
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Sweeping Sword Special Attack:
Range 1 Attack 5.
Choose a figure to attack. Any figures adjacent to both Shurrak and the chosen figure are also affected by Sweeping Sword Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
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Tetsubo Special Attack:
Range 1. Attack 3.
Choose a figure to attack. You may also choose one figure adjacent to the targeted figured to be attacked by the Tetsubo Special Attack as well. Roll attack dice once for both figures. Each figure rolls defense dice separately.
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Thunder Ram Assault Special Attack:
Range 1+ Special Attack 4.
Choose a figure to attack. You may also choose up to two other figures within 2 clear sight spaces of the targeted figure to be affected by Thunder Ram Assault Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. You can only use Thunder Ram Assault Special Attack if Eltahale was not adjacent to the targeted figure at the start of this turn. You cannot use Thunder Ram Assault Special Attack if you used Thunder Step this turn.
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Turn Undead Special Attack:
Range 4, Attack 4
Turn Undead Special Attack can be used only to attack Undead figures.
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Ullar Enhanced Rifle Special Attack:
Range 10. Attack 1.
Choose a small or medium figure to attack. The chosen figure cannot roll defense dice when attacked by Deadeye Dan's Ullar Enhanced Rifle Special Attack. Deadeye Dan may not use this special attack if he moved this turn.
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Venom Ray Special Attack:
Range 5 Attack 3.
If Estivara inflicts at least 1 wound with Venom Ray Special Attack, roll the 20-sided die for Venom Damage. If you roll a 1-9, the defending figure receives no additional wounds for Venom Damage. If you roll a 10-19, add 1 additional wound marker to the defending figure's Army Card and roll again for Venom Damage. If you roll a 20, destroy the defending figure.
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Water Mastery:
While a Water Elemental is on a water space, add 1 to its Attack and Defense.
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Wild Swing Special Attack:
Range 1. Attack 4.
Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Wild Swing Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Jotun cannot be affected by his own Wild Swing Special Attack.
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Wrist Rocket Special Attack:
Range 4 Attack 4
Major Q10 may use this special attack 2 times in the same turn. Q10 may target the same figure or a different figure with each attack.
_______________________________________________________
_______________________________________________________ OFFENSIVE ABILITIES
Only abilities that effect the unit whose card the ability appears on. This does not include offensive abilities that utilize the D20.
Spoiler Alert!
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+2 Broadsword
If Tandros Kreel is attacking an adjacent figure, add 2 dice to Tandros Kreel's attack
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A Coward's Reward
Sir Denrick rolls one additional die against each figure leaving an engagement with him.
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Air Mastery:
Figures that have the Flying or Stealth Flying special power subtract 1 from their defense dice when attacked by an Air Elemental.
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Attack the Wild 2:
When attacking a figure who has a "Wild" personality, Otonashi rolls 2 additional attack dice.
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Battle Axe:
If Torin is attacking a small or medium figure, add 2 dice to Torin's attack.
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Battle Frenzy
After attacking with this Frost Giant of Morh, roll the 20-sided die. If you roll a 16 or higher, you may attack again with this Frost Giant of Morh
Quote:
Bayonet Attack 1
When rolling attack dice against an adjacent figure, a Soldier in the 10th Regiment of Foot adds 1 to his attack dice. A Soldier in the 10th Regiment of Foot can only use Bayonet Attack if he moved at least one space this turn.
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Blood Frenzy:
When attacking with a Sahuagin Raider, it receives 1 additional attack die for each Wound Marker on the defending figure's Army Card, for a maximum of 3 additional attack dice for Blood Frenzy.
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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.
Quote:
Cleave
When Tandros Kreel attacks an adjacent figure, you may choose one Squad figure that is also adjacent to Tandros Kreel. If the defending figure receives any wounds from Tandros Kreel's attack, the chosen figure receives one wound.
Quote:
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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Deadly Shot:
When attacking with Zetacron, each skull rolled counts for one additional hit.
Quote:
Deadly Strike:
When attacking with Migol Ironwill each skull rolled counts as one additional hit.
Quote:
Demonblade
For every opponent's figure Akumaken destroys, place a Soul Marker on this card. Before attacking with Akumaken, you may remove any number of Soul Markers from this card. For each marker removed, add 1 automatic skull to whatever is rolled. A maximum of 2 Soul Markers can be placed on this card. Akumaken cannot use Demonblade on destructible objects.
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Dishonorable Attack:
When attacking a figure who follows Jandar, Isamu rolls 2 additional attack dice.
Quote:
Double Assault
When Evar Scarcarver attacks an adjacent figure or destructible object, he may attack one additional time.
Quote:
Double Attack:
When Syvarris attacks, he may attack one additional time.
Quote:
ENGORGE
When a Bloodburst Thrall attacks, you may add 1 to its Attack number. If you do, and the defending figure is destroyed, you must roll the 20-sided die. If you roll a 13 or lower, destroy that Bloodburst Thrall.
Quote:
Fearless Advantage
An Axegrinder of Burning Forge rolls an additional die when attacking or defending against large or huge figures.
Quote:
First Assault 3:
When attacking with Valguard, if the defending figure was not adjacent to Valguard at the start of this turn, Valguard receives 3 additional attack dice.
Quote:
Fledgling Acid Breath:
Instead of attacking with a Black Wyrmling, you may choose one small or medium figure within 4 clear sight spaces of it. Roll the 20-sided die. If you roll a 1 - 10, nothing happens. If you roll an 11 - 15, the chosen figure receives 1 wound. If you roll a 16 or higher, the chosen figure receives 2 wounds.
Quote:
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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FURIOUS WRATH 3
When Azurite Warlord attacks, you may add 3 to his Attack number. If you do, at the end of Azurite Warlord's turn place 1 wound marker on Azurite Warlord's Army Card.
Quote:
Giant Killer
When Sir Denrick attacks huge figures, add 2 attack dice.
Quote:
Homing Device
When attacking a non-adjacent figure, add 1 attack die for every SoulBorg who follows Vydar that is adjacent to the defending figure.
Quote:
Hydra Heads:
When this Fen Hydra attacks, it may attack up to 4 times. Reduce the number of times this Fen Hydra can attack by 1 for each wound marker on this Army Card.
Quote:
Ice Spikes 15:
If an opponent's figure moves adjacent to this Greater Ice Elemental, roll the 20-sided die. If this Greater Ice Elemental is on at least one ice or snow space, add 2 to your die roll. If you roll a 15 or higher, the opponent's figure recieves 1 wound. Figures can be affected by Ice Spikes only as they move into engagement with this Greater Ice Elemental.
Quote:
Indomitable
If this Frost Giant of Morh begins its turn unengaged, add 2 to its Move value this turn. If it begins its turn engaged, add 2 to its Attack value this turn.
Quote:
JAVELIN
After moving and before attacking with an Achillean Gladiatrix, you may roll the 20-sided die. If you roll a 16 or higher, add 3 to that Achillean Gladiatrix's Range value for the duration of her turn.
Quote:
Knight's Courage:
Add 1 to Sir Dupuis' attack dice for every Knight you control within 4 clear sight spaces of Sir Dupuis up to a maximum of +3 dice.
Quote:
Lumbering Bully:
When attacking with this Ogre Pulverizer, all excess shields rolled by the defending figure count as unblockable hits inflicted by the defending figure on this Ogre Pulverizer.
Quote:
Lurking Ambush:
If Othkurik starts his turn unengaged and on at least one shadow or swamp water space, for this turn add 1 to Othkurik's movement and 3 to his Attack value.
Quote:
Master's Assault
Master Woo may attack any or all figures adjacent to him. Roll each attack seperately.
Quote:
Maul
When rolling attack dice against a small or medium figure, if a Deathstalker rolls a skull on every die, the defending figure receives a wound for every skull, and cannot roll any defense dice.
Quote:
Mortal Strike:
After attacking an opponent's Unique Hero with this Master of the Hunt's normal attack, roll 1 attack die for each wound inflicted in that attack. For each additional skull rolled, place 1 additional wound Marker on the defending figure's Army Card.
Quote:
Reach:
If an opponent's figure is within 2 spaces of this Fen Hydra, and its base is no more than 3 levels above this Fen Hydra's height or 3 levels below this Fen Hyda's base, this Fen Hydra may add 1 to its Range when attacking that figure.
Quote:
Road Strength:
Add 1 to Dumutef Guard's attack and defense while on a road space.
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SABOTAGE
Destructible objects and opponents' Soulborg figures subtract 2 from their defense dice when adjacent to Beorn Boltcutter.
Quote:
Searing Intensity:
After moving and before attacking, you must roll the 20-sided die once for each figure adjacent to at least one Fire Elemental you control. If you roll a 14 or higher, that figure receives 1 wound. Figures with the Lava Resistant special power are not affected by Searing Intensity.
Quote:
Shadow Ambush
If Mika Connour starts her turn unengaged and on a shadow space, add 3 to her attack this turn.
Quote:
Shocking Grasp:
When rolling attack dice for a normal attack, Sharwin Wildborn always adds 1 automatic skull to whatever is rolled.
Quote:
SKEWER
When an Achillean Gladiatrix attacks an adjacent figure, you may choose one small or medium figure that is adjacent to the defending figure but is not adjacent to that Achillean Gladiatrix. If the defending figure is destroyed by that Achillean Gladiatrix's attack, the chosen figure receives one wound.
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Sky Watcher:
If Brandis Skyhunter is attacking a non-adjacent figure that has the Flying or Stealth Flying special power, add 2 dice to Brandis Skyhunter's attack.
Quote:
Sneak Attack 2:
If Darrak Ambershard is attacking an opponent's figure adjacent to at least one other figure you control, add 2 dice to Darrak Ambershard's attack.
Quote:
Snow Strength:
Add 1 to Nerak's attack and defense while on a snow space.
Quote:
Soul Weapons
Figures attacked by a Death Knight of Valkrill subtract 2 from their defense dice. Destructible objects are not affected by Soul Weapons.
Quote:
Sword of Reckoning 4:
If Agent Carr is attacking an adjacent figure, add 4 dice to Agent Carr's attack.
Quote:
Thunder Step:
Instead of moving Eltahale normally, you may choose an opponent's figure within 5 clear sight spaces of Eltahale. Place Eltahale on any empty space adjacent to the chosen figure. For the duration of Eltahale's turn, add 1 to her Attack value. At the end of her turn, roll 1 attack die. If a skull is rolled, place 1 wound marker on Eltahale's Army Card. If Eltahale is engaged when she starts Thunder Step, she will not take any leaving engagement attacks.
Quote:
Venomous Sting:
When rolling attack dice, if this Wyvern rolls a skull on every die, the defending figure can not roll defense dice. Venomous Sting does not affect destructible objects.
Quote:
Wait Then Fire
If none of the 4th Massachusetts Line move this turn, add 1 die to their attack.
Quote:
Water Mastery:
While a Water Elemental is on a water space, add 1 to its Attack and Defense.
Quote:
Whirlwind Assault
Raelin may attack any and all figures adjacent to her. Roll each attack separately.
Quote:
Wounded Smash:
When Krug attacks, he receives one extra attack die for each wound marker he has.
_______________________________________________________
_______________________________________________________ DEFENSE ABILITIES
Only abilities that effect the unit whose card the ability appears on. This does not include defensive abilities that utilize the D20.
Spoiler Alert!
Quote:
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.
Quote:
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.
Quote:
Arcane Riposte:
When Sharwin Wildborn rolls defense dice against a normal attack, all excess shields count as unblockable hits on the attacking figure.
Quote:
Chalice of Fortitude:
If Sir Dupuis has 4 or more wounds on his Army Card, add 1 to his defense dice.
Quote:
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.
Quote:
Concentrated Will:
If Shiori has only one unrevealed order marker on her Army Card, add 1 to her attack and defense.
Quote:
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.
Quote:
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.
Quote:
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.
Quote:
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.
Quote:
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.
Quote:
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.
Quote:
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.
Quote:
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.
Quote:
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.
Quote:
Fearless Advantage
An Axegrinder of Burning Forge rolls an additional die when attacking or defending against large or huge figures.
Quote:
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.
Quote:
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.
Quote:
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.
Quote:
Iron Tough:
When rolling defense dice against a Special Attack, this Iron Golem always adds 2 automatic shields to whatever is rolled.
Quote:
Legendary Creature 3
When rolling defense dice against a normal attack from small or medium Squad figures, Asterios receives 3 additional defense dice.
Quote:
Lurk In Shadows:
If Pelloth is on a shadow space, opponents' figures must be adjacent to attack him with a normal attack.
Quote:
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.
Quote:
Melee Defense 4:
When rolling defense dice against a normal attack from an adjacent figure, Major X17 adds 4 dice.
Quote:
Negative Element:
A Fire Elemental can never roll defense dice while it is on a water space.
Quote:
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.
Quote:
Road Strength:
Add 1 to Dumutef Guard's attack and defense while on a road space.
Quote:
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.
Quote:
Snow Strength:
Add 1 to Nerak's attack and defense while on a snow space.
Quote:
Staff of Lerkintin:
When defending with Arkmer, add as many defense dice as the number of Elves you control adjacent to Arkmer.
Quote:
STEALTHY 4
When an unengaged Darkprowl Thrall is attacked with a normal or special attack, add 4 defense dice to the defending Thrall.
Quote:
Stealth Dodge:
When Agent Skahen rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage.
Quote:
STONY RESISTANCE 3
Augamo rolls 3 additional defense dice when defending against a special attack.
Quote:
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.
Quote:
Thorian Speed:
Opponents' figures must be adjacent to Sgt. Drake Alexander to attack him with a normal attack.
Quote:
Tough:
When rolling defense dice against a normal attack, Mogrimm Forgehammer always adds 1 automatic shield to whatever is rolled.
Quote:
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.
Quote:
Warforged Resolve:
When rolling defense dice against a normal or special attack, Heirloom always adds 1 automatic shield to whatever is rolled.
Quote:
Water Mastery:
While a Water Elemental is on a water space, add 1 to its Attack and Defense.
_______________________________________________________
_______________________________________________________ MOVEMENT ABILITIES
Only abilities that effect the unit whose card the ability appears on. Any ability that affects how or when a unit moves.
Spoiler Alert!
Quote:
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.
Quote:
Climb X2
When moving up or down levels of terrain, Migol Ironwill may double his Height.
Quote:
Climb X3
When moving up or down levels of terrain, Fyorlag Spiders may triple their height.
Quote:
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.
Quote:
Disengage:
Agent Carr is never attacked when leaving an engagement.
Quote:
Dwarven Strategic Bonding
Before you take a turn with Axegrinders of Burning Forge, you may first take a turn with any Dwarf Hero you control. If you do not take a turn with any Dwarf Hero you control, add 2 to the Axegrinders' move number.
Quote:
Fey Step:
Once per game Erevan Sunshadow may use Fey Step. Before moving normally with Erevan Sunshadow, you may place him on any empty space within 5 spaces of his current location. If Erevan Sunshadow is engaged when he uses Fey Step, he will not take any engagement attacks.
Quote:
Flying:
When counting spaces for Concan's movement, ignore elevations. Concan may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Concan starts to fly, if he is engaged he will take any leaving engagement attacks.
Quote:
Ghost Walk:
Agent Carr can move through all figures
Quote:
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.
Quote:
Glacier Traverse
If a Dzu-Teh is adjacent to a Glacier Mountain, the Dzu-Teh may Glacier Traverse instead of moving normally. You may do this with any or all Dzu-Teh you control each turn. To Glacier Traverse, move to any unoccupied space adjacent to that Glacier Mountain.
Quote:
Grapple Arm:
Instead of his normal move, Sgt. Drake Alexander may use his Grapple Arm. Grapple Arm has a move of 4. When counting spaces for Grapple Arm, ignore elevations. Drake may grapple over water without stopping, over figures wtihout becoming engaged, and over obstacles such as ruins. Drake may not grapple more than 45 levels up or down in a single Grapple Arm move. If Drake is engaged when he starts his Grapple Arm move, he will take any leaving engagement attacks.
Quote:
Grapple Gun 25:
Instead of Sgt. Drake Alexander's normal move, he may move only one space. This space may be up to 25 levels higher. When using the Grapple Gun, all engagement rules still apply.
Quote:
Ice Troll Charge:
After moving and before attacking with this Ice Troll Berserker, roll the 20-sided die. If this Ice Troll Berserker is on a snow or ice space, add 3 to your die roll. If you roll a 13 or higher, you may move this Ice Troll Berserker again.
Quote:
Indomitable
If this Frost Giant of Morh begins its turn unengaged, add 2 to its Move value this turn. If it begins its turn engaged, add 2 to its Attack value this turn.
Quote:
Lava Resistant
Brunak never rolls for molten lava damage or lava field damage and he does not have to stop in molten lava spaces
Quote:
Lurking Ambush:
If Othkurik starts his turn unengaged and on at least one shadow or swamp water space, for this turn add 1 to Othkurik's movement and 3 to his Attack value.
Quote:
Orc Battle Rush
At the start of the first round of the game, after all Order Markers have been placed, you may move all Death Chasers of Thesk you control up to 5 spaces each. They must end their Orc Battle Rush movement on an empty space.
Quote:
Phantom Walk:
Kumiko can move through all figures and is never attacked when leaving an engagement.
Quote:
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.
Quote:
Shadow Dance
If Mika Connour starts her turn on a shadow space, instead of moving normally, you may place her on any other empty shadow space within 8 spaces of her current location. If Mika Connour is engaged when she starts her Shadow Dance, she will take any leaving engagement attacks.
Quote:
SLIPPERY 6
If an opponent’s Squad figure moves adjacent to Elaria the Pale and onto a space where that Squad figure can end its movement, you may roll the 20-sided die. If you roll a 6 or higher, Elaria the Pale may immediately move up to 4 spaces. Elaria the Pale will not take any leaving engagement attacks when moving with Slippery. Elaria the Pale can use this power only if she ends her Slippery move not adjacent to any enemy figures. You may not roll for Slippery more than once during any turn.
Quote:
Slither:
Venoc Warlord does not have to stop his movement when entering water spaces.
Quote:
Snow and Ice Enhanced Movement
Slipper Ice and Heavy Snow only count as 1 space when moving.
Quote:
Stealth Flying:
When counting spaces for Empress Kiova's movement, ignore elevations. Empress Kiova may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Empress Kiova starts to fly, if she is engaged she will not take any leaving engagement attacks.
Quote:
Stealth Leap 25
Instead of his normal move, Master Woo may use Stealth Leap 25. Stealth Leap 25 has a move of 3. When counting spaces for Stealth Leap 25, ignore elevations. Master Woo may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. Master Woo may not leap more than 25 levels up or down in a single leap. If Master Woo is engaged when he starts his Stealth Leap, he will not take any leaving engagement attacks.
Quote:
Stealth Underground Movement
Instead of moving normally with Ashi-Dhulu, you may immediately place him on any empty non-water space that is within 4 spaces of Ashi-Dhulu and is no higher than 1 level above his height or 3 levels below his base. If Ashi-Dhulu is engaged when he starts his Stealth Underground Movement, he will not take any leaving engagement attacks.
Quote:
Teleportation:
Instead of moving Tul-Bak-Ra normally, you may choose any empty space that is on the same level and within 10 spaces of Tul-Bak-Ra. Place Tul-Bak-Ra on the chosen space. When Tul-Bak-Ra starts to teleport, if he is engaged he will not take any leaving engagement attacks.
Quote:
Thunder Step:
Instead of moving Eltahale normally, you may choose an opponent's figure within 5 clear sight spaces of Eltahale. Place Eltahale on any empty space adjacent to the chosen figure. For the duration of Eltahale's turn, add 1 to her Attack value. At the end of her turn, roll 1 attack die. If a skull is rolled, place 1 wound marker on Eltahale's Army Card. If Eltahale is engaged when she starts Thunder Step, she will not take any leaving engagement attacks.
Quote:
Tracking:
While moving, Brave Arrow may add 2 to his move number. If he does, he cannot attack this turn.
Quote:
Tricky Speed 4:
If Otonashi starts her turn adjacent to any figure you control with a "Tricky" personality, she may move 4 additional spaces.
Quote:
Underground Movement:
Instead of moving normally with an Earth Elemental, you may immediately place it on any empty non-water space that is within 4 spaces of that Earth Elemental and is no higher than 1 level above that Earth Elemental's height or 3 levels below that Earth Elemental's base. If an Earth Elemental is engaged when it starts its Underground Movement, it will take any leaving engagement attacks.
Quote:
Vanish 9:
If Isamu is attacked and at least 1 skull is rolled, roll the 20-sided die to vanish. If you roll 1-8, roll defense dice normally. If you roll a 9 or higher, Isamu takes no damage and may immediately move up to 4 spaces. Isamu can vanish only if he ends his vanishing move not adjacent to any enemy figures.
Quote:
Water Tunnel:
If a Water Elemental ends its normal movement on a water space, you may immediately place it on any empty same-level water space that is within 5 spaces. If a Water Elemental is engaged when it starts its Water Tunnel, it will not take any leaving engagement attacks.
_______________________________________________________
_______________________________________________________ BONDING ABILITIES
Abilities that are strictly Bonding Abilities.
Spoiler Alert!
Quote:
Beast Bonding
Before taking a turn with Arrow Gruts, you may first take a turn with any Beast you control.
Quote:
Dwarven Strategic Bonding
Before you take a turn with Axegrinders of Burning Forge, you may first take a turn with any Dwarf Hero you control. If you do not take a turn with any Dwarf Hero you control, add 2 to the Axegrinders' move number.
Quote:
Human Gladiator Hero Bonding
Before taking a turn with the Capuan Gladiators, you may first take a turn with any Human Gladiator Hero you control.
Quote:
Predator Bonding
Before taking a turn with Fyorlag Spiders, you may first take a turn with any Predator you control.
Quote:
Taskmaster Bonding
Before taking a turn with the Death Chasers of Thesk, you may first take a turn with any large wild Hero you control.
Quote:
Ullar Warlord Bonding
Before taking a turn with Armoc Vipers, you may first take a turn with any Warlord you control who follows Ullar.
Quote:
Unholy Bonding
Before taking a turn with the Death Knights of Valkrill, you may first take a turn with small, medium, or large relentless Hero you control.
Quote:
Wyrmling Bonding:
After revealing an order marker on a Black Wyrmling Army Card, before taking that Black Wyrmling's turn, you may take a turn with one other Wyrmling you control.
_______________________________________________________
_______________________________________________________ TURN TAKING ABILITIES
Abilities that allow a unit to take a turn with/move/attack with another unit in the same army, but are not bonding abilities.
Spoiler Alert!
Quote:
COMMAND DISPATCH
After taking a turn with a Command Courier, if that Command Courier did not attack, you may choose an adjacent small or medium Unique Hero you control that follows Vydar and take a turn with that Hero.
Quote:
Cover Fire:
When attacking an opponents figure, if Agent Skahen inflicts one or more wounds, you may move one Tricky figure you control who follows Vydar and is within 8 clear sight spaces of Agent Skahen up to 4 spaces. You cannot use cover fire to move Agent Skahen.
Quote:
Frenzy
After you take a turn with Aubrien Archers, you may roll the 20-sided die. If you roll a 16 or higher, you may take another turn with Aubrien Archers.
Quote:
HEAVY SUPPORT COMMAND BEACON
When revealing an order marker on Deathcommander Mark 3's card, after taking his turn, if Deathcommander Mark 3 is engaged, you may immediately take a turn with another Unique or Large Soulborg Hero or Squad you control that follows Utgar.
Quote:
Hive Mind:
After revealing an Order Marker on this Army Card, you may take a turn with any small or medium common Marro Squad you control before taking a turn with Marro Hive. Any figure that is taking a turn must be within 12 clear sight spaces of Marro Hive, prior to its movement.
Quote:
Kato Katsuro's Command:
Instead of taking a turn with Kato Katsuro, you may take a turn with one of the following that you control:
• 1 Samurai Hero,
or
• 1 Samurai Squad,
or
• 1 Ashigaru Riflemen Squad and/or 1 Ashigaru Spearmen Squad. You may choose which Squad to activate first.
Any figure in the above list that is taking a turn instead of Kato Katsuro must be within clear sight of Kato Katsuro before moving.
Quote:
Master of the Elements:
After revealing an Order Marker on Kurrok the Elementalist, instead of taking that turn with Kurrok, you may take a turn with up to three small or medium Elementals you control that are within 8 clear sight spaces of Kurrok the Elementalist.
Quote:
MINDLESS PACK
After revealing an Order Marker on this card, roll the 20-sided die.
If you roll a 1-5, you may make a turn with 1 Thrall you control.
If you roll a 6-15, you may make a turn with up to 2 Thralls you control.
If you roll a 16 or higher, you may make a turn with up to 3 Thralls you control.
Quote:
Mind Link:
Instead of taking a turn with Ulginesh, you may take a turn with up to 2 different Elf Wizards you control. Ulginesh cannot be one of the 2 Elf Wizards. Any Elf Wizard that is taking a turn instead of Ulginesh must be within 6 clear sight spaces of Ulginesh before moving.
Quote:
Red Flag of Fury Aura:
If Order Marker 1 is placed on Ornak, then instead of taking that turn with Ornak, you may take a turn with up to 2 Unique Heroes you control who follow Utgar. Ornak cannot be one of the 2 Unique Heroes. Any Unique Hero that is taking a turn instead of Ornak must be within 8 clear sight spaces of Ornak prior to its movement.
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ROYAL ESCORT
When Revealing an Order Marker on this Crypt Guardian, after taking this Crypt Guardian's turn, you may take a turn with one other Guard Hero or Queen Hero you control.
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_______________________________________________________ AURA/ENHANCEMENT/BENEFIT ABILITIES
Abilities that offer some type of benefit to other units in your army.
Spoiler Alert!
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Attack Aura:
All figures you control within 4 clear sight spaces of Taelord get +1 to attack. Taelord's Attack Aura does not affect Taelord.
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Attack Aura 1:
All friendly figures adjacent to Finn with a range of 1 add 1 die to their normal attack.
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Berserker Charge Enhancement:
Add 1 to your die roll when you roll for the Berserker Charge power on any Army Card.
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Carry:
Before moving Theracus, choose an unengaged friendly small or medium figure adjacent to Thercus. After you move Theracus, place the chosen figure adjacent to Theracus.
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CURSE OF THE MUMMY
When you choose an opponent's figure and roll the 20-sided die for a special power on any Undead Army Card, you may add 2 to the roll if the chosen figure is engaged with this Crypt Guardian.
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Defensive Aura 1:
All friendly figures adjacent to Thorgrim add 1 die to their defense.
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Defensive Aura:
All figures you control within 4 clear sight spaces of Raelin add 2 to their defense dice. Raelin's Defensive Aura does not affect Raelin.
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Devourer Attack Enhancement:
All friendly Devourers adjacent to a Dumutef Guard receive an additional attack die.
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DEVOUT LEADERSHIP
All figures you control with a devout personality move one additional space. Varan may move and attack one additional time for each wound marker on this Army Card.
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Dragon Healing:
Before moving, you may choose a wounded Hero figure within 4 clear sight spaces of Sonlen. Roll the 20-sided die. If you roll a 15 or higher, remove one Wound Marker from the chosen Hero's Army Card. Sonlen's Dragon can use its Dragon Healing on Sonlen.
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ENSLAVE ENHANCEMENT
Add 1 to your die roll when you roll for the Enslave power on any Army Card.
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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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Gift of the Empress Aura:
When you roll defense dice for any Kyrie that you control who follows Einar and is within 5 clear sight spaces of Empress Kiova, you may re-roll all defense dice that did not show shields. Gift of the Empress Aura can be used only once for each defense roll. Empress Kiova's Gift of the Empress Aura does not affect Empress Kiova.
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Gladiator Inspiration:
If all Order Markers for a round are placed on Gladiator Army Cards, and at least one Order Marker is placed on Spartacus, then all Gladiators you control (except Spartacus) become inspired. Inspired Gladiators add one to their Move number and add 1 extra attack die and defense die for the rest of the round.
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Gladiatron Movement Bonding
Before taking a turn with Blastatrons, you may move 4 Gladiatrons you control up to 5 spaces each.
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Guard Leadership:
All Guards you control move one additional space.
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Healing Touch:
After moving and before attacking, choose a wounded hero figure adjacent to Kelda. Then roll the 20-sided die to add or remove wound markers from the chosen figure's card:
-If you roll 1, add 2 markers.
-If you roll 2-5, remove one marker.
-If you roll 6-17, remove up to 2 markers.
-If you roll 18-20, remove all markers.
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Helm of Mitonsoul Aura:
After moving and before attacking, Runa may use her Helm of Mitonsoul Aura. When using the Helm of Mitonsoul Aura, you must roll the 20-sided die for all figures within 3 clear sight spaces of Runa, one at a time. If you roll a 20, destroy the figure. Runa's Helm of Mitonsoul Aura does not affect Runa.
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Heroic Defense Aura
When defending against a normal attack by an adjacent figure with any Samurai or Ashigaru figures you control within 8 clear sight spaces of Hatamoto Taro, you may roll Einar Valkyrie dice. Each Einar symbol rolled counts as an additional shield. Heroic Defense Aura does not affect Hatamoto Taro.
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Hive Supremecy:
Anytime you roll the 20-sided die for a Marro or Wulsinu Army Card, you may add 1 to your die roll.
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Hunter's Aim Spirit
When Arktos is destroyed, place this figure on any Unique Army Card with a Range number of 4 or more. Arktos's Spirit adds 2 to the Range number of that card.
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Jandar's Dispatch:
After you take a turn with Sir Gilbert, roll 12 Jandar Valkyrie Dice. You may move up to 4 squad figures you control who follow Jandar up to X spaces. X equals the number of Jandar symbols rolled. Any squad figures moved with Jandar’s Dispatch must be within 8 clear sight spaces of Sir Gilbert prior to moving.
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Knight and Sentinel Enhancement All friendly Knights and Sentinels adjacent to Concan roll an additional attack die and an additional defense die.
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KYRIE SUPREMACY
Any time you roll the 20-sided die for a Kyrie army card, you may add 1 to your roll.
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Lay On Hands:
After moving and before attacking, you may choose a wounded friendly Hero figure adjacent to Rhogar Dragonspine and roll the 20-sided die. If you roll a 6 or higher, remove 1 wound marker from the chosen figure's Army Card.
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Leaf of the Home Tree Aura:
When any Elf you control within 8 clear sight spaces of Acolarh receives enough wounds to be destroyed, you may roll 10 Ullar Valkyrie dice before removing the figure. If you roll at least 3 Ullar symbols, ignore any wounds that figure just received. Acolarh’s Leaf of the Home Tree Aura does not affect Acolarh.
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LIFE TRANSFER AURA
Each time Calibrax destroys an adjacent figure which is not a destructible object, you may choose a wounded Hero figure you control within 3 clear sight spaces of Calibrax. Remove one wound marker from the chosen Hero's Army Card. Calibrax cannot remove wound markers from his own Army Card.
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Lolth's Judgment Aura:
All Arachnid figures you control within 6 clear sight spaces of Estivara roll 1 additional attack die when attacking normally.
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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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Master's Influence
All Monk squad figures you control may leap an additional 13 levels up or down when using their Stealth Leap special power. All Monks you control within 2 clear sight spaces of Master Woo add 1 to their attack dice and 1 to their defense dice.
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MARKED FOR DESTRUCTION
When a Soulborg figure that you control who follows Utgar attacks a figure engaged with Deathcommander Mark 3 with a normal attack, before defense dice are rolled, you may re-roll one attack die that did not show a skull. Marked for Destruction can only be used once for each attack. Marked for Destruction does not affect Deathcommander Mark 3.
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Orb of Vengeance Aura
When a figure you control within 4 clear sight spaces of Emperor Andask attacks an adjacent figure with a normal attack, before defense dice are rolled, you may re-roll all attack dice that did not show skulls. Orb of Vengeance Aura does not affect Emperor Andask. Orb of Vengeance Aura may only be used once per turn.
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Orc Archer Enhancement:
All friendly Orc Archers adjacent to a Swog Rider receive an additional attack die and an additional defense die.
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Orc Battle Cry:
When attacking with any Orc Warrior figures you control adjacent to Ornak, you may roll Utgar Valkyrie dice. Each Utgar symbol rolled counts for an additional skull.
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Orc Defensive Aura 1:
All Orc figures within 4 clear sight spaces of Nerak add 1 to their defense dice. Nerak's Orc Defensive Aura does not affect Nerak.
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Orc Warrior Enhancement:
All friendly Orc Warriors adjacent to Grimnak roll an additional attack die and an additional defense die.
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PURPLE HEART
When a Human you control who follows Jandar and is adjacent to Capt. John Varan receives one or more wounds from an attacking figure who is not adjacent, you may instead place all of those wound markers on this Army Card.
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Range Enhancement:
Any Soulborg Guards adjacent to Deathwalker add 2 spaces to their range.
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Protection From Evil Aura:
All small or medium figures you control within 3 clear sight spaces of Ana Karithion add 1 to their defense dice when rolling defense against an attack from a figure who follows Utgar. Ana Karithon's Protection from Evil Aura does not affect Ana Karithon.
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QUEEN OF THIEVES
After a tricky figure you control within 6 clear sight spaces of Elaria the Pale rolls the 20-sided die for a special power on its Army Card, you may add 1 to your die roll. Queen of Thieves does not affect Elaria the Pale.
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Relentless Assault:
Each friendly figure adjacent to Khosumet with a relentless personality receives an additional attack die.
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Sacred Band Defy Death 15:
When an adjacent Sacred Band figure receives one or more wounds, roll the 20-sided die before removing that figure. If you roll a 15 or higher, ignore any wounds.
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Scout Leadership:
All Scouts you control can move an additional 2 spaces.
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Scout Melee Attack Enhancement:
All friendly scouts adjacent to Brave Arrow receive an additional attack die when attacking a figure adjacent to them.
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Soldier Attack Enhancement:
All friendly Soldiers adjacent to Marcus Decimus Gallus receive an additional attack die.
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Soldier Leadership:
All Soldiers you control move one additional space.
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Strength of Oak Aura 1:
All friendly Elves adjacent to Kyntela Gwyn add 1 to their defense dice.
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Ullar's Amulet:
All friendly figures who follow Ullar and start their turn adjacent to Acolarh may move 2 additional spaces.
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UPGRADE
Start the game with 3 Upgrade Markers on this card. Instead of attacking, you may choose a friendly Unique Soulborg Hero adjacent to Beorn Boltcutter that does not have an Upgrade Marker on its Army Card. Place an Upgrade Marker from this card on the chosen hero's Army Card. For the duration of the game, that Soulborg adds 1 to its Move and Attack numbers as long as that Upgrade Marker is on its Army Card. If that Soulborg defends against a normal attack and no excess shields are rolled, remove the Upgrade Marker from its Army Card.
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Warrior's Armor Spirit 1:
When Thorgrim is destroyed, place this figure on any unique Army Card. Thorgrim's Spirit adds 1 to the defense number on that card.
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Warrior's Attack Spirit 1:
When Finn is destroyed, place this figure on any Unique Army Card. Finn's Spirit adds 1 to the normal attack number on that card.
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WARRIOR'S MELEE ATTACK SPIRIT
When Bahadur is destroyed, place this figure on any Unique Army Card with a Range of 1. Bahadur’s Spirit adds 1 to the normal Attack number on that card.
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Warrior's Swiftness Spirit:
When Eldgrim is destroyed, you may place this figure on any unique Army Card. Eldgrim's Spirit adds 1 to the move number on that card.
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Vydar’s Range Enhancement Aura:
All friendly figures with a range of 4 or more who follow Vydar and are within 4 clear sight spaces of Laglor add 2 spaces to their Range number. Vydar’s Range Enhancement Aura does not affect Laglor.
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_______________________________________________________ SPECIFIC TARGET ABILITIES
Abilities that rely on and/or affect a specific Class/Species/General/Personality etc. Does not include Bonding Abilities (see above).
Spoiler Alert!
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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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Cover Fire:
When attacking an opponents figure, if Agent Skahen inflicts one or more wounds, you may move one Tricky figure you control who follows Vydar and is within 8 clear sight spaces of Agent Skahen up to 4 spaces. You cannot use cover fire to move Agent Skahen.
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Dishonorable Attack:
When attacking a figure who follows Jandar, Isamu rolls 2 additional attack dice.
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Elven Summoning Spell:
After moving and before attacking, you may roll the 20-sided die. Add the number of Elves you control adjacent to Emirroon to your die roll.
• If you roll 1-4, nothing happens.
• If you roll 5-11, you may place 1 Elf you control adjacent to Emirroon.
• If you roll 12-17, you may place up to 2 Elves you control adjacent to Emirroon.
• If you roll 18-20, you may place up to 3 Elves you control adjacent to Emirroon.
If the summoned Elves are engaged, they will not take any leaving engagement attacks. Emirroon cannot summon an Elf that he is already adjacent to.
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ENSLAVE ENHANCEMENT
Add 1 to your die roll when you roll for the Enslave power on any Army Card.
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Eternal Strength:
Anytime you roll the 20-sided die for Cyprien Esenwein’s Chilling Touch, you may add 2 to your die roll.
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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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Fire Strike Special Attack:
Range 6 Attack 2 +Special
When Chadris attacks with Fire Strike Special Attack add 1 to Chadris' attack dice for every additional Elf Wizard you control within 3 clear sight spaces of Chadris, up to a maximum of +3 dice.
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Frenzy Enhancement:
Add 1 to your die roll when you roll for the Frenzy power on any Army Card.
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Gift of the Empress Aura:
When you roll defense dice for any Kyrie that you control who follows Einar and is within 5 clear sight spaces of Empress Kiova, you may re-roll all defense dice that did not show shields. Gift of the Empress Aura can be used only once for each defense roll. Empress Kiova's Gift of the Empress Aura does not affect Empress Kiova.
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Gladiator Inspiration:
If all Order Markers for a round are placed on Gladiator Army Cards, and at least one Order Marker is placed on Spartacus, then all Gladiators you control (except Spartacus) become inspired. Inspired Gladiators add one to their Move number and add 1 extra attack die and defense die for the rest of the round.
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Guard Leadership:
All Guards you control move one additional space.
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HEAVY SUPPORT COMMAND BEACON
When revealing an order marker on Deathcommander Mark 3's card, after taking his turn, if Deathcommander Mark 3 is engaged, you may immediately take a turn with another Unique or Large Soulborg Hero or Squad you control that follows Utgar.
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Heroic Defense Aura
When defending against a normal attack by an adjacent figure with any Samurai or Ashigaru figures you control within 8 clear sight spaces of Hatamoto Taro, you may roll Einar Valkyrie dice. Each Einar symbol rolled counts as an additional shield. Heroic Defense Aura does not affect Hatamoto Taro.
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Hive Mind:
After revealing an Order Marker on this Army Card, you may take a turn with any small or medium common Marro Squad you control before taking a turn with Marro Hive. Any figure that is taking a turn must be within 12 clear sight spaces of Marro Hive, prior to its movement.
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Hive Supremacy:
Anytime you roll the 20-sided die for a Marro or Wulsinu Army Card, you may add 1 to your die roll.
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Homing Device
When attacking a non-adjacent figure, add 1 attack die for every SoulBorg who follows Vydar that is adjacent to the defending figure.
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Hunter's Aim Spirit
When Arktos is destroyed, place this figure on any Unique Army Card with a Range number of 4 or more. Arktos's Spirit adds 2 to the Range number of that card.
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Jandar's Dispatch:
After you take a turn with Sir Gilbert, roll 12 Jandar Valkyrie Dice. You may move up to 4 squad figures you control who follow Jandar up to X spaces. X equals the number of Jandar symbols rolled. Any squad figures moved with Jandar’s Dispatch must be within 8 clear sight spaces of Sir Gilbert prior to moving.
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Kato Katsuro's Command:
Instead of taking a turn with Kato Katsuro, you may take a turn with one of the following that you control:
• 1 Samurai Hero,
or
• 1 Samurai Squad,
or
• 1 Ashigaru Riflemen Squad and/or 1 Ashigaru Spearmen Squad. You may choose which Squad to activate first.
Any figure in the above list that is taking a turn instead of Kato Katsuro must be within clear sight of Kato Katsuro before moving.
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Knight and Sentinel Enhancement
All friendly Knights and Sentinels adjacent to Concan roll an additional attack die and an additional defense die.
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Kyrie Leadership:
All Kyrie you control, except Atlaga, move one additional space.
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KYRIE SUPREMACY
Any time you roll the 20-sided die for a Kyrie army card, you may add 1 to your roll.
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Leaf of the Home Tree Aura:
When any Elf you control within 8 clear sight spaces of Acolarh receives enough wounds to be destroyed, you may roll 10 Ullar Valkyrie dice before removing the figure. If you roll at least 3 Ullar symbols, ignore any wounds that figure just received. Acolarh’s Leaf of the Home Tree Aura does not affect Acolarh.
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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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Marro Rebirth:
After taking a turn with Marro Hive, you may roll the 20-sided die. if you roll a 13 or higher, you may place any previously destroyed common Marro Squad figure from your army on an empty space adjacent to Marro Hive.
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Mask of Terror
When a Squad figure adjacent to Akumaken attacks using a normal attack, it subtracts 1 from its attack dice. Figures with the fearless personality are not affected by Mask of Terror.
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Master's Influence
All Monk squad figures you control may leap an additional 13 levels up or down when using their Stealth Leap special power. All Monks you control within 2 clear sight spaces of Master Woo add 1 to their attack dice and 1 to their defense dice.
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Mind Link:
Instead of taking a turn with Ulginesh, you may take a turn with up to 2 different Elf Wizards you control. Ulginesh cannot be one of the 2 Elf Wizards. Any Elf Wizard that is taking a turn instead of Ulginesh must be within 6 clear sight spaces of Ulginesh before moving.
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Orc Battle Cry:
When attacking with any Orc Warrior figures you control adjacent to Ornak, you may roll Utgar Valkyrie dice. Each Utgar symbol rolled counts for an additional skull.
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Orc Defensive Aura 1:
All Orc figures within 4 clear sight spaces of Nerak add 1 to their defense dice. Nerak's Orc Defensive Aura does not affect Nerak.
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Orc Warrior Enhancement:
All friendly Orc Warriors adjacent to Grimnak roll an additional attack die and an additional defense die.
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Protection From Evil Aura:
All small or medium figures you control within 3 clear sight spaces of Ana Karithion add 1 to their defense dice when rolling defense against an attack from a figure who follows Utgar. Ana Karithon's Protection from Evil Aura does not affect Ana Karithon.
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PURPLE HEART
When a Human you control who follows Jandar and is adjacent to Capt. John Varan receives one or more wounds from an attacking figure who is not adjacent, you may instead place all of those wound markers on this Army Card.
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QUEEN OF THIEVES
After a tricky figure you control within 6 clear sight spaces of Elaria the Pale rolls the 20-sided die for a special power on its Army Card, you may add 1 to your die roll. Queen of Thieves does not affect Elaria the Pale.
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Rain of Flame Special Attack:
Range 7 Attack 1+Special
Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Rain of Flame Special Attack. Add 1 to Jorhdawn's attack dice for every additional Elf Wizard you control within 3 clear sight spaces of Jorhdawn, up to a maximum of +3 dice. Roll attack dice once for all affected figures. Each affected figure rolls defense dice separately. Jorhdawn cannot be affected by her own Rain of Flame Special Attack.
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Range Enhancement: Any Soulborg Guards adjacent to Deathwalker add 2 spaces to their range.
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Red Flag of Fury Aura:
If Order Marker 1 is placed on Ornak, then instead of taking that turn with Ornak, you may take a turn with up to 2 Unique Heroes you control who follow Utgar. Ornak cannot be one of the 2 Unique Heroes. Any Unique Hero that is taking a turn instead of Ornak must be within 8 clear sight spaces of Ornak prior to its movement.
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Relentless Assault:
Each friendly figure adjacent to Khosumet with a relentless personality receives an additional attack die.
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Sacred Band Defy Death 15:
When an adjacent Sacred Band figure receives one or more wounds, roll the 20-sided die before removing that figure. If you roll a 15 or higher, ignore any wounds.
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Scout Leadership:
All Scouts you control can move an additional 2 spaces.
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Scout Melee Attack Enhancement:
All friendly scouts adjacent to Brave Arrow receive an additional attack die when attacking a figure adjacent to them.
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Soldier Attack Enhancement:
All friendly Soldiers adjacent to Marcus Decimus Gallus receive an additional attack die.
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Soldier Leadership:
All Soldiers you control move one additional 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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Strength of Oak Aura 1:
All friendly Elves adjacent to Kyntela Gwyn add 1 to their defense dice.
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Summon the Rechets of Bogdan:
After taking a turn with Iskra Esenwein, you may attempt to summon the Rechets of Bogdan if they are in your army and they have not yet been successfully summoned. Roll the 20-sided die. If you roll a 14 or higher, you must place all 3 Rechets of Bogdan on empty spaces within 6 clear sight spaces of Iskra Esenwein. Any Rechets of Bogdan that you cannot place on the battlefield are immediately destroyed and cannot be summoned again. When the Rechets of Bogdan are summoned, you may immediately take a turn with them.
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Tricky Speed 4:
If Otonashi starts her turn adjacent to any figure you control with a "Tricky" personality, she may move 4 additional spaces.
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Turn Undead Special Attack:
Range 4, Attack 4
Turn Undead Special Attack can be used only to attack Undead figures.
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Ullar's Amulet:
All friendly figures who follow Ullar and start their turn adjacent to Acolarh may move 2 additional spaces.
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Unleashed Fury Enhancement:
You may add 1 to your die roll when you roll for the Unleashed Fury power on any Army Card.
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UPGRADE
Start the game with 3 Upgrade Markers on this card. Instead of attacking, you may choose a friendly Unique Soulborg Hero adjacent to Beorn Boltcutter that does not have an Upgrade Marker on its Army Card. Place an Upgrade Marker from this card on the chosen hero's Army Card. For the duration of the game, that Soulborg adds 1 to its Move and Attack numbers as long as that Upgrade Marker is on its Army Card. If that Soulborg defends against a normal attack and no excess shields are rolled, remove the Upgrade Marker from its Army Card.
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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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Vydar’s Range Enhancement Aura:
All friendly figures with a range of 4 or more who follow Vydar and are within 4 clear sight spaces of Laglor add 2 spaces to their Range number. Vydar’s Range Enhancement Aura does not affect Laglor.
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_______________________________________________________ INSTA-KILL ABILITIES
Abilities that can result in the instant destruction of a unit.
Spoiler Alert!
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Chomp:
Before attacking, choose one medium or small figure adjacent to Grimnak. If the chosen figure is a Squad figure, destroy it. If the chosen figure is a Hero figure, roll the 20-sided die. If you roll a 16 or higher, destroy the chosen Hero.
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Coil Crush:
When attacking a small, medium or large figure, if Wo-Sa-Ga inflicts at least 2 wounds, roll the 20-sided die. If you roll a 15 or higher, destroy the defending figure.
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Devour from Beneath
Before using Stealth Underground Movement, you may choose a small or medium Common figure on a space where Ashi-Dhulu could end his Stealth Underground Movement. Destroy the chosen figure and immediately place Ashi-Dhulu on that space using Stealth Underground Movement.
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Helm of Mitonsoul Aura:
After moving and before attacking, Runa may use her Helm of Mitonsoul Aura. When using the Helm of Mitonsoul Aura, you must roll the 20-sided die for all figures within 3 clear sight spaces of Runa, one at a time. If you roll a 20, destroy the figure. Runa's Helm of Mitonsoul Aura does not affect Runa.
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Self-Destruct:
After moving and instead of attacking, Deathwalker may choose to self-destruct. Roll the 20-sided die to determine if any other figures are wounded. If you roll a 1-3, all adjacent figures are safe. If you roll a 4-15, each adjacent figure receives 2 wounds. If you roll a 16-19 each adjacent figure receives 4 wounds. If you roll a 20, each adjacent figure receives 8 wounds. After using this power, Deathwalker is always destroyed.
(I know Self-Destruct says nothing about automatically destroying any figures, but for practical purposes, inflicting 8 wounds on a figure is pretty darn close to insta-kill)
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Sharpshooter:
Instead of attacking, you may choose any non-adjacent figure within 10 clear sight spaces of Deadeye Dan. Roll the 20-sided die. If you roll a 19 or 20, the chosen figure is destroyed. If you roll a 1-18, you missed. Deadeye Dan may not use this special power if he moved this turn
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Stare of Stone:
Instead of attacking, choose any figure within 4 clear sight spaces of Sudema. Roll the 20-sided die. If the chosen figure is a Squad figure and you roll a 7 or higher, destroy it. If the chosen figure if a Hero figure and you roll a 17 or higher, destroy the chosen Hero.
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Ullar's Bolt of the Witherwood:
After moving and before attacking with Atlaga, you may choose any opponent's figure within 5 clear sight spaces of Atlaga. Roll the 20-sided die. If you roll a 1 - 15, nothing happens. If you roll a 16 or higher, the chosen figure is destroyed. Atlaga may attempt to use this power only once per game.
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_______________________________________________________ D20 ABILITIES
Abilities that utilize the 20-sided die
Spoiler Alert!
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Chain Grab:
After moving and before attacking with a Drow Chainfighter, you may choose one opponent's small or medium figure within 3 clear sight spaces whose base is no more than 6 levels above that Drow Chainfighter's height or 6 levels below that Drow Chainfighter's base. Roll the 20-sided die. If you roll a 9 or higher, place the chosen figure on any empty same-level space adjacent to that Drow Chainfighter. If the chosen figure is engaged when it is moved by Chain Grab, it will not take any leaving engagement attacks.
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Chilling Touch:
After moving and before attacking, Cyprien Esenwein may attempt a Chilling Touch. To do this, choose a figure adjacent to Cyprien Esenwein and roll the 20-sided die.
• If you roll 1-12, nothing happens.
• If you roll 13-15, the chosen figure receives 1 wound.
• If you roll 16-17, the chosen figure receives 2 wounds.
• If you roll 18-19, the chosen figure receives 3 wounds.
• If you roll a 20 or higher, the chosen figure receives 6 wounds.
Cyprien Esenwein’s Chilling Touch does not affect Soulborgs or Destructible Objects.
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Cloud of Darkness:
After taking a turn with Estivara, you may roll the 20-sided die. If you roll a 16 or higher, while she remains on that space, Estivara has no visible Hit Zone until the next time you reveal an order marker.
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Coil Crush:
When attacking a small, medium or large figure, if Wo-Sa-Ga inflicts at least 2 wounds, roll the 20-sided die. If you roll a 15 or higher, destroy the defending figure.
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Commander's Strike:
After moving and before attacking with Mogrimm Forgehammer, 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.
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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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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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Crippling Gaze 15
Before moving, you may choose a figure within 5 clear sight spaces of Dünd. Roll the 20-sided die. If you roll a 15 or higher remove all order markers on the chosen figure's army card (or cards if your opponent has more than one common card for that figure).
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Dragon Healing:
Before moving, you may choose a wounded Hero figure within 4 clear sight spaces of Sonlen. Roll the 20-sided die. If you roll a 15 or higher, remove one Wound Marker from the chosen Hero's Army Card. Sonlen's Dragon can use its Dragon Healing on Sonlen.
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Dragon Swoop:
After moving and before attacking, you may choose any figure within 4 clear sight spaces of Sonlen. Roll the 20-sided die. If you roll a 15 or higher, the chosen figure receives one wound.
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Elven Summoning Spell:
After moving and before attacking, you may roll the 20-sided die. Add the number of Elves you control adjacent to Emirroon to your die roll.
• If you roll 1-4, nothing happens.
• If you roll 5-11, you may place 1 Elf you control adjacent to Emirroon.
• If you roll 12-17, you may place up to 2 Elves you control adjacent to Emirroon.
• If you roll 18-20, you may place up to 3 Elves you control adjacent to Emirroon.
If the summoned Elves are engaged, they will not take any leaving engagement attacks. Emirroon cannot summon an Elf that he is already adjacent to.
Quote:
Engagement Strike 13:
If an opponent's small or medium figure moves, adjacent to Arkmer, roll the 20-sided die. If you roll a 13 or higher, the opponent's figure receives one wound. Figures may be targeted only as they move into engagement with Arkmer.
Quote:
ENGORGE
When a Bloodburst Thrall attacks, you may add 1 to its Attack number. If you do, and the defending figure is destroyed, you must roll the 20-sided die. If you roll a 13 or lower, destroy that Bloodburst Thrall.
Quote:
Enslave 17:
When revealing an order marker on this Mind Flayer Mastermind, after taking this Mind Flayer Mastermind's turn, you may choose any Unique Hero figure within 4 clear sight spaces of this Mind Flayer Mastermind. Roll the 20-sided die. If you roll a 17 or higher, take temporary control of the chosen Hero and immediately take a turn with that Hero. At the end of that turn, control of the chosen Hero returns to its previous owner. All order markers that were on the figure's Army Card will stay on the Army Card. Enslave does not affect Mindflayers.
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Entangling Web
After moving and before attacking, you may choose any one small or medium opponent's figure that is engaged with at least three Fyorlag Spiders that you control. Roll the 20-sided die. If you roll a 16 or higher, remove one unrevealed Order Marker at random from the chosen figure's Army Card (or cards if your opponent has more than one Common Army Card for that figure.
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Eternal Hatred:
After revealing an order marker on this card, you must roll the 20-sided die. If you roll a 17 or higher, choose an opponent. That opponent will now control Marcu Esenwein for the remainder of your turn, but will not be able to view any unrevealed order markers on his card. At the end of that turn, control of Marcu returns to you. All order markers and figures that were on Marcu’s Army Card will stay on his Army Card.
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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.
Quote:
Flail Hurricane:
After moving and before attacking with this Ogre Warhulk, you must roll the 20-sided die. If you roll a 1-10, it may attack normally. If you roll an 11 or higher, instead of attacking normally, it must attack each figure adjacent to it, if possible. Roll each attack separately.
Quote:
Fledgling Acid Breath:
Instead of attacking with a Black Wyrmling, you may choose one small or medium figure within 4 clear sight spaces of it. Roll the 20-sided die. If you roll a 1 - 10, nothing happens. If you roll an 11 - 15, the chosen figure receives 1 wound. If you roll a 16 or higher, the chosen figure receives 2 wounds.
Quote:
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.
Quote:
Frenzy
After you take a turn with Aubrien Archers, you may roll the 20-sided die. If you roll a 16 or higher, you may take another turn with Aubrien Archers.
Quote:
Healing Touch:
After moving and before attacking, choose a wounded hero figure adjacent to Kelda. Then roll the 20-sided die to add or remove wound markers from the chosen figure's card:
-If you roll 1, add 2 markers.
-If you roll 2-5, remove one marker.
-If you roll 6-17, remove up to 2 markers.
-If you roll 18-20, remove all markers.
Quote:
Healing Word:
After revealing an Order Marker on a wounded small or medium Hero figure you control that is adjacent to Ana Karithon, and before using any other special powers on any Army Card or Treasure Glyph, you may first roll the 20-sided die. If you roll a 1 - 12 nothing happens. If you roll a 13 or higher, remove up to 2 wound markers from that Hero's Army Card.
Quote:
Helm of Mitonsoul Aura:
After moving and before attacking, Runa may use her Helm of Mitonsoul Aura. When using the Helm of Mitonsoul Aura, you must roll the 20-sided die for all figures within 3 clear sight spaces of Runa, one at a time. If you roll a 20, destroy the figure. Runa's Helm of Mitonsoul Aura does not affect Runa.
Quote:
Hide in Darkness:
If Darrak Ambershard is attacked with a normal attack and at least one skull is rolled, roll the 20-sided die. If Darrak Ambershard is on a Dungeon space, add three to your die roll. If he is on a Shadow space, add 6 to your die roll. If you roll a 1-15, roll defence dice normally. If you roll a 16 or higher, ignore all damage that would be inflicted by the attack.
Quote:
Ice Spikes 15:
If an opponent's figure moves adjacent to this Greater Ice Elemental, roll the 20-sided die. If this Greater Ice Elemental is on at least one ice or snow space, add 2 to your die roll. If you roll a 15 or higher, the opponent's figure recieves 1 wound. Figures can be affected by Ice Spikes only as they move into engagement with this Greater Ice Elemental.
Quote:
JAVELIN
After moving and before attacking with an Achillean Gladiatrix, you may roll the 20-sided die. If you roll a 16 or higher, add 3 to that Achillean Gladiatrix's Range value for the duration of her turn.
Quote:
Knockback 14:
When a small or meduim figure rolls defense dice and is not destroyed by a normal or special attack from Shurrak, immediately roll the 20-sided die. If you roll a 14 or higher, you may Knockback that figure by placing it on any empty space within 3 clear sight spaces of Shurrak. The space must be on the same level as or lower than its current location. A figure moved by Knockback never takes any leaving engagement attack. A non-flying figure moved lower by Knockback can recieve any falling damage that may apply.
Quote:
Lay On Hands:
After moving and before attacking, you may choose a wounded friendly Hero figure adjacent to Rhogar Dragonspine and roll the 20-sided die. If you roll a 6 or higher, remove 1 wound marker from the chosen figure's Army Card.
Quote:
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.
Quote:
Marro Rebirth:
After taking a turn with Marro Hive, you may roll the 20-sided die. if you roll a 13 or higher, you may place any previously destroyed common Marro Squad figure from your army on an empty space adjacent to Marro Hive.
Quote:
Mind Shackle 19:
After moving and before attacking, you may choose any unique figure adjacent to Kee-Mo-Shi. Roll the 20-sided die. If you roll a 19 or 20, take control of the chosen figure and that figure's Army Card. You now control that Army Card and all figures on it. Remove any Order Markers on the chosen figure's Army Card. If Kee-Mo-Shi is destroyed, you retain control of any previously Mind Shackled Army Cards.
Quote:
Mind Shackle 20:
After moving and before attacking, you may choose any unique figure adjacent to Ne-gok-sa. Roll the 20-sided die. If you roll a 20, take control of the chosen figure and that figure's Army Card. You now control that Army Card and all figures on it. Remove any Order Markers on this card. If Ne-Gok-Sa is destroyed, you retain control of any previously Mind Shackled Army Cards.
Quote:
Mine!:
When you roll the 20-sided die for a Treasure Glyph trap with this Ogre Warhulk, you must subtract 4 from your die roll.
Quote:
Moon Frenzy:
After revealing an Order Marker on this Werewolf Lord, before taking this Werewolf Lord's turn, roll the 20-sided die. If you roll an 11 or higher, you may first take a turn with any Hybrid Hero in play. If you take a turn with an oppenent's Hybrid Hero, you control that Hero for the duration of its turn. At the end of its turn, control of the Hybrid Hero returns to its previous owner. All Order Markers that were on the figure's Army Card will stay on the Army Card.
Quote:
Net Trip 14
After moving and before attacking, roll the 20-sided die. If you roll a 14 or higher, any small or medium figure attacked by Retiarius this turn may roll no more than 1 die for defense.
Quote:
Paralyzing Stare 16:
After moving and before attacking, choose any small or medium figure within 6 clear sight spaces of Me-Burq-Sa. Roll the 20-sided die. If you roll a 16 or higher, the chosen figure cannot roll any defense dice if attacked by Me-Burq-Sa this turn.
Quote:
Poisonous Acid Breath:
Instead of attacking, you may choose up to 3 different small or medium figures within 4 clear sight spaces of Braxas. One at a time, roll the 20-sided die for each chosen figure. If the chosen figure is a Squad figure and you roll an 8 or higher, destroy it. If the chosen figure is a Hero figure and you roll a 17 or higher, destroy the chosen Hero.
Quote:
Poison Weapons
Each time a Deepwyrm Drow attacks a small, medium, or large Hero with a normal attack or a leaving engagement attack and inflicts at least 1 wound, roll the 20-sided die. If you roll a 1-11, nothing happens. If you roll a 12 or higher, add 1 additional wound to the defending figure.
Quote:
QUIVERING PALM
Start the game with 3 Palm Markers on this card. After moving and before attacking you may choose a small or medium Unique Hero adjacent to Chen Tang without any Palm Markers its Army Card. Roll a 20-sided die. If you roll a 13 or higher place a Palm Marker on the chosen figure's Army Card. For the duration of the game, at the end of each round, each other figure with one of you Palm Markers on its card receives a wound. Palm Markers cannot be placed on Monk Army Cards
Quote:
RAMMING 6
When a small or medium figure rolls defense die and is not destroyed by a normal or special attack from Augamo, immediately roll the 20-sided die. If you roll a 6 or higher, you may Ram the figure. The player who controls the Rammed figure must place that figure, if possible, on an empty space within two spaces of it's current location, within clear sight of Augamo but not adjacent to him. The space must be on the same level as or lower then it's current location. A Rammed figure never takes any leaving engagement attacks. A non-flying figure moved lower by Ramming can receive any falling damage that may apply.
Quote:
REMOTE DETONATION
Instead of attacking, you may choose Executioner 616 or another Soulborg you control within 4 clear sight spaces of Executioner 616. Roll the 20-sided die. Add 3 to your die roll if the chosen figure is medium, 7 to your die roll if the chosen figure is large, and 10 to your die roll if the chosen figure is huge. If you roll 1-12, nothing happens. If you roll 13-19, all figures adjacent to the chosen figure receive one wound. If you roll a 20 or higher, all figures adjacent to the chosen figure receive 3 wounds. After using Remote Detonation, destroy the chosen figure.
Quote:
Rod of Negation:
Start the game with 3 brown(gold) Negation Markers on this card. At the end of the turn, if you have at least 1 Negation Marker on this card, you may choose any opponent's unique figure within 6 clear sight spaces of Morsbane. Roll the 20-sided die. If you roll a 1-15, nothing happens. If you roll a 16-19, place a Negation Marker on the chosen figure's Army Card. All of that figure's special powers are negated for the entire game. If you roll a 20, destroy the chosen figure.
Quote:
RUPTURE
When a Bloodburst Thrall you control receives one or more wounds from a normal attack by an opponent’s figure, you may choose an opponent’s figure adjacent to that Bloodburst Thrall and roll the 20-sided die before removing that figure. If you roll a 14 or higher, the chosen figure receives 1 wound.
Quote:
Sacred Band Defy Death 15:
When an adjacent Sacred Band figure receives one or more wounds, roll the 20-sided die before removing that figure. If you roll a 15 or higher, ignore any wounds.
Quote:
Searing Intensity:
After moving and before attacking, you must roll the 20-sided die once for each figure adjacent to at least one Fire Elemental you control. If you roll a 14 or higher, that figure receives 1 wound. Figures with the Lava Resistant special power are not affected by Searing Intensity.
Quote:
Self-Destruct:
After moving and instead of attacking, Deathwalker may choose to self-destruct. Roll the 20-sided die to determine if any other figures are wounded. If you roll a 1-3, all adjacent figures are safe. If you roll a 4-15, each adjacent figure receives 2 wounds. If you roll a 16-19 each adjacent figure receives 4 wounds. If you roll a 20, each adjacent figure receives 8 wounds. After using this power, Deathwalker is always destroyed.
Quote:
Sharpshooter:
Instead of attacking, you may choose any non-adjacent figure within 10 clear sight spaces of Deadeye Dan. Roll the 20-sided die. If you roll a 19 or 20, the chosen figure is destroyed. If you roll a 1-18, you missed. Deadeye Dan may not use this special power if he moved this turn.
Quote:
Shifting Sands
After moving and before attacking, choose two small or medium figures on land spaces within 4 clear sight spaces of Arashara Goshiri and within 4 spaces of each other. Roll the 20-sided die. If you roll a 10 or higher, you may switch the two chosen figures. Figures moved by Shifting Sands never take leaving engagement attacks. Arashara Goshiri may be moved by Shifting Sands.
Quote:
SLIPPERY 6
If an opponent’s Squad figure moves adjacent to Elaria the Pale and onto a space where that Squad figure can end its movement, you may roll the 20-sided die. If you roll a 6 or higher, Elaria the Pale may immediately move up to 4 spaces. Elaria the Pale will not take any leaving engagement attacks when moving with Slippery. Elaria the Pale can use this power only if she ends her Slippery move not adjacent to any enemy figures. You may not roll for Slippery more than once during any turn.
Quote:
Spear of Summoning:
After moving and before attacking, choose any figure you control on the battlefield, then roll the 20-sided die.
-If you roll a 1-8, nothing happens.
-If you roll a 9-20, move the chosen figure to any space adjacent to Saylind.
If the summoned figure is engaged, the figure does not receive any leaving engagement attacks.
Quote:
Stare of Stone:
Instead of attacking, choose any figure within 4 clear sight spaces of Sudema. Roll the 20-sided die. If the chosen figure is a Squad figure and you roll a 7 or higher, destroy it. If the chosen figure if a Hero figure and you roll a 17 or higher, destroy the chosen Hero.
Quote:
Stab in the Back:
After you take a turn with Sir Hawthorne, you must roll the 20-sided die. If you roll a 1, choose an opponent. That opponent now controls Sir Hawthorne. Remove any order markers on this Army Card, then give the card to that opponent.
Quote:
Summon Elemental:
After moving and before attacking with Kurrok the Elementalist, you may roll the 20-sided die. If you roll an 11 or higher, you may, if possible, place one of your previously destroyed small or medium Elementals on an empty space within 3 clear sight spaces of Kurrok the Elementalist.
Quote:
Summon the Rechets of Bogdan:
After taking a turn with Iskra Esenwein, you may attempt to summon the Rechets of Bogdan if they are in your army and they have not yet been successfully summoned. Roll the 20-sided die. If you roll a 14 or higher, you must place all 3 Rechets of Bogdan on empty spaces within 6 clear sight spaces of Iskra Esenwein. Any Rechets of Bogdan that you cannot place on the battlefield are immediately destroyed and cannot be summoned again. When the Rechets of Bogdan are summoned, you may immediately take a turn with them.
Quote:
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.
Quote:
Throw 14:
After moving and before attacking, choose one small or medium non-flying figure adjacent to Jotun. Roll the 20-sided die. if you roll a 14 or higher, you may throw the figure by placing it on any empty space within 4 spaces of Jotun. The figure must land within clear sight of Jotun. After the figure is placed, roll the 20-sided die for throwing damage. If you roll an 11 or higher, the thrown figure receives 2 wounds. If the figure is thrown onto a level higher than the height of Jotun or onto water, do not roll for throwing damage. The thrown figure does not take any leaving engagement attacks.
Quote:
Toxic Skin:
After attacking, you must roll the 20-sided die once for each figure adjacent to Kee-Mo-Shi. If you roll a 17 or higher, that figure receives one wound. Soulborgs are not affected by Toxic Skin.
Quote:
Ullar's Bolt of the Witherwood:
After moving and before attacking with Atlaga, you may choose any opponent's figure within 5 clear sight spaces of Atlaga. Roll the 20-sided die. If you roll a 1 - 15, nothing happens. If you roll a 16 or higher, the chosen figure is destroyed. Atlaga may attempt to use this power only once per game.
Quote:
Unleashed Fury
Before moving, roll the 20-sided die.
If you roll a 1, choose an Anubian Wolf you control and destroy it.
If you roll a 2-6, add 1 to the attack value of this card.
If you roll a 7-11, add 2 to the attack value of this card.
If you 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.
Quote:
Vanish 9:
If Isamu is attacked and at least 1 skull is rolled, roll the 20-sided die to vanish. If you roll 1-8, roll defense dice normally. If you roll a 9 or higher, Isamu takes no damage and may immediately move up to 4 spaces. Isamu can vanish only if he ends his vanishing move not adjacent to any enemy figures.
Quote:
Whip 12:
After moving and before attacking, choose a small or medium figure adjacent to James. Roll the 20-sided die. If you roll a 12 or higher, the chosen figure cannot roll any defense dice if attacked by James this turn.
_______________________________________________________
_______________________________________________________ TERRAIN SPECIFIC
Abilities that trigger with/on specific terrain
Spoiler Alert!
Quote:
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.
Quote:
Glacier Traverse
If a Dzu-Teh is adjacent to a Glacier Mountain, the Dzu-Teh may Glacier Traverse instead of moving normally. You may do this with any or all Dzu-Teh you control each turn. To Glacier Traverse, move to any unoccupied space adjacent to that Glacier Mountain.
Quote:
Cold Healing:
After taking a turn with this Greater Ice Elemental, if it is on at least one snow or ice space, remove 1 wound marker from this Greater Ice Elemental's Army Card
Quote:
Cold Regenerate:
After taking a turn with this Ice Troll Berserker, remove 1 wound marker from this Ice Troll Berserker's Army Card. If it is on a snow or ice space, remove 1 additional wound marker.
Quote:
Ice Cold:
While a Greater Ice Elemental is on a water or ice space, that space and all same-level water spaces adjacent to that Greater Ice Elemental are considered normal ice spaces. Figures do not have to stop their movement on normal ice spaces
Quote:
Ice Spikes 15:
If an opponent's figure moves adjacent to this Greater Ice Elemental, roll the 20-sided die. If this Greater Ice Elemental is on at least one ice or snow space, add 2 to your die roll. If you roll a 15 or higher, the opponent's figure recieves 1 wound. Figures can be affected by Ice Spikes only as they move into engagement with this Greater Ice Elemental.
Quote:
Ice Troll Charge:
After moving and before attacking with this Ice Troll Berserker, roll the 20-sided die. If this Ice Troll Berserker is on a snow or ice space, add 3 to your die roll. If you roll a 13 or higher, you may move this Ice Troll Berserker again.
Quote:
Road Strength:
Add 1 to Dumutef Guard's attack and defense while on a road space.
Quote:
Snow and Ice Enhanced Movement
Slipper Ice and Heavy Snow only count as 1 space when moving.
_______________________________________________________
_______________________________________________________ ORDER MARKER ABILITIES
Abilities that utilize Order Markers
Spoiler Alert!
Quote:
Combat Leader:
If at least one order marker is on Mogrimm Forgehammer, you may add 3 to your initiative roll.
Quote:
Entangling Web
After moving and before attacking, you may choose any one small or medium opponent's figure that is engaged with at least three Fyorlag Spiders that you control. Roll the 20-sided die. If you roll a 16 or higher, remove one unrevealed Order Marker at random from the chosen figure's Army Card (or cards if your opponent has more than one Common Army Card for that figure.
Quote:
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.
Quote:
Initiative Advantage
If all of your order markers are on Gladiator Army Cards, you may add 1 to your initiative roll for every order marker on the Capuan Gladiators' Army Card, up to a maximum of +3 for Initiative Advantage.
_______________________________________________________
_______________________________________________________ MISCELLANEOUS ABILITIES
Abilities that... uh... do something other than anything else mentioned already
Spoiler Alert!
Quote:
Archer's Glory:
Each time Brandis Skyhunter destroys an opponent's non-adjacent Unique Hero, you may take another turn with Brandis Skyhunter.
Quote:
Blend Into Shadow
Mika Connour starts each game with up to 2 shadow tiles on her Army Card (included in expansion pack). If Mika Connour ends her turn on an empty land space, you may place a shadow tile from her Army Card onto the space she occupies if the shadow tile fits normally onto that space.
Quote:
Cold Healing:
After taking a turn with this Greater Ice Elemental, if it is on at least one snow or ice space, remove 1 wound marker from this Greater Ice Elemental's Army Card
Quote:
Cold Regenerate:
After taking a turn with this Ice Troll Berserker, remove 1 wound marker from this Ice Troll Berserker's Army Card. If it is on a snow or ice space, remove 1 additional wound marker.
Quote:
Combat Challenge
If an opponent's figure that is adjacent to Tandros Kreel attacks with a normal or special attack, it must attack Tandros Kreel.
Quote:
Disarm Traps:
When you roll the 20-sided die for a treasure glyph trap with Darrak Ambershard, you may add 4 to your die roll.
Quote:
GROWING HEAT
After taking a turn with Brimstone, you may place a Growing Heat Marker on this card, up to a maximum of 4 Growing Heat Markers.
Quote:
Ice Cold:
While a Greater Ice Elemental is on a water or ice space, that space and all same-level water spaces adjacent to that Greater Ice Elemental are considered normal ice spaces. Figures do not have to stop their movement on normal ice spaces
Quote:
Lycanthropy:
This Werewolf Lord starts the game with 3 green Lycanthropy Markers on its Army Card. If an opponent's Unique Hero receives at least 1 wound from this Werewolf Lord, you may place a Lycanthropy Marker on that figure's Army Card. For the duration of the game, that figure loses its Species, Class, and Personality. Instead, it has the following characteristics:
•Species: Hybrid
•Class: Hunter
•Personality: Tormented
Lycanthropy never affects Constructs, Lycanthropes, Soulborgs, and Destructible Objects.
Quote:
Mage Hand:
After moving and before attacking with Heirloom, you may choose a Treasure Glyph on an unoccupied space within 4 spaces of Heirloom. You may move that Treasure Glyph onto an empty same-level space adjacent to Heirloom. Symbol-side-up Treasure Glyphs cannot be revealed, and power-side-up Treasure Glyphs must be placed power-side-up when moved by Heirloom.
Quote:
Regenerate:
After taking a turn with this Feral Troll, remove 1 Wound Marker from this Feral Troll's army card.
Quote:
Swirling Vortex:
When an opponent's small or medium figure moves onto a space within 2 clear sight spaces of an Air Elemental you control, that figure must end its move there. Figures can never move through any figure affected by Swirling Vortex.
EDIT: Sorry, I know those double lines dividing sections are ugly, but they help me see the divisions when in editing mode. They are for my sanity.
I looked and looked for a list like this. I was kind of surprised no one had made one before.
Although, as I am discovering the amount of work it actually is I am kind of seeing why maybe no one has done it yet. With all there is already, that isn't even all the official unique heroes yet. I haven't gotten to official squads or uncommons yet or any C3V or SoV
I looked and looked for a list like this. I was kind of surprised no one had made one before.
Although, as I am discovering the amount of work it actually is I am kind of seeing why maybe no one has done it yet. With all there is already, that isn't even all the official unique heroes yet. I haven't gotten to official squads or uncommons yet or any C3V or SoV
It may be a work in progress for a while
Just let us know where your at and maybe some of us could help. Then you could copy and paste into your copy and paste files.
Wow! Thank you for putting all those awesome resources together for us!
Quote:
Originally Posted by TREX
Just let us know where your at and maybe some of us could help. Then you could copy and paste into your copy and paste files.
That would be awesome! Thanks for the offer. I am still working through official unique heroes, so if someone wanted to start working on official squaddies that would be a great place to start. I could still take care of all the alphabetizing and categorizing everything to make it streamlined for those helping out. If it was just the text people posted that would go along way in getting this list completed.
It would make me giddy if this turned into a community project (and not just because it s a lot of work )! Community projects rock!
That would be awesome! Thanks for the offer. I am still working through official unique heroes, so if someone wanted to start working on official squaddies that would be a great place to start. I could still take care of all the alphabetizing and categorizing everything to make it streamlined for those helping out. If it was just the text people posted that would go along way in getting this list completed.
It would make me giddy if this turned into a community project (and not just because it s a lot of work )! Community projects rock!
Ask and ye shall receive: Special Attacks:
Spoiler Alert!
Encircle Special Attack
Range 1. Attack 6.
If 3 Ashigaru Yari you control are adjacent to the same enemy figure, they may roll their attack dice as one combined attack. The defending figure compares height to the lowest Ashigaru Yari to determine any height advantage. If Encircle Special Attack is used, the 4th figure that moved this turn cannot attack.
Offense:
Spoiler Alert!
Quote:
Bayonet Attack 1
When rolling attack dice against an adjacent figure, a Soldier in the 10th Regiment of Foot adds 1 to his attack dice. A Soldier in the 10th Regiment of Foot can only use Bayonet Attack if he moved at least one space this turn.
Quote:
Homing Device
When attacking a non-adjacent figure, add 1 attack die for every SoulBorg who follows Vydar that is adjacent to the defending figure.
Quote:
Unleashed Fury
Before moving, roll the 20-sided die.
If you roll a 1, choose an Anubian Wolf you control and destroy it.
If you roll a 2-6, add 1 to the attack value of this card.
If you roll a 7-11, add 2 to the attack value of this card.
If you 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.
Quote:
Wait Then Fire
If none of the 4th Massachusetts Line move this turn, add 1 die to their attack.
Defense:
Spoiler Alert!
Quote:
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.
Movement:
Spoiler Alert!
Gladiatron Movement Bonding
Before taking a turn with Blastatrons, you may move 4 Gladiatrons you control up to 5 spaces each.
Bonding / Turn Taking:
Spoiler Alert!
Quote:
Beast Bonding
Before taking a turn with Arrow Gruts, you may first take a turn with any Beast you control.
Quote:
Dwarven Strategic Bonding
Before you take a turn with Axegrinders of Burning Forge, you may first take a turn with any Dwarf Hero you control. If you do not take a turn with any Dwarf Hero you control, add 2 to the Axegrinders' move number.
Quote:
Frenzy
After you take a turn with Aubrien Archers, you may roll the 20-sided die. If you roll a 16 or higher, you may take another turn with Aubrien Archers.
Quote:
Ullar Warlord Bonding
Before taking a turn with Armoc Vipers, you may first take a turn with any Warlord you control who follows Ullar.
Specific Target:
Spoiler Alert!
Quote:
Fearless Advantage
An Axegrinder of Burning Forge rolls an additional die when attacking or defending against large or huge figures.
I skipped abilities that are already included in the list to avoid overpopulating it with duplicates with slightly modified wording or numbers.
One suggestion that I have is to separate Special Attacks into their own category from offensive abilities. The two are distinct enough that I feel like it's justified, and it would make viewing only Special Attacks at a time far easier.
I wasn't sure where Frenzy should be placed, since it fits both Offensive and Turn-Taking abilities, so I figured that Offensive was more general and placed it in Turn-Taking. I'm not sure how clear this would be to others, though.
I'm out of time for now, but I stopped after the Blastatrons in official squads, in case anyone else wants to continue in the meantime.
I agree, this should have sticky strategically placed all over it. Great resource. Awesome idea LC, and thanks for putting the work in for such a feat.