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TAF's Customs AMON HEN BATTLE REPORT
I've done much complaining about customs on this here site for a long time now, but it's about time I put up some of my own Customs. These were mostly made on the fly and for fun, ever since I found a Card Creator that works on Macs here: Right Here. I doubt they're really all too balanced, but fun's fun, so here you guys go nonetheless: All feedback is greatly appreciated and keep in mind these are all first tries... can't go wrong with more Customs, right? ...right?
UPDATE: Weapon Mods for Mok: ANDROVIL KEGHEAD, MARBIS BENTHAMMER, MODORLOK SINGEDBEARD, REYAKI SINGEDBEARD Alphabetized Index of Customs:
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#: 8th Reich Spiders:
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8TH REICH SPIDERS -3 man squad-
UTGAR ARACHNIDS COMMON SQUAD NAZIS MILITARISTIC SMALL 3 LIFE 1 MOVE 7 RANGE 1 ATTACK 3 DEFENSE 2 60 Points ORGANIZED WARFARE DEFENSE BONUS If every Army Card you control has a Militaristic personality or follows Utgar, each Spider in the 8th Reich receives 1 additional defense die. EIGHT LEGGED MARCH Instead of moving and attacking normally, you may move up to eight 8th Reich Spiders you control up to 4 spaces. Spiders moved with Eight Legged March must begin and remain unengaged throughout their move. CLIMB X3 When moving up or down levels of terrain, 8th Reich Spiders may triple their height. Quote:
97-R Assimilators:
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97-R ASSIMILATORS -4 man squad-
LUSELENE SOULBORGS COMMON SQUAD ASSIMILATORS MINDLESS MEDIUM 5 LIFE 1 MOVE 4 RANGE 6 ATTACK 1 DEFENSE 3 80 Points LOCKDOWN TOUGH 1 When defending against an adjacent attack, add one automatic shield to whatever is rolled. DECONSTRUCTIVE TARGETING When attacking a nonadjacent figure, a 97-R Assimilator rolls one additional die for every other Assimilator that attacked the same figure this turn, and the defending figure rolls one less defense die for every 2 Assimilators they are engaged to. FLYING Standard Flying rules apply. Quote:
A: Acilino:
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ACILINO
EINAR RAPTORIAN UNIQUE HERO CAPTAIN DISCIPLINED MEDIUM 5 LIFE 6 MOVE 6 RANGE 1 ATTACK 3 DEFENSE 3 110 Points CRANE STANCE If Acilino did not move this turn, he may attack two additional times. FLYING Standard Flying rules apply. HARD LANDING Acilino may end his movement on a space occupied by a small or medium figure. If he does, move that figure to an adjacent same level or lower space. The controlling player moves the figure. Falling damage will apply to non-flying figures. Quote:
Ackerley:
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ACKERLEY
SIGYN HUMAN UNIQUE HERO FIGHTER DAUNTLESS MEDIUM 5 LIFE 5 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 4 110 Points UNDERDOG Ackerley adds 2 to his Attack and Defense value when engaged to 3 or more opponent's figures. BRAVERY Ackerley rolls an additional die when attacking or defending against Heroes whose point value is greater than his. Quote:
Adeptus Ruststalkers:
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ADEPTUS RUSTSTALKERS -4 man squad-
LUSELENE SICARII COMMON SQUAD RUSTSTALKERS DISCIPLINED MEDIUM 4 LIFE 1 MOVE 4 RANGE 1 ATTACK 4 DEFENSE 3 110 Points TRANSONIC BLADES Figures attacked by Adeptus Ruststalkers may not add extra shields or roll extra dice by any special power on an Army Card or Glyph. Destructible Objects are not affected by Transonic Blades. COVERT If there are no opponent's figures within 3 spaces with a clear line of sight on an Adeptus Ruststalker you control, then that Ruststalker has no hit zone. STEALTH VAULT 15 Before moving normally, Adeptus Ruststalkers may use Stealth Vault 15. Stealth Vault has a move of 3. When counting spaces for leaping, ignore elevations. Ruststalkers may leap over water, over figures, and over obstacles. Ruststalkers may not leap more than 15 levels up or down in a single leap. Ruststalkers will not take any leaving engagement attacks when moving with Stealth Vault. Quote:
Agamemnon:
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AGAMEMNON
EINAR HUMAN UNIQUE HERO WARLORD DISCIPLINED MEDIUM 5 LIFE 6 MOVE 5 RANGE 1 ATTACK 6 DEFENSE 4 190 Points GOD THUNDER After moving and before attacking, you may choose any figure within 4 clear sight spaces of agamemnon and roll the 20-sided die. If you roll a 16 or higher, the chosen figure and every small or medium figure adjacent to the chosen figure receives one wound. Agamemnon cannot be damaged by God Thunder. DEFY DEATH 20 Whenever Agamemnon is destroyed, roll the 20-sided die before removing him from the battlefield. If you roll a 20, Agamemnon is not destroyed. Add 1 to your roll for every Sacred Band adjacent to Agamemnon. Quote:
Agent Wei:
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AGENT WEI
VYDAR HUMAN UNIQUE HERO AGENT TRICKY MEDIUM 4 LIFE 5 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 2 70 Points UNDERCOVER Agent Wei may move through all figures and never takes any leaving engagement attacks. Agent Wei has no hit zone. If Agent Wei attacks or wounds a figure, or steps on a space with a Glyph or a Treasure Glyph on it, Undercover will no longer apply for the rest of the game. COVERT MOVEMENT At the end of every round, if Agent Wei did not attack or wound any figures that round, you may move her up to 6 spaces. Agent Wei will take any leaving engagement attacks when moving with Covert Movement. ENGAGEMENT STRIKE 15 If an opponent's small or medium figure moves adjacent to Agent Wei, roll the 20-sided die. If you roll a 15 or higher, the opponent's figure receives one wound. Figures may be targeted only as they move into engagement with Agent Wei. (figure used = Zero Agents Agent 005) Akane:
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AKANE
XENOTHEA HUMAN UNIQUE HERO NINJA TRICKY MEDIUM 5 LIFE 4 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 4 90 Points BLADE OF FATALITY All wounds inflicted by Akane are placed upside down on a figure's Army Card. These wounds cannot be healed or removed by any means. PHANTOM WALK Akane may move through all figures and is never attacked when leaving an engagement. Quote:
Alchemy Titan:
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ALCHEMY TITAN
BRAGI TITAN UNIQUE HERO CONSTRUCT MINDLESS LARGE 9 LIFE 7 MOVE 5 RANGE 1 ATTACK 6 DEFENSE 4 170 Points TRANSMUTE MATTER If an opponent's Unique Hero receives at least 1 wound from Alchemy Titan, you may place an Alchemy Marker on that figure's Army Card. For the duration of the game, that figure's Species, Class, and Personality are changed to Nonmaterial. DEMATERIALIZE If Order Marker 3 is placed on this Army Card, then instead of taking a turn with Alchemy Titan, you may use Dematerialize. Destroy all Nonmaterial figures adjacent to Alchemy Titan and remove one wound marker from this Army Card for every figure destroyed. Quote:
Ancalagon:
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ANCALAGON -special scenario figure-
UTGAR DRAGON UNIQUE HERO EXILE TERRIFYING HUGE 17 LIFE 9 MOVE 6 RANGE 6 ATTACK 6 DEFENSE 6 640 Points HYPER BEAM Non-Huge figures attacked by Ancalagon's normal nonadjacent attacks never roll defense dice. WAVE OF FIRE SPECIAL ATTACK Range 6 Attack 6 Wave Of Fire Special Attack affects all small, medium, and large units within 6 clear sight spaces of Ancalagon. Wave Of Fire Special Attack may only be used once per round. ENORMOUS FLYING Normal Flying rules apply. Ancalagon may end his move on top of Squad figures. If he does, destroy those figures. Andalusian Soldiers:
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ANDALUSIAN SOLDIERS -3 man squad-
EINAR HUMANS COMMON SQUAD SOLDIERS DISCIPLINED MEDIUM 4 LIFE 1 MOVE 6 RANGE 1 ATTACK 3 DEFENSE 3 60 Points EINAR CAPTAIN BONDING Before taking a turn with Andalusian Soldiers, you may first take a turn with any Captain you control who follows Einar. DESERT SWIFTNESS If an Andalusian Soldier's entire movement is on sand spaces, he may move 2 additional spaces. Any extra move must also be on sand spaces. QUICK ATTACK 1 Andalusian Soldiers roll an additional die when attacking a figure with a Move value of 4 or less. Quote:
Apep Warriors:
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APEP WARRIORS -4 man squad-
OZIRAEL APEPIANS COMMON SQUAD WARRIORS RUTHLESS MEDIUM 5 LIFE 1 MOVE 5 RANGE 1 ATTACK 2 DEFENSE 2 70 Points DEITY BONDING Before taking a turn with the Apep Warriors, you may first take a turn with one Deity Hero you control. PHALANX FORMATION When attacking or defending with an Apep Warrior, add 1 die for each other adjacent Apep Warrior up to a maximum of +2 dice for the Phalanx Formation power. Quote:
Arbiters Of Ozirael:
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ARBITERS OF OZIRAEL -3 man squad-
OZIRAEL KYRIE COMMON SQUAD ARBITERS DISCIPLINED MEDIUM 5 LIFE 1 MOVE 4 RANGE 1 ATTACK 3 DEFENSE 3 110 Points SMITER SPEARS Once per turn, whenever an Arbiter Of Ozirael destroys a figure that is not an Arbiter, place that figure on this Army Card. All Arbiters Of Ozirael you control add 1 to their Attack and Defense values for every figure on this Army Card that are not Arbiters. At the end of the round, remove all non-Arbiters from this card. All non-Arbiters placed by Smiter Spears can only be placed on a single Arbiters Of Ozirael Army Card. FLYING Standard Flying rules apply. Quote:
Aspect Of Klexkor:
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ASPECT OF KLEXKOR
HEKATIANE ASPECT UNIQUE HERO WARRIOR FEROCIOUS HUGE 10 LIFE 9 MOVE 6 RANGE 1 ATTACK 3 DEFENSE 6 110 Points SUMMONED ASPECT The Aspect of Klexkor does not begin the game on the battlefield. He must be summoned by the Idol of Klexkor. SIX-ARMS ATTACK When the Aspect of Klexkor attacks, he may attack up to five additional times. He can only attack the same figure up to three times. RESISTANCE The maximum number of wounds the Aspect of Klexkor can receive from a single attack is one. LONG STRIDE Aspect of Klexkor can move through small and medium figures and is never attacked when leaving an engagement with small and medium figures. Quote:
Athed:
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ATHED
OZIRAEL DEMON UNIQUE HERO RIDER MERCILESS LARGE 8 LIFE 5 MOVE 7 RANGE 1 ATTACK 4 DEFENSE 3 120 Points SOUL REAP Instead of attacking, choose a small or medium figure Athed moved through this turn. If the chosen figure is a Squad figure, destroy it. If the chosen figure is a Hero, roll the 20-sided die. If you roll a 16 or higher, destroy the chosen Hero. PHANTOM WALK Athed can move through all figures and is never attacked when leaving an engagement. LAVA RESISTANT Athed never rolls for molten lava damage or lava field damage, and he does not have to stop on molten lava spaces. Quote:
Aubrien Light Elves:
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AUBREIN LIGHT ELVES -3 man squad-
ULLAR ELVES UNIQUE SQUAD PROTECTORS LOYAL MEDIUM 5 LIFE 1 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 3 80 Points SUPER AGILITY When defending against a normal attack, one shield will block all damage. FRONTLINE DEFENSE Whenever an Aubrien Light Elf is adjacent to any friendly Elf Hero, add 1 to the Defense value of that Hero and that Light Elf when defending against adjacent attacks. Figures cannot receive more than 1 extra Defense die from Frontline Defense. Quote:
Aura Baras of the Inner Circle:
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AURA BARAS OF THE INNER CIRCLE
OZIRAEL APEPIAN UNIQUE HERO DEITY SADISTIC MEDIUM 5 LIFE 5 MOVE 5 RANGE 5 ATTACK 3 DEFENSE 4 200 Points CRIPPLE ROD 16 Aura Baras begins the game with 3 silver Cripple markers on her Army Card. After moving and before attacking, you may choose a Small, Medium, or Large Unique Hero within 5 clear sight spaces of Aura Baras and roll the 20-sided die. If you roll a 16 or higher, you may place a Cripple Marker on that figure's Army Card. A figure with a Cripple Marker on their Army Card never rolls more than one die when attacking or defending. Apepians, Soulborgs and Constructs are never affected by Cripple Markers. FIERCE WORSHIP AURA All figures you control who follow Ozirael who are within 6 clear sight spaces of Aura Baras add 1 to their Attack value. If Aura Baras is destroyed, all figures you control who follow Ozirael subtract 1 from their Attack value. Quote:
Autumn Vulpine:
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AUTUMN VULPINE
JANDAR HALF-ELF UNIQUE HERO RANGER DEFT MEDIUM 5 LIFE 5 MOVE 5 RANGE 5 ATTACK 3 DEFENSE 2 70 Points TRACKING While moving, Autumn Vulpine may add 2 to her move number. If she does, she cannot attack this turn. WAIT THEN AIM If Autumn Vulpine did not move this turn, add 3 to her Range value. FOREST SWIFTNESS Autumn Vulpine may pass through trees and bushes while moving. Quote:
B: Banne:
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BANNE
AQUILLA HUMAN UNIQUE HERO NINJA DISCIPLINED MEDIUM 4 LIFE 1 MOVE 5 RANGE 1 ATTACK 2 DEFENSE 1 10 Points SLIPPERY 6 If an opponent's Squad figure moves adjacent to Banne and onto a space where that figure can end its movement, you may roll the 20-sided die. If you roll a 6 or higher, Banne may immediately move up to 4 spaces. Banne can use this power only if he ends his Slippery move not adjacent to any enemy figures. You may not roll for Slippery more than once during any turn. PHANTOM WALK Banne can move through all figures and is never attacked when leaving an engagement. PHASE SLASH Banne rolls 2 additional attack dice when attacking a figure he moved through this turn. Quote:
Baron Von Spinnentier:
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BARON VON SPINNENTIER
UTGAR ARACHNID UNIQUE HERO NAZI MILITARISTIC LARGE 6 LIFE 8 MOVE 8 RANGE 1 ATTACK 4 DEFENSE 3 180 Points OVERWHELMING MINIONS All Arachnids you control add 1 to their Attack value when attacking a small or medium figure adjacent to Baron Von Spinnentier. EIGHT LEGGED ONSLAUGHT When Baron Von Spinnentier attacks, he may either attack the same figure again or attack 3 additional times but cannot attack the same figure more than once per turn. Quote:
Ben "Nutty" Macgour:
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BEN "NUTTY" MACGOUR
SIGYN HUMAN UNIQUE HERO LAWMAN RECKLESS LARGE 7 LIFE 5 MOVE 7 RANGE 5 ATTACK 2 DEFENSE 2 85 Points RECKLESS ABANDON When revealing a numbered Order Marker on Ben "Nutty" Macgour, you may also reveal an "X" Order Marker on this Army Card to activate Reckless Abandon for the duration of the round. While Reckless Abandon is active, add 2 to Ben's Move and Attack value and subtract 2 from his Range and Defense value. MONSTER CHALLENGE When attacking a Large or Huge figure with a Ferocious, Menacing, or Wild Personality, Ben "Nutty" Macgour rolls 2 additional dice. Bilide:
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BILIDE
ARITIMA HELLECTIC UNIQUE HERO CREATURE TERRIFYING LARGE 8 LIFE 5 MOVE 6 RANGE 1 ATTACK 6 DEFENSE 4 180 Points TOXIC BIOLOGY Whenever Bilide wounds a figure with an attack, or whenever Bilide is wounded by a normal attack, immediately roll an attack die for every figure adjacent to the wounded figure. If you roll a skull, the adjacent figure receives a wound. Soulborgs and Hellectic cannot be wounded by Toxic Biology. REACH If an opponent's figure is within 2 spaces of Bilide, and its base is no more than 3 levels above Bilide's height or 3 levels below its base, Bilide may add 1 to its Range when attacking that figure. OVEREXERT If there are more than 2 Order Markers on this Army Card, then at the end of the round, place one wound marker on this Army Card for every additional Order Marker on this card. Quote:
Bilide4:
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BILIDE4
ARITIMA HELLECTIC UNIQUE HERO MARAUDER TERRIFYING HUGE 12 LIFE 8 MOVE 4 RANGE 1 ATTACK 6 DEFENSE 3 210 Points BILE BLOOD Bilide4 starts each game with up to 9 swamp water tiles on its Army Card. When Bilide4 attacks a figure with a normal or special attack, if that figure is on an empty land space, you may place a swamp water tile onto the space that figure occupies, if possible. SWAMP SALVO SPECIAL ATTACK Range 6 Attack 3 Choose up to 5 figures to attack. Each targeted figure must be within 4 clear sight spaces of another targeted figure, and all figures must be within 6 clear sight spaces of Bilide4. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Swamp Salvo Special Attack may not be used if you revealed Order Marker 1 on Bilide4 this turn. (figure used = Warhammer Bloab Rotspawn) Bilide6:
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BILIDE6
ARITIMA HELLECTIC UNIQUE HERO BRUTE TERRIFYING LARGE 5 LIFE 6 MOVE 9 RANGE 1 ATTACK 4 DEFENSE 3 200 Points BIO DECAY If Order Marker 2 is on Bilide6, he subtracts 4 from his Move value that turn. If Order Marker 3 is on Bilide6, he subtracts 8 from his Move value that turn. BUILD MUSCLE If Order Marker 1 is not on Bilide6's Army Card, he adds 3 to his Defense value. If Order Markers 1 and 2 are not on Bilide6's Army Card, he adds 3 to his Attack value. SURROUND TAKEDOWN After attacking, if Bilide6 is engaged with at least 2 opponent's figures, he may attack one additional time. (figure used = Warhammer Gutrot Spume) Bizarro Troupe:
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BIZARRO TROUPE
ARITIMA MIXED UNIQUE SQUAD DESERTERS INSANE MEDIUM 5 LIFE 1 MOVE 6 RANGE 1 ATTACK 3 DEFENSE 3 70 Points VARIABLE FACTOR At the start of every round, after all Order Markers have been placed, roll 3 Combat Dice and place them on this Army Card. Add 1 to the Attack value of this card for every Skull rolled and 1 to the Defense value of this card for every Shield rolled for the duration of the round. BLOODLUST DANCE Whenever a Bizarro Troupe Deserter destroys a figure, you may move one Bizarro Troupe Deserter you control up to four spaces. Figures move by Bloodlust Dance never take any leaving engagement attacks. Quote:
Bleakewoode Treant:
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BLEAKEWOODE TREANT
UTGAR TREANT UNCOMMON HERO CREATURE TERRIFYING HUGE 10 LIFE 6 MOVE 4 RANGE 1 ATTACK 4 DEFENSE 5 150 Points WOOD HAMMER SPECIAL ATTACK Range 1 Attack 5 Choose a figure to attack. Any figures adjacent to both the chosen figure and this Bleakewoode Treant are also affected by Wood Hammer Special Attack. Each figure rolls defense dice separately. After attacking with Wood Hammer Special Attack, place one wound marker on this Army Card. FOREST FOR THE TREES Figures attacked by this Bleakewoode Treant subtract 1 from their Defense for every Tree, Brush, and friendly Treant adjacent to that figure, up to a maximum of -3 dice. FIRE SENSITIVITY This Bleakewoode Treant rolls one additional die for Lava Field damage and subtracts 20 from its roll when rolling for Molten Lava damage. Bloodbath Vipers:
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BLOODBATH VIPERS -3 man squad-
ULLAR VIPERS COMMON SQUAD DEVOURERS FEARLESS MEDIUM 5 LIFE 1 MOVE 6 RANGE 1 ATTACK 2 DEFENSE 1 80 Points RABID FRENZY After you take a turn with Bloodbath Vipers, roll the 20-sided die. If you roll a 16 or higher, you may take another turn with Bloodbath Vipers. Add 1 to the Move and Attack value of this card for each successful Rabid Frenzy during a single turn. DYING SWIPE When a Bloodbath Viper is attacked with a normal attack and receives enough wounds to be destroyed, roll an attack die. If a skull is rolled, you may inflict 1 wound on any figure that is adjacent to that Bloodbath Viper. Figures affected by Dying Swipe cannot roll any defense dice. After using Dying Swipe, remove that Bloodbath Viper from the battlefield. SLITHER Bloodbath Vipers do not have to stop their movement when entering water spaces. Quote:
Bramm Helmsgold:
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BRAMM HELMSGOLD
AQUILLA DWARF UNIQUE HERO LEADER RECKLESS MEDIUM 4 LIFE 3 MOVE 4 RANGE 1 ATTACK 5 DEFENSE 5 120 Points DWARVEN DEFENSIVE FORMATION All friendly Dwarves adjacent to Bramm Helmsgold add 1 to their Defense value. RECKLESS POWERHOUSE When attacking or defending with Bramm Helmsgold, you may use Reckless Powerhouse. When rolling dice with Reckless Powerhouse, all skulls rolled count for one additional hit and all shields rolled count for one additional block. After using Reckless Powerhouse, Bramm always receives one wound, even if this would destroy Bramm. Quote:
Brawler 237:
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BRAWLER 237
UTGAR SOULBORG UNIQUE HERO WARDEN DAUNTLESS LARGE 7 LIFE 3 MOVE 6 RANGE 1 ATTACK 3 DEFENSE 5 110 Points OVERDRIVE When Brawler 237 is destroyed, do not remove him from the battlefield until the end of the round. Brawler 237 is considered in play and may still move and attack while overdriving. DOUBLE ATTACK When Brawler 237 attacks, he may attack one additional time. DEFENSIVE AGILITY When Brawler 237 rolls defense dice against a normal attack from an adjacent figure, one shield will block all damage. Quote:
Brutus:
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BRUTUS
VOLTHRAX OGRE UNIQUE HERO LEADER RUTHLESS LARGE 7 LIFE 6 MOVE 5 RANGE 1 ATTACK 6 DEFENSE 3 140 Points OGRE BATTLE CHARGE At the start of each round in which you won initiative, after all order markers have been placed, you may move Brutus and all Ogre Thugs you control up to 3 spaces each. They must end their Ogre Battle Charge movement on an empty space. Figures move by Ogre Battle Charge will take any leaving engagement attacks. TOUGH When rolling defense dice against a normal attack, Brutus always adds one automatic shield to whatever is rolled. Quote:
C: Cannon Golem:
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CANNON GOLEM
VOLTHRAX GOLEM UNCOMMON HERO CONSTRUCT MINDLESS HUGE 9 LIFE 4 MOVE 4 RANGE 1 ATTACK 6 DEFENSE 5 120 Points CANNON FIRE SPECIAL ATTACK Range Special Attack 6 If this Cannon Golem did not move this turn, you may use Cannon fire Special Attack. Choose 7 spaces in a straight line from any unengaged Cannon Golem you control. The figure on those spaces who is closest to the attacking Cannon Golem, and all figures adjacent to that figure, are affected by Cannon Fire Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. SEA GOLEM This Cannon Golem does not have to stop its movement when entering water spaces and add 2 to its movement when starting its turn on a water space. This Cannon Golem cannot use Cannon Fire Special Attack while standing on a water space. (figure used = Pathfinder Cannon Golem) Captain Reginald:
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CAPTAIN REGINALD
EINAR HUMAN UNIQUE HERO CAPTAIN DISCIPLINED MEDIUM 5 LIFE 5 MOVE 5 RANGE 6 ATTACK 3 DEFENSE 3 125 Points ON MY COMMAND When revealing an Order Marker on Captain Reginald, after attacking with Captain Reginald, you may move and attack with up to 4 Soldiers you control who follow Einar within 6 clear sight spaces of Captain Reginald. Figures moved by On My Command must begin their move unengaged and end their move engaged. SOLDIER DEFENSE ENHANCEMENT All friendly Soldiers adjacent to Captain Reginald add 1 to their Defense value when defending against normal adjacent attacks. Quote:
Captain Sheldon:
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CAPTAIN SHELDON
VOLTHRAX HUMAN UNIQUE HERO PIRATE RECKLESS MEDIUM 4 LIFE 6 MOVE 5 RANGE 1 ATTACK 5 DEFENSE 1 60 Points CURE SCURVY Instead of attacking with Captain Sheldon, you may either remove one wound marker or one special marker such as Negation from Captain Sheldon's Army Card. BARGE INTO BATTLE After moving and before attacking, if Captain Sheldon ends his movement unengaged, you may choose an engaged small or medium friendly squad figure within 3 clear sight spaces whose base is no more than 2 levels higher or lower than the base of Captain Sheldon. Switch Captain Sheldon with the chosen squad figure. Figures moved by Barge into Battle never take any leaving engagement attacks. Quote:
Carcass Mutt:
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CARCASS MUTT
RAGNAR UNDEAD COMMON HERO SCAVENGER WILD SMALL 3 LIFE 1 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 2 20 Points SCENT OF DEATH Whenever a figure is destroyed by an attack, you may roll the 20-sided die. If you roll a 14 or higher, you may move a Carcass Mutt you control up to 6 spaces. Figures moved by Scent Of Death must end their move on an empty space, and must begin and remain unengaged throughout their move. You may only roll for Scent Of Death once per turn. SCALE When moving up or down levels of terrain, a Carcass Mutt may add 2 to its Height. Quote:
Casca:
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CASCA
VOLTHRAX OGRE UNIQUE HERO THUG MERCILESS LARGE 8 LIFE 6 MOVE 5 RANGE 1 ATTACK 5 DEFENSE 3 110 Points WIDE SWING SPECIAL ATTACK Range 1 Attack 5 Choose a figure to attack. Any figures adjacent to both Casca and the chosen figure are also affected by Wide Swing Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. OVERHEAD SWING SPECIAL ATTACK Range Special Attack 5 Choose 2 spaces in a straight line from Casca that are on the same level as him. All figures on those spaces are affected by Overhead Swing Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Quote:
Cetus:
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CETUS
SIGYN DRAGON UNIQUE HERO JUGGERNAUT DAUNTLESS LARGE 10 LIFE 5 MOVE 5 RANGE 1 ATTACK 4 DEFENSE 6 170 Points FAN Instead of attacking, Cetus may use Fan. Place all small and medium figures within 3 clear sight spaces of Cetus adjacent to Cetus, or adjacent to a figure adjacent to Cetus if they cannot be placed adjacent to Cetus. Figures moved by Fan never take any leaving engagement attacks. Falling damage will apply to non-Flying figures. Each figure is placed by the controlling player. Fan may only be used once per round. FLYING Standard Flying rules apply. (figure used = Pathfinders Large Bronze Dragon) Chainsaw Fanatic:
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CHAINSAW FANATIC
UTGAR HUMAN UNCOMMON HERO PSYCHOPATH WILD MEDIUM 5 LIFE 5 MOVE 5 RANGE 1 ATTACK 5 DEFENSE 2 75 Points WIDE SWING If this Chainsaw Fanatic inflicts more wounds than needed to destroy a figure, you must choose small or medium figures adjacent to this Chainsaw Fanatic to receive any excess wounds as unblockable hits, if possible. DEVASTATION STRIKE When attacking a small or medium Hero with 3 or less defense, all skulls rolled count for one additional hit. Charax-Na:
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CHARAX-NA
UTGAR DRAGON UNIQUE HERO PREDATOR FEROCIOUS HUGE 9 LIFE 5 MOVE 5 RANGE 1 ATTACK 4 DEFENSE 5 190 Points FIRE LINE SPECIAL ATTACK Range Special Attack 4 Choose 8 spaces in a straight line from Charax-Na. All figures on those spaces who are in line of sight are affected by Fire Line Special Attack. Roll 4 attack dice once for all figures. Each figure rolls defense dice separately. FLYING Standard Flying rules apply. LAVA RESISTANT Charax-Na never rolls for molten lava damage or lava field damage, and he does not have to stop on molten lava spaces. Quote:
Clockwork Titan:
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CLOCKWORK TITAN
BRAGI TITAN UNIQUE HERO CONSTRUCT DAUNTLESS LARGE 8 LIFE 8 MOVE 5 RANGE 1 ATTACK 4 DEFENSE 3 180 Points MULTI-ARM ATTACK When Clockwork Titan attacks, it may attack 3 additional times. Reduce the number of additional times Clockwork Titan can attack by 1 for every 2 wound markers on its Army Card. TRIPLE LASER SPECIAL ATTACK Range 4+ Special Attack 4 Choose up to 3 figures to attack. You may also choose 3 spaces in a straight line from each of the targeted figures. All figures on those spaces are affected by Triple Laser Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Clockwork Titan cannot be affected by its own Triple Laser Special Attack. A single figure may be affected by Triple Laser Special Attack more than once. This attack can only be used once per game. Quote:
Clyde Forthstrider:
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CLYDE FORTHSTRIDER
FREJYA HUMAN UNIQUE HERO WAYFARER FEARLESS MEDIUM 5 LIFE 4 MOVE 5 RANGE 1 ATTACK 4 DEFENSE 4 100 Points WAYFARER LEADER After revealing an Order Marker on Clyde Forthstrider's Army Card, before taking his turn, you may take a turn with two other Wayfarers you control. STAND TOGETHER All friendly Wayfarers adjacent to Clyde Forthstrider roll one additional die when attacking or defending. COMMANDER'S STRIKE After moving and before attacking, you may choose any opponent's figure within 5 clear sight spaces that is engaged with any other figure you control. Roll the 20-sided die. If you roll a 15 or higher, the chosen figure receives 1 wound. Quote:
Commodore Beckburr:
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COMMODORE BECKBURR
VOLTHRAX HUMAN UNIUQE HERO PIRATE DISCIPLINED MEDIUM 5 LIFE 5 MOVE 5 RANGE 6 ATTACK 2 DEFENSE 3 120 Points HUMAN PIRATE DEFENSE TRAINING 1 All Human Pirates you control, except Commodore Beckburr, roll one additional defense die when defending against normal adjacent attacks. CUTLASS 2 Whenever attacking an adjacent figure, Commodore Beckburr rolls 2 additional dice. PIRATE ATTACK AURA All friendly Pirates adjacent to Commodore Beckburr roll one additional die when attacking an adjacent figure. Quote:
Comrade Braznyy:
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COMRADE BRAZNYY
LUSELENE ARACHNID UNIQUE HERO COMMUNIST MILITARISTIC LARGE 6 LIFE 4 MOVE 5 RANGE 1 ATTACK 5 DEFENSE 4 115 Points OUTER SHELL If Comrade Braznyy is attacked and wounded by a Squad figure, he cannot receive any additional wounds from Squad figures that turn. PEOPLES' POISON 14 If Comrade Braznyy wounds a Unique Hero with a normal attack, immediately roll the 20-sided die once for every Communist you control, except Comrade Braznyy, adjacent to that Hero. For every 14 or higher rolled, inflict an additional wound onto that Hero. (figure used = D&D Fiendish Monstrous Scorpion) Comrade Skorpio:
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COMRADE SKORPIO
LUSELENE ARACHNID UNIQUE HERO COMMUNIST MILITARISTIC LARGE 7 LIFE 6 MOVE 7 RANGE 1 ATTACK 4 DEFENSE 3 105 Points GRIP AND STING After attacking a small or medium figure with Comrade Skorpio, that figure cannot move or be moved by any special power on an Army Card or Glyph until the beginning or your next turn. If Comrade Skorpio is destroyed, Grip and Sting will no longer affect any figures. PEOPLE'S REBELLION All Communists you control, except Comrade Skorpio, roll one additional attack die when attacking a figure with a Point Value of 150 or more. (figure used = Pathfinder Giant Scorpion) "Crummy" Kurt Riens:
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"CRUMMY" KURT RIENS
VOLTHRAX HUMAN UNIQUE HERO OUTLAW TRICKY MEDIUM 5 LIFE 5 MOVE 5 RANGE 7 ATTACK 2 DEFENSE 3 65 Points BRIBE Before an opponent's figure within 5 clear sight spaces of "Crummy" Kurt Riens rolls the 20-sided die for a special power on an Army Card or Glyph, you may reveal an "X" Order Marker that is on this card and subtract 5 from the die roll. QUICKDRAW SPECIAL ATTACK Range 5 Attack 3 Whenever an opponent's figure attacks "Crummy" Kurt Riens with a normal attack and fails to inflict a wound, you may immediately attack that figure with Quickdraw Special Attack, if possible. Quote:
Cunaxa Mercenaries:
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CUNAXA MERCENARIES -4 man squad-
VOLTHRAX HUMANS COMMON SQUAD MERCENARIES FICKLE MEDIUM 4 LIFE 1 MOVE 5 RANGE 1 ATTACK 3 DEFENSE 3 45 Points FIT THE BILL When drafting Cunaxa Mercenaries, you may change the personality on their card to anything for the duration of the game. FAIR WEATHER FRIENDS At the end of every round, roll the 20-sided die. If you have the same or fewer destroyed figures than your opponent, add 3 to your roll. If you roll a 4 or lower, the that opponent now controls the Cunaxa Mercenaries. Give this card (or cards if you have more than one Common Army Card) to that opponent. Quote:
D: Dark Servant:
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DARK SERVANT
OZIRAEL LEUZAN COMMON HERO CULTIST DEVOUT MEDIUM 4 LIFE 1 MOVE 5 RANGE 1 ATTACK 4 DEFENSE 4 55 Points FANATICAL RESOLVE Once per turn, after attacking or defending with a Dark Servant you control, you may re-roll all dice that did not show skulls or shields. Fanatical Resolve may only be used once for each roll. DARKNESS BOND After revealing an Order Marker on a Dark Servant's Army Card, before taking that Dark Servant's turn, you may first take a turn with any Cultist Hero you control who follows Ozirael. DISBAND If you do not control at least one Unique Hero, all Dark Servants you control cannot use any other special powers on their Army Card. Quote:
Death Drudge:
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DEATH DRUDGE
VALKRILL ORC COMMON HERO HUNTER WILD MEDIUM 5 LIFE 1 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 4 35 Points HORDE ADVANCE Instead of moving with a Common Orc you control, you may move a Death Drudge you control. A Death Drudge may only be moved by Horde Advance once per turn. GRAPPLE Opponent's Small and Medium Common Squad figures cannot leave engagement with a Death Drudge. Decay:
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DECAY
VALKRILL UNDEAD UNIQUE HERO DEATH KNIGHT RELENTLESS MEDIUM 5 LIFE 4 MOVE 5 RANGE 1 ATTACK 3 DEFENSE 5 140 Points CURSE 16 Decay begins the game with three Curse markers on his Army Card. After moving and before attacking, Decay may attempt a Curse. Choose a Unique Hero within 6 clear sight spaces of Decay and roll the 20-sided die. If you roll a 16 or higher, place a Curse marker on that Hero's Army Card. Whenever a Hero with a Curse Marker takes a turn, before doing anything else, that Hero automatically receives a wound. Undead figures are not affected by Curse. Deepwyrm Blackspawn:
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DEEPWYRM BLACKSPAWN
UTGAR DEEPDRAGON COMMON HERO WARRIOR TRICKY MEDIUM 5 LIFE 1 MOVE 6 RANGE 1 ATTACK 5 DEFENSE 5 30 Points DROW DISGUISE A deepwyrm Blackspawn does not start the game on the battlefield. Instead, whenever a Common Drow figure you control is destroyed by a normal attack, you may roll the 20-sided die. If you roll a 17 or higher, you may replace that Drow with one of your Deepwyrm Blackspawn, if possible. After placing that Blackspawn, you may move any unrevealed Order Markers from the Drow Army Card to this Army Card. FRENZY After you take a turn with a Deepwyrm Blackspawn, roll the 20-sided die. If you roll a 16 or higher, you may take another turn with a Blackspawn. Quote:
Der Spinne Panzers:
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DER SPINNE PANZERS
UTGAR ARACHNIDS COMMON SQUAD CONSTRUCTS MILITARISTIC SMALL 3 LIFE 1 MOVE 4 RANGE 4 ATTACK 3 DEFENSE 4 100 Points NAZI SPIDER STRATEGIC MOVEMENT If no Der Spinne Panzers attacked this turn, you may move one Unique Nazi Arachnid Hero you control up to 6 spaces. The chosen Hero must begin and remain unengaged throughout its move. AA TURRETS Der Spinne Panzers roll 1 additional die when attacking a figure that has a height advantage on them and 2 additional dice when attacking a figure that has an extreme height advantage on them. SCALE When moving up or down levels of terrain, Der Spinne Panzers may add 2 to their height. Quote:
Derelict:
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DERELICT
VYDAR WARFORGED UNIQUE HERO SAGE TORMENTED MEDIUM 4 LIFE 4 MOVE 5 RANGE 1 ATTACK 2 DEFENSE 2 110 Points ACTIVATION SPECIAL ATTACK Range 4 Attack Special The Attack value of Activation Special Attack is equal to the combined Attack value of all figures adjacent to Derelict. After rolling for Activation Special Attack, destroy Derelict. MAGIC SHIELD 18 After an opponent rolls skulls for a normal attack against a friendly figure within 4 clear sight spaces of Derelict, you may roll the 20-sided die. If you roll an 18 or higher, then that opponent must re-roll all skulls for that attack. Magic Shield 18 does not affect Derelict. Quote:
Derthkell Guardian:
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DERTHKELL GUARDIAN
VALKRILL UNDEAD UNCOMMON HERO GUARD MENACING MEDIUM 5 LIFE 5 MOVE 5 RANGE 1 ATTACK 4 DEFENSE 3 100 Points BLADED ASSAULT When attacking, this Derthkell Guardian may either attack all opponent's figures adjacent to him or attack the same figure twice. Roll each attack separately. SHRUG OFF This Derthkell Guardian rolls one additional die when defending against a normal attack from a figure with an Attack Value of 3 or less. Quote:
Derthkell Guards:
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DERTHKELL GUARDS -2 man squad-
VALKRILL UNDEAD COMMON SQUAD GUARDS DISCIPLINED MEDIUM 4 LIFE 1 MOVE 5 RANGE 1 ATTACK 2 DEFENSE 4 40 Points DEADSOUL BONDING Before taking a turn with the Derthkell Guards, you may first take a turn with any Undead Hero you control who follows Valkrill. BALANCED STRIKES When attacking, if your Derthkell Guard attacks the same figure that an Undead figure you control attacked since you last revealed a numbered Order Marker, add one attack die to that Derthkell Guard's attack. Quote:
Drevelec:
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DREVELEC
UTGAR DRACOLICH UNIQUE HERO CREATURE TERRIFYING LARGE 9 LIFE 6 MOVE 7 RANGE 4 ATTACK 4 DEFENSE 3 170 Points DRACOLICH Drevelec's Species is also Dragon and Undead. SWOOP ATTACK 3 When attacking an adjacent figure that Drevelec was not adjacent to at the start of this turn, roll 3 additional attack dice. You may only use Swoop Attack when attacking a figure on a level lower than the level Drevelec began its turn on. FLYING Standard Flying rules apply. Quote:
E: Earper Snoops:
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EARPER SNOOPS -3 man squad-
XENOTHEA HUMANS UNIQUE SQUAD ASSASSINS TRICKY MEDIUM 4 LIFE 1 MOVE 6 RANGE 7 ATTACK 3 DEFENSE 3 100 Points TAIL TARGET At the start of the game, you may choose one Unique Hero your opponent controls to be the Earper Snoops' Target. For the rest of the game, after your opponent takes a turn with the chosen Hero, you may move the Earper Snoops up to 6 spaces. Earper Snoops must begin and remain unengaged throughout their move. PRIORITY TARGET Earper Snoops roll one additional die when attacking or defending against an opponent's most expensive figure (or figures if that opponent has more than one of that figure). Quote:
Emerald Scorpion Snipers:
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EMERALD SCORPION SNIPERS -3 man squad-
ULLAR ELVES COMMON SQUAD SNIPERS PRECISE MEDIUM 4 LIFE 1 MOVE 5 RANGE 5 ATTACK 2 DEFENSE 3 65 Points HYPERPOWERED RIFLES If an unengaged Emerald Scorpion Sniper did not move this turn, he may add 5 to his Range and 2 to his Attack when attacking a figure in a straight line from that Sniper or any other unengaged Emerald Scorpion Sniper you control that did not move this turn. Quote:
Epilzo The Kyrie Warrior:
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EPILZO THE KYRIE WARRIOR
XENOTHEA KYRIE UNIQUE HERO WARRIOR MANIPULATIVE MEDIUM 4 LIFE 5 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 3 120 Points AUGERS AURA All friendly figures within 4 clear sight spaces of Epilzo the Kyrie Warrior do not require a clear line of sight when targeting an opponent's figure for an attack or special power. FLYING Standar Flying rules apply. Etor Deftfeet:
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ETOR DEFTFEET
FREJYA HUMAN UNIQUE HERO WAYFARER TRICKY MEDIUM 4 LIFE 3 MOVE 7 RANGE 5 ATTACK 2 DEFENSE 1 30 Points WAYFARER'S PACT After revealing an Order Marker on Etor Deftfeet's Army Card, before taking his turn, may may take a turn with one other Wayfarer you control. LOOKOUT All Wayfarers you control roll one additional die when attacking a figure within 7 clear sight spaces of Etor Deftfeet. SCALE When moving up or down levels of terrain, Etor Deftfeet may add 2 to his height. Quote:
Euphrates:
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EUPHRATES
RAGNAR RAKSHASA UNIQUE HERO WARRIOR FEROCIOUS MEDIUM 6 LIFE 6 MOVE 5 RANGE 1 ATTACK 2 DEFENSE 3 100 Points INDOMITABLE If Euphrates begins his turn unengaged, add 2 to his Move value this turn. If he begins his turn engaged, add 2 to his Attack value this turn. MAUL When rolling attack dice against a small or medium figure, if Euphrates rolls a skull on every die, the defending figure receives a wound for every skull, and cannot roll any defense dice. Quote:
Evidus Rustgunners:
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EVIDUS RUSTGUNNERS -4 man squad-
LUSELENE SICARII COMMON SQUAD RUSTGUNNERS RUTHLESS MEDIUM 4 LIFE 1 MOVE 5 RANGE 4 ATTACK 3 DEFENSE 4 100 Points COMBAT PROWESS Evidus Rustgunners may move through all figures who are engaged with a friendly figure and never take leaving engagement attacks from figures engaged with friendly figures. Rustgunners may not be used for other Rustgunners' Combat Prowess. Quote:
F: Fahim:
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FAHIM
EINAR HUMAN UNIQUE HERO CAPTAIN PRECISE MEDIUM 5 LIFE 5 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 3 80 Points BATTLE TACT 8 After moving, if Fahim is unengaged, you may choose an opponent's figure within 8 clear sight spaces of Fahim and roll the 20-sided die. If you roll an 8 or higher, you may choose an order marker on that figure's Army Card (or cards if your opponent has more than one Common Army Card for that figure) and force your opponent to reveal that order marker until the end of your turn. SWIFT STRIKE Fahim may attack before moving instead of after moving. Quote:
Fanya Silvershield:
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FANYA SILVERSHIELD
SIGYN HUMAN UNIQUE HERO KNIGHT VALIANT MEDIUM 5 LIFE 5 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 5 125 Points RESOLUTE ATTACK AURA All friendly Resolute figures adjacent to Fanya Silvershield roll an additional attack die. AVENGER MANEUVER Whenever a friendly figure is destroyed by a normal or special attack, you may move Fanya Silvershield up to three spaces. Figures moved by Avenger Maneuver will take any leaving engagement attacks. Fanya may be moved by Avenger Maneuver only once per turn. AVENGER LEADERSHIP All figures you control, except Fanya Silvershield, move one additional space when moving with the Avenger Maneuver special power. Quote:
Fasfus:
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FASFUS
ULLAR ELF UNIQUE HERO PRINCE BOLD MEDIUM 5 LIFE 7 MOVE 5 RANGE 1 ATTACK 5 DEFENSE 2 140 Points RUNIC BLADE Figures attacked by Fasfus may not add extra shields or roll extra dice by any special power on an Army Card or Glyph. Destructible Objects are not affected by Runic Blade. SENTIENCE BOLT After moving and before attacking, you may choose up to three small or medium figures within 5 clear sight spaces of Fasfus. Roll the 20-sided die for each figure. If you roll and 12 or higher, then every small or medium opponent's figure adjacent to the chosen figure receives a wound. Figures cannot receive more than one wound from Sentience Bolt. Fasfus may attempt to use this power only once per game. Quote:
Feylund Vanguard: Squad-4
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FEYLUND VANGUARD -4 man squad-
ULLAR ELVES COMMON SQUAD VANGUARD RESOLUTE MEDIUM 5 LIFE 1 MOVE 5 RANGE 1 ATTACK 3 DEFENSE 3 60 Points FRONTLINE DEFENSE Whenever a Feylund Vanguard is adjacent to any friendly Elf Hero, add 1 to the Defense value of that Hero and that Vanguard when defending against adjacent attacks. Figures cannot receive more than 1 extra Defense die from Frontline Defense. AGGRESSIVE POSITIONING Feylund Vanguard Soldiers roll an additional attack die when attacking figures engaged with at least one other Vanguard you control. Quote:
Fire Tribe Apaches:
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FIRE TRIBE APACHES
SIGYN HUMANS COMMON SQUAD TRIBESMEN FEARSOME MEDIUM 4 LIFE 1 MOVE 6 RANGE 5 ATTACK 2 DEFENSE 2 75 Points ADVANTAGEOUS CHARGE If Order Marker 1 is on Fire Tribe Apaches' Army Card, they add 1 to their Move and Attack value that turn. MELEE ATTACK 1 When attacking an adjacent figure with a normal attack, a Fire Tribe Apache Tribesman rolls an additional die. Quote:
Fire Tribe Scouts:
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FIRE TRIBE SCOUTS -2 man squad-
SIGYN HUMANS UNIQUE SQUAD SCOUTS TRICKY MEDIUM 3 LIFE 1 MOVE 6 RANGE 5 ATTACK 2 DEFENSE 2 50 Points WAIT THEN AIM If none of the Fire Tribe Scouts move this turn, add 3 to their Range value. STEALTH MASTERY A Fire Tribe Scout rolls one additional defense die when standing on a Shadow Space or adjacent to a Jungle Brush or Tree. TRIBESMAN ADVANCE 1 All friendly Tribesmen who start their turn adjacent to a Fire Tribe Scout may move 1 additional space. Quote:
First Mate Lucy:
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FIRST MATE LUCY
VOLTHRAX HUMAN UNIQUE HERO PIRATE TRICKY MEDIUM 5 LIFE 4 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 1 35 Points CHARM All Humans, Mariedians, and Kyrie within 3 clear sight spaces of First Mate Lucy roll 1 less die when attacking her with a normal attack. GET MOVING! All friendly Pirates who start their turn adjacent to First Mate Lucy move 1 additional space. Flesh Golem:
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FLESH GOLEM
ARITIMA GOLEM UNCOMMON HERO CONSTRUCT FEROCIOUS LARGE 9 LIFE 8 MOVE 5 RANGE 1 ATTACK 5 DEFENSE 3 130 Points DETERIORATING RESISTANCES If there are fewer than 5 wound markers on this Flesh Golem's Army Card, then when this Flesh Golem defends against a normal attack, always add one automatic shield to whatever is rolled. If there are 5 or more wound markers on this Flesh Golem's Army Card, then when this Flesh Golem defends against a special attack, always add one automatic shield to whatever is rolled. TENACITY This Flesh Golem can never have special markers such as Negation placed on his card. This Flesh Golem's Move, Attack, and Defense values can never be reduced by special powers on an Army Card or Glyph. Quote:
Flinn Bruckett:
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FLINN BRUCKETT
FREJYA HUMAN UNIQUE HERO CIVILIAN STOUT MEDIUM 4 LIFE 5 MOVE 5 RANGE 1 ATTACK 1 DEFENSE 1 20 Points FAST LEARNER Every time Flinn Bruckett destroys an opponent's figure, place a purple Experience Marker on this card. Flinn gains the following bonuses for every Experience Marker on his card: 1 or more: +1 Attack and Defense 2 or more: +1 Move 3 or more: +2 Attack and Defense 4 or more: After attacking, Flinn may attack one additional time. 5 Markers: Immediately remove all wound markers from this card, and Flinn adds 2 to his Life. A maximum of 5 Experience Markers can be placed on this card. Quote:
Framed Tucker:
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FRAMED TUCKER
TYRA HUMAN UNIQUE HERO OUTLAW PRECISE LARGE 6 LIFE 4 MOVE 8 RANGE 5 ATTACK 2 DEFENSE 2 70 Points EXPERT AIMING If Framed Tucker did not move this turn, he adds 2 to his Range value. If Tucker did not move yet this round, he adds 3 more to his Range value. MOUNTED ADVANTAGE When Framed Tucker is attacking or defending with a height advantage, he rolls one additional die. (figure used = Black Scorpion Deputy Tanner) G: Gar-Ru-Nal:
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GAR-RU-NAL
UTGAR WILSINU UNIQUE HERO HUNTER TRICKY LARGE 6 LIFE 4 MOVE 8 RANGE 1 ATTACK 4 DEFENSE 5 130 Points DEADLY TOXIN All wounds inflicted by Gar-Ru-Nal are placed upside down on a figure's Army Card. These wounds cannot be healed by any means. MARRO PLAGUE After moving and before attacking, you must roll the 20-sided die one for each figure adjacent to Gar-Ru-Nal. If you roll a 16 or higher, that figure receives a wound. Soulborgs, Constructs, and Wilsinu are not affected by this Marro Plague. MAUL When rolling attack dice against a small or medium figure, if Gar-Ru-Nal rolls a skull on every die, the defending figure receives a wound for every skull and cannot roll any defense dice. Gelotz'chi:
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GELOTZ'CHI
UTGAR MIND FLAYER UNIQUE HERO PSYCHIC TORMENTING MEDIUM 5 LIFE 5 MOVE 5 RANGE 1 ATTACK 2 DEFENSE 3 70 Points PSYCHIC ENGAGEMENT All opponent's figures within 3 spaces of Gelotz'chi are considered to be engaged with him. Gelotz'chi may only make one leaving engagement attack on a single figure per turn. Gem Ardizaw:
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GEM ARDIZAW
FREJYA HUMAN UNIQUE HERO WAYFARER FICKLE MEDIUM 5 LIFE 4 MOVE 5 RANGE 1 ATTACK 3 DEFENSE 1 30 Points WAYFARER'S PACT After revealing an Order Marker on Gem Ardizaw's Army Card, before taking his turn, you may take a turn with one other Wayfarer you control. SPORADIC SPELL SPECIAL ATTACK Range 5 Attack 3 Before rolling attack dice, you must roll the 20-sided die. If you roll a 1-3, do not roll attack dice, and Gem Ardizaw receives a wound. If you roll a 4-6, do not roll attack dice, and remove one wound marker from the defending figure's Army Card. If you roll a 7-16, roll attack dice normally. If you roll a 17 or higher, roll attack dice normally, and the defending figure cannot roll defense dice. Quote:
Gent Taskblade:
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GENT TASKBLADE
FREJYA HUMAN UNIQUE HERO WAYFARER STOIC MEDIUM 4 LIFE 5 MOVE 5 RANGE 1 ATTACK 2 DEFENSE 2 50 Points WAYFARER'S PACT After revealing an Order Marker on Gent Taskblade's Army Card, before taking his turn, you may take a turn with one other Wayfarer you control. POWERHOUSE ATTACK Gent Taskblade may roll 2 additional attack dice when making a normal attack. Powerhouse Attack may only be used once per round. MELEE DEFENSE 2 When rolling defense dice against a normal attack from an adjacent figure, Gent Taskblade adds 2 to his defense dice. Quote:
Gentle Gegley:
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GENTLE GEGLEY
FREJYA GIANT UNIQUE HERO CIVILIAN MERCIFUL HUGE 9 LIFE 10 MOVE 5 RANGE 1 ATTACK 2 DEFENSE 2 100 Points SACRIFICIAL GUARD Whenever a friendly small or medium figure adjacent to Gentle Gegley receives any wounds from a normal or special attack, you may instead place those wounds on this Army Card. If you do, that friendly figure may not attack or use any special powers, and will not take any leaving engagement attacks, until the end of that player's next turn. Quote:
Goth Scourge:
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GOTH SCOURGE
VALKRILL ICARIAN UNQIUE HERO CULTIST DEVOUT MEDIUM 5 LIFE 5 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 4 140 Points DRAGON KILLER Goth Scourge rolls 2 additional dice when attacking or defending against a Dragon. DARK INFLUENCE All Demons and Icarians you control who follow Valkrill and are within 4 clear sight spaces of Goth Scourge roll 1 additional die when attacking an adjacent figure. DISENGAGE Goth Scourge is never attacked when leaving an engagement. Greater Glass Elemental:
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GREATER GLASS ELEMENTAL
XENOTHEA ELEMENTAL UNCOMMON HERO CONSTRUCT TRICKY LARGE 7 LIFE 2 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 6 100 Points RESISTANCE The maximum number of wounds this Greater Glass Elemental can receive from a single attack is one. SHATTER Whenever this Greater Glass Elemental receives any wounds, all small or medium figures adjacent to it receive 1 wound. JAGGED EDGE If this Greater Glass Elemental has any wound markers on its Army Card, it adds 2 to its Attack value and subtracts 2 from its Defense value. Greater Steel Elemental:
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GREATER STEEL ELEMENTAL
OZIRAEL ELEMENTAL UNCOMMON HERO CONSTRUCT FEARLESS HUGE 9 LIFE 5 MOVE 4 RANGE 1 ATTACK 5 DEFENSE 5 140 Points RICOCHET 15 If this Greater Steel Elemental is attacked by a nonadjacent figure and at least 1 skull is rolled, roll the 20-sided die. If you roll a 1-14, roll defense dice normally. If you roll a 15 or higher, this Greater steel Elemental takes no damage, and you must choose a figure within 4 clear sight spaces, if possible. That figure receives a wound. STEEL BLOCKADE Whenever a friendly figure adjacent to this Greater Steel Elemental is targeted for an attack from a nonadjacent opponent, count the minimum number of spaces between the friendly figure and the attacking figure. If this Greater Steel Elemental occupies one of the spaces, that figure must instead attack this Greater Steel Elemental, if possible. Quote:
H: Heart-Of-Clubs-Harlequins:
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HEART-OF-CLUBS HARLEQUINS -3 man squad-
YRSA STALO UNIQUE SQUAD CLOWNS INSANE MEDIUM 5 LIFE 1 MOVE 7 RANGE 4 ATTACK 4 DEFENSE 3 85 Points BLOODY GIDDINESS If a Heart-Of-Clubs Harlequin wounds a figure with an adjacent attack, it may attack again as long as it attacks a nonadjacent figure. If a Heart-Of-Clubs Harlequin wounds a figure with a nonadjacent attack, it may move up to 4 spaces and attack again, as long as it attacks an adjacent figure. A single Harlequin can only attack one additional time per turn and never takes any leaving engagement attacks while moving with Bloody Giddiness. Hekatiane:
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HEKATIANE -special scenario figure-
HEKATIANE VALKYRIE UNIQUE HERO VESSEL FICKLE HUGE 11 LIFE 9 MOVE 5 RANGE 1 ATTACK 7 DEFENSE 4 250 Points WITHER AURA All Small and Medium figures within 6 clear sight spaces of Hekatiane subtract 2 from their Attack and Defense values, to a minimum of 1. Hekatiane subtracts 1 from her Attack and Defense values for every 4 figures affected by Wither Aura, to a maximum of -3 dice. EQUILIBRIUM 6 Before attacking, you may choose one friendly Squad figure and one opponent's Squad figure who are both within 6 clear sight spaces of Hekatiane. Roll the 20-sided die. If you roll a 6 or higher, destroy both Squad figures. LONG STRIDE Hekatiane can move through Small and Medium figures and is never attacked when leaving an engagement with Small and Medium figures. (figure used = Warhammer Alarielle the Everqueen) Hellhound Ravagers:
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HELLHOUND RAVAGERS -3 man squad-
RAGNAR DOGS COMMON SQUAD HUNTERS WILD MEDIUM 3 LIFE 1 MOVE 7 RANGE 1 ATTACK 2 DEFENSE 4 90 Points VICIOUS SLAUGHTER Small and Medium figures with a point value of 100 or less cannot roll defense dice against Hellhound Ravagers. Vicious Slaughter only affects figures that are engaged with 2 or more Hellhound Ravagers you control. Hellriot Clowns:
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HELLRIOT CLOWNS -4 man squad-
YRSA HUMANS COMMON SQUAD CLOWNS INSANE MEDIUM 6 LIFE 1 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 3 90 Points SLAUGHTER IS THE BEST MEDICINE Whenever a Hellriot Clown you control destroys the last figure of an opponent's Army Card with unrevealed Order Markers on it, you may take another turn with Hellriot Clowns. SHRUG OFF Hellriot Clowns roll one additional die when defending against a normal attack from a figure with an Attack Value of 3 or less. BIG TOP 1 Hellriot Clowns roll one additional die when attacking a figure under an overhang. Quote:
Hogung Cide:
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HOGUNG CIDE
AQUILLA MARIEDIAN UNIQUE HERO FIGHTER RECKLESS MEDIUM 5 LIFE 4 MOVE 6 RANGE 6 ATTACK 3 DEFENSE 3 70 Points BRAVERY Hogung Cide rolls an additional die when attacking or defending against Heroes whose point value is greater than his. TUNNEL VISION If Hogung Cide fails to destroy a figure with his normal attack, he cannot attack any other figure until his original target has been destroyed. If a figure is somehow removed from play without being destroyed, Hogung may target other figures again. Quote:
Holler Of Chaos:
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HOLLER OF CHAOS
UNDEAD UNCOMMON HERO SPIRIT MINDLESS MEDIUM 4 LIFE 3 MOVE 6 RANGE 3 ATTACK 2 DEFENSE 5 90 Points SANITY DRAIN When rolling the 20-sided die for any figure within 3 clear sight spaces of this Holler of Chaos, subtract 3 from the roll. Figures with the Mindless personality are not affected by Sanity Drain. MADNESS SHRIEK After taking a turn with this Holler Of Chaos, roll the 20-sided die for every figure within 3 clear sight spaces, adding 3 to your roll if that figure is a Squad figure. If you roll a 19 or higher, you may temporarily take control of that figure and immediately make a normal attack with that figure. After attacking, return control of that figure to its previous owner. Figures with the Mindless Personality are not affected by Madness Shriek. Holy Ones Of Tethru:
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HOLY ONES OF TETHRU -4 man squad-
JANDAR APEPIANS COMMON SQUAD MONKS DEVOUT MEDIUM 4 LIFE 1 MOVE 5 RANGE 1 ATTACK 1 DEFENSE 3 80 Points ENLIGHTENED MOVEMENT BONDING Before taking a turn with the Holy Ones Of Tethru, you may first take a turn with up to 2 Paladin or Cleric Heroes you control. The chosen Heroes cannot attack during their turn. DIE BY THE SWORD When attacking with a Holy One Of Tethru, add half of the defending figure's Attack Value to that Holy One's Attack, rounding up. Quote:
Hurricane:
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HURRICANE
JANDAR DRAGON UNIQUE HERO FROSTRAGER MERCILESS HUGE 11 LIFE 6 MOVE 5 RANGE 4 ATTACK 3 DEFENSE 4 210 Points RAGE BLIZZARD Hurricane may attack again for each wound marker on his card up to a maximum of 4 additional attacks. MONSOON Before moving or attacking, Hurricane may use Monsoon. All small and medium figures adjacent to Hurricane must move 3 spaces away, ignoring elevation. Each figure is moved by the controlling player and may not move adjacent to Hurricane. Falling damage will apply. Monsoon may only be used once per round. FLYING Standard Flying rules apply. Quote:
Hyousuke:
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HYOUSUKE
XENOTHEA HUMAN UNIQUE HERO NINJA TRICKY MEDIUM 4 LIFE 4 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 4 130 Points UTILITY CHAIN Once per turn, Hyousuke may use Utility Chain to use one of the following abilities: Utility Chain Special Attack: Range 1 Attack 4: Utility Chain Special Attack affects all figures adjacent to Hyousuke. Roll attack dice one. Each figure rolls defense dice separately. Reach: Hyousuke may add 3 to his Range number this turn. Trip: Hyousuke may move through all figures he was engaged with at the start of his move, and those figures cannot take any leaving engagement attacks against Hyousuke this turn. Bind: After moving and before attacking, choose a figure adjacent to Hyousuke and roll the 20-sided die. If you roll a 15 or higher, remove one unrevealed Order Marker on the chosen figure's Army Card. Quote:
I: I.:
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I.
TYRA VALKYRIE UNIQUE HERO WARRIOR MYSTERIOUS LARGE 9 LIFE 4 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 2 200 Points DESUMMON After moving and before attacking, you may choose any figure within 7 clear sight spaces of I. Roll the 20-sided die. If you roll a 10 or higher, the controlling player must place the chosen figure back in its Start Zone. If that figure cannot be placed back in its Start Zone, destroy that figure. The chosen figure will take any leaving engagement attacks. If I. successfully Desummons a Squad figure, he may choose another figure and roll again for Desummon. STEALTH FLYING Standard Stealth Flying rules apply. Quote:
Ibis:
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IBIS
JANDAR APEPIAN UNIQUE HERO PALADIN MERCILESS MEDIUM 4 LIFE 6 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 3 140 Points CONDEMN Whenever an opponent's Unique Hero that is within 6 clear sight spaces of Ibis destroys a Common Squad figure you control who follows Jandar, you may place that Squad figure on that Hero's Army Card. Ibis rolls one additional die when attacking a Unique Hero for every 2 figures placed on their Army Card from Condemn, up to a maximum of +3 dice. BANNER OF TETHRU All opponent's figures within 6 clear sight spaces of Ibis cannot add extra skulls or roll extra dice by any special power on an Army Card or Glyph when attacking normally. Quote:
Icarus:
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ICARUS
EINAR RAPTORIAN UNIQUE HERO CAPTAIN BOLD MEDIUM 5 LIFE 5 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 3 90 Points SWIFT SLASH When attacking, Icarus may subtract 2 from his Attack value. If he does, he may attack again. PURSUIT Whenever a figure breaks engagement with Icarus, after that figure ends its movement, Icarus may immediately move up to 5 spaces. STEALTH FLYING Standard Stealth Flying rules apply. Quote:
Idol Of Klexkor:
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IDOL OF KLEXKOR
HEKATIANE IDOL UNIQUE HERO CONSTRUCT MINDLESS MEDIUM 3 LIFE 9 MOVE 0 RANGE 0 ATTACK 0 DEFENSE 0 110 Points SUMMON THE ASPECT When revealing an Order Marker on this Army Card, if there is already a revealed Order Marker on this card, then instead of taking a turn with the Idol Of Klexkor, you may remove it from the battlefield and replace it with the Aspect Of Klexkor. Move all Order Markers, Wound Markers, and special markers such as Negation from this Army Card to the Aspect Of Klexkor's Army Card and immediately take a turn with the Aspect Of Klexkor. At the end of the round, remove Aspect Of Klexkor from the battlefield, replace it with the Idol Of Klexkor, and move all wound and special markers back onto this card. RESTORE ENERGY At the end of your turn, remove one wound marker from this Army Card. Quote:
Ierio Thesh:
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IERIO THESH
OZIRAEL APEPIAN UNIQUE HERO DEITY FEROCIOUS MEDIUM 5 LIFE 6 MOVE 6 RANGE 1 ATTACK 5 DEFENSE 5 130 Points OZIRAEL BLOODLUST Ierio Thesh subtracts 1 from his Attack and defense value for every Army Card you control that does not follow Ozirael. OVEREXTEND FRENZY After taking a turn with Ierio Thesh, you must roll the 20-sided die. If you roll a 16 or higher, place a wound marker on this Army Card and take another turn with him. GORGE Whenever Ierio Thesh destroys a Unique figure, remove one wound marker from his card. Quote:
Illendrus:
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ILLENDRUS
JANDAR APEPIAN UNIQUE HERO CLERIC INSPIRING MEDIUM 4 LIFE 5 MOVE 5 RANGE 1 ATTACK 4 DEFENSE 4 80 Points MEDITATIVE DEFENSE AURA After taking a turn with Illendrus, if he did not attack this turn, you may reveal an unrevealed "X" Order Marker that is on Illendrus' Army Card to activate Meditative Defense Aura for the duration of the round. While Meditative Defense Aura is active, Illendrus may not move or attack normally and subtracts 3 from his Defense value, and all friendly figures within 6 clear sight spaces of Illendrus roll one additional defense die. If Illendrus is moved by a special power on an Army Card or Glyph, Meditative Defense Aura will deactivate. JAVELIN After moving and before attacking, you may roll the 20-sided die. If you roll a 16 or higher, add 3 to Illendrus' Range Value for the duration of the turn. Quote:
Impact:
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IMPACT
VYDAR WARFORGED UNIQUE HERO SOLDIER DAUNTLESS MEDIUM 5 LIFE 4 MOVE 5 RANGE 1 ATTACK 4 DEFENSE 3 110 Points FIERCE PARRY Whenever Impact successfully defends against an attack from an adjacent figure, you may move that figure and Impact one space. Figures moved by Fierce Parry never take leaving engagement attacks. FIRST ASSAULT 2 When attacking with Impact, if the defending figure was not adjacent to Impact at the start of the turn, Impact receives 2 additional attack dice. WARFORGED RESOLVE When defending against a normal or special attack, Impact always adds one automatic shield to whatever is rolled. Quote:
J: Jack Nicholson:
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JACK NICHOLSON
VALKRIL HUMAN UNIQUE HERO PSYCHOPATH TERRIFYING MEDIUM 5 LIFE 5 MOVE 5 RANGE 1 ATTACK 5 DEFENSE 4 150 Points HERE'S JOHNNY! Destructible Objects cannot roll defense dice against Jack Nicholson. YOU CAN'T HANDLE THE TRUTH An opponent can never reveal or remove any of your Oder Markers. NEVER RUB ANOTHER MAN'S RHUBARB Jack rolls 2 additional dice when attacking a figure adjacent to any female figure. YOU CAN CALL ME JOKER Jack is also The Joker. Jaka Horemheb:
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JAKA HOREMHEB
OZIRAEL APEPIAN UNIQUE HERO DEITY FEARSOME MEDIUM 6 LIFE 7 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 2 150 Points SOUL SIPHON Whenever Jaka Horemheb or any Apepian figure you control within 5 clear sight spaces of Jaka destroys a figure, you may roll the 20-sided die. If Jaka destroyed the figure, add 5 to your roll. If you roll a 16 or higher, remove one wound marker from Jaka's Army Card. IMMOBILITY SPELL After moving and instead of attacking, you may choose a Unique Hero within 5 clear sight spaces of Jaka Horemheb and reveal an "X" Order Marker that is on Jaka's Army Card to activate Immobility Spell for the duration of the round. While Immobility Spell is Active, Jaka and the chosen Hero may not move or attack normally. If Jaka or the chosen Hero are moved by a special power on an Army Card or Glyph while Immobility Spell is active, Immobility Spell will no longer affect both figures. Quote:
James MacDirk:
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JAMES MACDIRK
JANDAR HUMAN UNIQUE HERO CHAMPION DISCIPLINED MEDIUM 5 LIFE 5 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 4 120 Points HUMAN WARRIOR DEFENSE TRAINING 1 All Human Warriors you control roll one additional defense die when defending against normal adjacent attacks. SURROUND TAKEDOWN After attacking, if James MacDirk is engaged with at least 2 opponent's figures, he may attack one additional time. Quote:
Jeckak:
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JECKAK
VALKRILL ORC UNIQUE HERO WARRIOR WILD MEDIUM 5 LIFE 5 MOVE 6 RANGE 1 ATTACK 5 DEFENSE 2 100 Points ENDESS FEROCITY SPECIAL ATTACK Range 1 Attack 3 If the defending figure is destroyed by Endless Ferocity Special Attack, you may attack again with Endless Ferocity Special Attack. Add 1 to the Attack value of Endless Ferocity Special Attack for each figure destroyed by Endless Ferocity Special Attack that turn. DYING SWIPE If Jeckak is attacked with a normal attack and receives enough wounds to be destroyed, roll 3 attack dice. For every skull rolled, you may inflict 1 wound on any figure adjacent to Jeckak. Figures affected cannot roll any defense dice and can receive more than 1 wound each. After using Dying Swipe, remove Jeckak from the battlefield. Quote:
Jeldaren:
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JELDAREN
ARITIMA HUMAN UNIQUE HERO DESERTER BRILLIANT MEDIUM 5 LIFE 7 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 3 120 Points PLASMA CANNON SPECIAL ATTACK Range 5 Attack 4 Small and Medium figures roll one less die when defending against Plasma Cannon Special Attack. ADVANCED SCALING When moving up or down levels of terrain, Jeldaren may add 2 to his Height, and every two levels moved up or down only count as one space. DESTRUCTIBLE LIMBS If Jeldaren has 4 or more wound markers on his Army Card, he cannot use his Plasma Cannon Special Attack. If Jeldaren has 6 or more wound markers on his Army Card, he cannot use his Advanced Scaling special power, and subtracts 4 from his move value. Quote:
Jungle Boar:
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JUNGLE BOAR
AQUILLA BOAR COMMON HERO BEAST WILD MEDIUM 3 LIFE 1 MOVE 7 RANGE 1 ATTACK 4 DEFENSE 2 20 Points SMALL CARRY Before moving a Jungle Boar, choose an unengaged friendly Small figure adjacent to it. After you move that Jungle Boar, place the chosen figure adjacent to it. NATURE TREKKER A Jungle Boar may pass through Jungle Brush and Trees, and always counts hexes as 1 space when moving. Jywer:
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JYWER
HUMAN UNIQUE HERO ASSASSIN LOYAL MEDIUM 4 LIFE 6 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 3 130 Points GALEFORCE Whenever Jywer destroys an opponent's figure, place an indigo Galeforce marker on this Army Card. After Jywer attacks, if there are three or more Galeforce markers on this card, remove all Galeforce markers and immediately take another turn with Jywer. EX-UTGAR KILL RUSH If Jywer destroys a figure who follows Utgar, place an additional Galeforce marker on this Army Card. SCATHED ATTACKS After attacking with Jywer, if there are 3 or more wound markers on this Army Card, he may attack one additional time. (figure used = Anima Tactics Shinobi) K: Kaori:
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KAORI
FREJYA HUMAN UNIQUE HERO NINJA MERCIFUL MEDIUM 4 LIFE 1 MOVE 6 RANGE 1 ATTACK 2 DEFENSE 2 10 Points FALSE SWIPE SPECIAL ATTACK Range 1 Attack 5 Figures can never be destroyed by False Swipe Special Attack. SUPER AGILITY When defending against a normal attack, one shield will block all damage. PHANTOM WALK Kaori can move through all figures and is never attacked when leaving an engagement. Quote:
King Kenelm:
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KING KENELM
JANDAR HUMAN UNIQUE HERO KING RESOLUTE MEDIUM 5 LIFE 5 MOVE 5 RANGE 1 ATTACK 4 DEFENSE 5 185 Points LOYALTY ENHANCEMENT AURA All friendly Loyal figures adjacent to King Kenelm add 1 to their Attack and Defense values. KING'S SMITE King Kenelm rolls 2 additional attack dice when attacking figures who follow Utgar or Valkrill. MARK OF KENELM After taking a turn with King Kenelm, you may choose one small or medium Knight you control adjacent to King Kenelm and take a turn with that figure. During the chosen figure's turn, that figure rolls 2 additional attack dice. Mark of Kenelm can only be used once per round. Quote:
Klammak:
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KLAMMAK
VALKRILL ORC UNIQUE HERO CLERIC TRICKY MEDIUM 5 LIFE 4 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 3 60 Points WILD HEALING After moving and before attacking, you may choose a wounded Hero adjacent to Klammak and roll the 20-sided die. If the chosen Hero has a Wild personality, add 3 to your roll. If you roll a 1-4, the chosen hero receives 2 wounds. If you roll a 5-8, nothing happens. If you roll a 9-19, remove up to 2 wound markers from the Hero's Army Card. If you roll a 20, remove up to 6 wounds from the Hero's Army Card. BATTLE ADVANCE At the end of the round, if Klammak did not move this round, you may immediately move him 6 spaces. Klammak will take any leaving engagement attacks when moving with Battle Advance. (figure used = D&D Cleric of Gruumsh) Klast Vilrath:
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KLAST VILRATH
OZIRAEL ICARIAN UNIQUE HERO CULTIST MENACING MEDIUM 6 LIFE 4 MOVE 5 RANGE 1 ATTACK 5 DEFENSE 4 120 Points IMPALE 18 Whenever Klast Vilrath inflicts a wound on an opponent's figure with a normal attack, roll the 20-sided die. Add 2 to your roll if the affected figure is a Dragon. If you roll an 18 or higher, destroy that figure. SHADOW ORB SPECIAL ATTACK Range 4 Attack 4 If Klast Vilrath inflicts a wound with Shadow Orb Special Attack, you may choose a same-level space within 6 spaces of Klast. Place Klast on the chosen space. Klast will not take any leaving engagement attacks when moving with Shadow Orb Special Attack. GHOST WALK Klast Vilrath can move through all figures. Quote:
Knights Sparier:
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KNIGHTS SPARIER -4 man squad-
SIGYN HUMANS COMMON SQUAD MECHKNIGHTS DISCIPLINED MEDIUM 4 LIFE 1 MOVE 4 RANGE 1 ATTACK 2 DEFENSE 5 110 Points WRISTGAUGE SPECIAL ATTACK Range 3 Attack 4 Only one Knights Sparier may use Wristgauge Special Attack in a single turn. Roll 2 less attack dice when attacking Large or Huge figures with Wristgauge Special Attack. ATTACK FORMATION A Knights Sparier adds 2 to his Attack when adjacent to at least 2 other friendly Knights Sparier. Quote:
Kommandant Acht Beine:
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KOMMANDANT ACHT BEINE
UTGAR ARACHNID UNIQUE HERO NAZI MILITARISTIC LARGE 6 LIFE 8 MOVE 8 RANGE 1 ATTACK 6 DEFENSE 3 200 Points WEB TRAP Kommandant Acht Beine starts the game with 3 white Web markers on his Army Card. After moving and before attacking, you may place a Web marker on a same-level space adjacent to Kommandant Acht Beine. Whenever a non-Arachnid small or medium figure moves onto a space with a Web marker on it or onto a space adjacent to a space with a Web marker on it, they must end their movement there. Non-Arachnid figures cannot move through figures affected by a Web Trap. Figures standing on a space with a Web marker on it may roll the 20-sided die instead of attacking. If they roll a 9 or higher, they may remove that Web marker from the battlefield. When attacking a figure affected by Web Trap, all Arachnids you control roll one additional attack die. Quote:
Kredo The Rigid:
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KREDO THE RIGID
LUSELENE HUMAN UNIQUE HERO CAPTAIN DISCIPLINED MEDIUM 5 LIFE 5 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 3 80 Points ORDERLY MARCH All figures you control may move one additional space as long as they end their movement adjacent to Kredo The Rigid. STRICT CONDUCT AURA All figures within 6 clear sight spaces of Kredo The Rigid can only move or attack if they revealed an Order Marker on their Army Card this turn. SET ORDERS Order Markers can never be removed from this Army Card by any special powers on an Army Card or Glyph. (figure used = Pathfinder Edano Kline) Kren Yeven:
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KREN YEVEN
SIGYN DARNAN UNIQUE HERO CHAMPION RECKLESS MEDIUM 4 LIFE 6 MOVE 5 RANGE 1 ATTACK 4 DEFENSE 2 50 Points FIRST BLOOD If Kren Yeven is the first figure to attack this game, he rolls 2 additional dice when making his first attack. CHARGING ASSAULT Kren Yeven may add 3 to his Move number as long as he is unengaged prior to moving. Kren Yeven must be able to move adjacent to an opponent's figure in order to use Charging Assault. Quote:
Krodha:
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KRODHA
SIGYN HUMAN UNIQUE HERO ROGUE RECKLESS MEDIUM 5 LIFE 6 MOVE 5 RANGE 1 ATTACK 5 DEFENSE 4 140 Points SPEAR THROW SPECIAL ATTACK Range 5 Attack 3 Roll one additional die when attacking Squad figures with Spear Throw Special Attack. RECKLESS CLEAVE When Krodha wounds a figure with a normal attack, if Krodha is adjacent to any Squad figures, you must choose one of them and that figure receives 1 wound. TOUGH IT OUT If Krodha has 4 or more wound markers on her Army Card, she adds 1 to her Attack and Defense values and is never attacked when leaving an engagement. Quote:
Kyuss The Worm:
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KYUSS THE WORM
OZIRAEL LEUZAN UNIQUE HERO CULTIST TERRIFYING MEDIUM 5 LIFE 4 MOVE 5 RANGE 5 ATTACK 3 DEFENSE 4 110 Points FESTERING AURA After taking a turn with Kyuss The Worm, roll the 20-sided die for every opponent's figure adjacent to him. If you roll a 14 or higher, that figure receives a wound, and roll the 20-sided die again if that figure is not destroyed. If you roll a 16 or higher, you may also remove an unrevealed Order Marker at random from that figure's Army Card. UNDERGROUND TUNNELING Instead of moving normally with Kyuss The Worm, you may immediately place him on any empty non-water space that is within 4 spaces of Kyuss and is no higher than 1 level above his height or 4 levels below his base. Kyuss will not take any leaving engagement attacks when moving with Underground Tunneling. Quote:
L: Laelia Moonrose:
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LAELIA MOONROSE
EINAR HUMAN UNIQUE HERO CLERIC MERCIFUL MEDIUM 5 LIFE 3 MOVE 5 RANGE 4 ATTACK 2 DEFENSE 3 60 Points DEFENSE BARRIER 1 Laelia Moonrose starts the game with 1 blue Defense Marker on her Army Card. After moving and before attacking, you may move the Defense Marker onto another the Army Card of a Unique Hero within 6 clear sight spaces of Laelia. Any Unique Hero with a Defense Marker on their card adds 1 to their Defense Value. At the end of every round, return the Defense Marker to Laelia's Army Card. CIRCLE SPELL 12 After moving and before attacking, Laelia Moonrose may use Circle Spell. Roll the 20-sided die. If you roll a 12 or higher, remove 1 wound marker from every friendly small or medium figure adjacent to Laelia. (figure used = Jorhdawn) Quote:
Lance the Legend:
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LANCE THE LEGEND
VOLTHRAX HUMAN UNIQUE HERO PIRATE TRICKY MEDIUM 5 LIFE 6 MOVE 6 RANGE 5 ATTACK 3 DEFENSE 3 110 Points FREELANCER After attacking, a player may reveal an "X" Order Marker that is on the Army Card of a figure within 5 clear sight spaces of Lance and roll the 20-sided die. If the player is an opponent, they subtract 5 from their roll. If the player rolls an 11 or higher, they may immediately take a turn with Lance. A player may not roll for Freelancer if they attacked Lance this turn. CUTLASS 2 When attacking an adjacent figure, Lance rolls 2 additional attack dice. PHANTOM WALK Lance can move through all figures and is never attacked when leaving an engagement. Quote:
Lavrador Explorers:
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LAVRADOR EXPLORERS -3 man squad-
BRAGI HUMANS COMMON SQUAD EXPLORERS FEARLESS MEDIUM 5 LIFE 1 MOVE 5 RANGE 6 ATTACK 1 DEFENSE 3 50 Points TRACK COMPANY An unengaged Lavrador Explorer may add 2 to his Move number as long as he ends his move adjacent to a friendly Explorer. PERCEIVED THREAT A Lavrador Explorer rolls one additional die when attacking a figure who destroyed a friendly figure last turn. Quote:
Leep Viper:
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LEEP VIPER
ULLAR VIPER UNCOMMON HERO MARAUDER RECKLESS LARGE 6 LIFE 6 MOVE 8 RANGE 1 ATTACK 4 DEFENSE 2 80 Points CRASH LUNGE A Leep Viper that moved all 8 spaces in a single Move may use Crash Lunge. When using Crash Lunge, a Leep Viper's attack will affect all figures adjacent to it. Roll once for all figures. Each figure rolls defense dice separately. A Leep Viper must not move onto the same space twice when moving for Crash Lunge. FRENZY After you take a turn with a Leep Viper, roll the 20-sided die. If you roll a 16 or higher you may take another turn with a Leep Viper. SLITHER A Leep Viper does not have to stop its movement when entering water spaces. Leon S Kennedy:
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LEON S. KENNEDY
JANDAR HUMAN UNIQUE HERO AGENT DISCIPLINED MEDIUM 5 LIFE 5 MOVE 5 RANGE 6 ATTACK 3 DEFENSE 3 140 Points SPECIALIZED WEAPONS SPECIAL ATTACK Range 8 Attack Special Leon's Specialized Weapons Special Attack's attack value depends on the minimum number of spaces between Leon and the defending figure. If the figure's distance is: 1-3 Spaces: 5 Attack 4-6 Spaces: 3 Attack and Leon may attack twice. 7-8 Spaces: 2 Attack and if Leon did not move this turn all skulls rolled count for one additional hit. SUPLEX KICK When attacking a small or medium squad figure or a small or medium wounded hero with an adjacent attack, Leon may roll 2 additional attack dice. Leonard, Scotland Yard Consultant:
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LEONARD, SCOTLAND YARD CONSULTANT
BRAGI HUMAN UNIQUE HERO INVESTIGATOR BRILLIANT MEDIUM 5 LIFE 5 MOVE 6 RANGE 1 ATTACK 2 DEFENSE 3 100 Points TAIL TARGET At the start of the game, you may choose one Unique Hero your opponent controls to be Leonard's Target. For the rest of the game, after your opponent takes a turn with the chosen Hero, you may move Leonard up to 6 spaces. Leonard must begin and remain unengaged throughout his move. INQUISITION After moving with Leonard, you may choose an opponent's figure within 6 clear sight spaces. Choose an unrevealed Order Marker on that figure's Army Card and reveal it for the duration of the round. That Order Marker can still be activated. DEDUCTION All figures you control roll one additional die when attacking a figure within 6 clear sight spaces of Leonard who have only revealed Order Markers on their card. (figure used = Sherlock Holmes) Leutnaut Infizieren:
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LEUTNAUT INFIZIEREN
UTGAR ARACHNID UNIQUE HERO NAZI MILITARISTIC LARGE 4 LIFE 6 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 2 100 Points DEADLY VENOM 13 Leutnaut Infizieren begins the game with three green Venom markers on his Army Card. whenever Leutnaut Infizieren wounds a Hero, roll the 20-sided die. If you roll a 13 or higher, place a Venom marker on that figure's Army Card. After your opponent reveals a numbered Order Marker, place a wound on that figure's Army Card while they still have the Venom marker on their Card. At the end of the round, return all Venom markers to this card. SKITTERY MOVEMENT Leutnaut Infizieren can move through all figures and is never considered to be engaged. Quote:
M: Madori:
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MADORI
XENOTHEA HUMAN UNIQUE HERO NINJA TRICKY MEDIUM 5 LIFE 4 MOVE 6 RANGE 1 ATTACK 3 DEFENSE 4 100 Points BLADE OF NEGATION Madori starts the game with 3 brown Negation markers on her Army Card. Whenever Madori wounds a Unique figure, place a Negation marker on that figure's Army Card. All of that figure's special powers are negated for the entire game. PHANTOM WALK Madori may move through all figures and is never attacked when leaving an engagement. Quote:
Maidens of Fusuna:
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MAIDENS OF FUSUNA -3 man squad-
SIGYN HUMANS COMMON SQUAD KNIGHTS RESOLUTE MEDIUM 5 LIFE 1 MOVE 6 RANGE 1 ATTACK 3 DEFENSE 4 75 Points COUNTERATTACK Whenever a Maiden of Fusuna is attacked with a normal attack and does not receive any wounds, that Maiden of Fusuna may immediately make a normal attack, if possible. AVENGER MANEUVER Whenever a friendly figure is destroyed by a normal or special attack, you may move one Maiden of Fusuna you control up to three spaces. Figures moved by Avenger Maneuver will take any leaving engagement attacks. A single Maiden of Fusuna may be moved by Avenger Maneuver only once per turn. Quote:
Malleblade Archons:
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MALLEBLADE ARCHONS -4 man squad-
ARITIMA ARCHONS COMMON SQUAD CONSTRUCTS TRICKY MEDIUM 5 LIFE 1 MOVE 5 RANGE 1 ATTACK 3 DEFENSE 3 60 Points BATTLE ADAPTABILITY At the start of the game, choose an opponent. Choose the Army Card they control with the highest Range, Attack, or Defense value in that player's army. All Malleblade Archons you control add to their Army Card stats depending on what value is the highest: Range: +2 Move Value Attack: +1 Defense Value Defense: +1 Attack Value If there is not a single highest stat, you may choose which Value to increase. If all figures what that highest stat are destroyed, chose the next highest stat to use for Battle Adaptability. Quote:
Marro Sentries: Squad-2
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MARRO SENTRIES -2 man squad-
UTGAR MARRO COMMON SQUAD SENTRIES WILD MEDIUM 4 LIFE 1 MOVE 4 RANGE 1 ATTACK 3 DEFENSE 5 40 Points PROVOKED RAGE When taking a turn with Marro Sentries, if a friendly Marro Hive received at least one wound last turn, add 2 to the Move and Attack Value on this card this turn. ONSLAUGHT Figures adjacent to Marro Sentries cannot attack adjacent Marro Heroes with a Normal or Special attack. Marro Shifter:
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MARRO SHIFTER
UTGAR MARRO UNCOMMON HERO SHIFTER TRICKY MEDIUM 5 LIFE 3 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 4 60 Points HIVE POSSESS Whenever this Marro Shifter is destroyed by a normal or special attack, you may choose a small or medium Marro Squad figure you control within 5 clear sight spaces of this Marro Shifter and roll the 20-sided die. If you roll a 16 or higher, destroy the chosen Squad figure and replace that figure with this Marro Shifter. Remove all wound markers from this Marro Shifter. PHASE RUSH This Marro Shifter can move through all figures and is never attacked when leaving an engagement. After moving, roll the 20-sided die for each figure this Marro Shifter moved through this turn. If you roll a 17 or higher, that figure receives a wound. A figure cannot receive more than 1 wound from Phase Rush each turn. Quote:
Master Disple:
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MASTER DISPLE
ULLAR HUMAN UNIQUE HERO MONK DISCIPLINED MEDIUM 5 LIFE 4 MOVE 6 RANGE 1 ATTACK 3 DEFENSE 4 100 Points ADVANCED TRAINING All Monks you control may move 1 additional space when using the Stealth Leap Special Power. MASTERFUL ATTACK When attacking, Master Disple may either attack all opponent's figures adjacent to him or attack the same figure twice. Roll each attack separately. STEALTH LEAP Standard Stealth Leap rules apply. Quote:
Master Juan:
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MASTER JUAN
AQUILLA HUMAN UNIQUE HERO MONK WILD MEDIUM 5 LIFE 5 MOVE 5 RANGE 1 ATTACK 4 DEFENSE 3 120 Points KNOCKBACK KICK 11 When a small or medium figure is not destroyed by an attack from Master Juan, you may roll the 20-sided die. If you roll an 11 or higher, you may Knockback the figure by moving it 3 spaces away from Master Juan in a straight line. The figure must be on the same level or lower than its current location. A figure moved by Knockback Kick never takes any leaving engagement attacks. Falling damage will apply. If that figure ends adjacent to or stops in front of another figure, roll 4 attack dice once against both figures. Each Figure rolls defense dice separately. MASTER'S ASSAULT Master Juan may attack any or all figures adjacent to him. Roll each attack separately. Quote:
Mercalak:
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MERCALAK
VALKRILL ORC UNIQUE HERO CHAMPION WILD MEDIUM 5 LIFE 6 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 4 145 Points ORC TASKMASTER When choosing a Hero for the Death Chasers of Thesk's Taskmaster Bonding, you may change Mercalak's size to Large 5. GLORY OF GRUUMSH Before taking Mercalak's turn, you may reveal an "X" Order Marker on this Army Card to activate Glory of Gruumsh for the duration of the round. While Glory of Gruumsh is active, add 3 to Mercalak's Attack value and all Orcs you control, except Mercalak, subtract 1 from their Defense value. You cannot activate Glory of Gruumsh if Mercalak is the only Orc you control. Quote:
Mezzodemon Baeljer:
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MEZZODEMON BAELJER
VALKRILL DEMON UNCOMMON HERO CREATURE FEROCIOUS LARGE 7 LIFE 8 MOVE 5 RANGE 5 ATTACK 3 DEFENSE 2 110 Points POISON CLOUD When a Mezzodemon Baeljer attacks a Common figure, add 1 to its Attack value. BOG SALVO At the start of the game, place 3 green Bog markers on this Army Card. After moving and before attacking, you may choose a Unique Hero within 5 clear sight spaces from this Mezzodemon Baeljer and roll the 20-sided die. If you roll an 8 or higher, you may place a Bog Marker on that Hero's Army Card. A Unique Hero subtracts one from his Move Value for each Bog Marker on its Army Card. Mezzodemon Baeljers can never be affected by Bog Salvo. Quote:
Mimic:
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MIMIC
VOLTHRAX TRAP UNCOMMON HERO DECOY MINDLESS SMALL 3 LIFE 3 MOVE 3 RANGE 1 ATTACK 5 DEFENSE 5 60 Points SURPRISE! This Mimic does not start the game on the battlefield. Instead, whenever an opponent's figure springs a trap for a Treasure Glyph, you may instead place this Mimic on a space adjacent to that figure and immediately take a turn with that Mimic. Place that Treasure Glyph on this Army Card. When this Mimic is destroyed, place that Treasure Glyph on the space this Mimic previously occupied, if possible. PERSISTENT ATTACK Whenever a figure breaks engagement with this Mimic, after that figure ends its movement, this Mimic may immediately move up to 5 spaces and attack that figure, if possible. Mr. "Sharky" Owler:
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MR. "SHARKY" OWLER
VOLTHRAX HUMAN UNIQUE HERO OUTLAW TRICKY MEDIUM 5 LIFE 5 MOVE 5 RANGE 7 ATTACK 2 DEFENSE 2 65 Points INTIMIDATING BULLY Common squad figures roll one less die when attacking or defending against Mr. "Sharky" Owler. FORK IT OVER After moving and before attacking, you may choose a figure within 5 clear sight spaces of Mr. "Sharky" Owler and roll the 20-sided die. If that figure is carrying a Treasure Glyph and you roll a 13 or higher, you may move that glyph onto this Army Card. If that figure is occupying a space with a Glyph on it, and you roll a 13 or higher, you may move that figure up to 3 spaces. Figures moved by Fork It Over will mot receive any leaving engagement attacks. Falling damage will apply for non-Flying figures. Myrekram Rider:
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MYREKRAM RIDER
SIGYN GUNUC UNCOMMON HERO CHAMPION FEARLESS HUGE 12 LIFE 7 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 3 150 Points TWO HEADS ARE BETTER THAN ONE After attacking with this Myrekram Rider, if there are 3 or fewer wound markers on this Army Card, it may attack one additional time. LUNGE ASSAULT 2 This Myrekram Rider rolls 2 additional dice when attacking a figure that was at least 4 spaces away from this Rider at the start of the turn. Lunge Assault 2 may be used only once per turn. FLYING Standard Flying rules apply. Quote:
N: Nathalya Silvershield:
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NATHALYA SILVERSHIELD
SIGYN HUMAN UNQIUE HERO KNIGHT RESOLUTE MEDIUM 5 LIFE 4 MOVE 5 RANGE 7 ATTACK 3 DEFENSE 4 75 Points SIGYN TACTICAL WARNING SHOT 1 Nathalya Silvershield begins the game with one Sigyn Warning Shot Treasure Glyph on her Army Card. After moving and instead of attacking with Nathalya, you may choose an empty space within 7 clear sight spaces of Nathalya and roll the 20-sided die. If you roll a 4 or higher, place the Sigyn Warning Shot Glyph power-side up on that space. While that Glyph is power-side up on the field, all friendly figures who follow Sigyn roll one additional attack die when attacking figures who are within 4 spaces of the chosen space. (figure used = Pathfinder Grey Maiden Archer) New World Privateers:
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NEW WORLD PRIVATEERS -4 man squad-
EINAR HUMANS COMMON SQUAD PRIVATEERS DISCIPLINED MEDIUM 4 LIFE 1 MOVE 6 RANGE 5 ATTACK 2 DEFENSE 2 80 Points CLOSE COMBAT 1 A New World Privateer rolls 1 additional die when attacking or defending against an adjacent figure. PLUNDER New World Privateers roll one additional die when attacking figures who are standing on a Glyph or carrying a Treasure Glyph. FAST SWIMMERS A New World Privateer does not have to stop when entering the first consecutive water space in his movement. Quote:
Nhah of the Inner Circle:
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NHAH OF THE INNER CIRCLE
OZIRAEL ICARIAN UNIQUE HERO CULTIST TORMENTING MEDIUM 5 LIFE 6 MOVE 5 RANGE 5 ATTACK 4 DEFENSE 4 195 Points VOID SMITE 17 Instead of attacking, you may choose any figure within 5 clear sight spaces of Nhah of the Inner Circle and roll the 20-sided die. If the chosen figure is a Dragon or Squad figure, add 2 to your roll. If you roll a 17 or higher, destroy the chosen figure and all Squad figures adjacent to the chosen figure. OZIRAEL DISENGAGEMENT All figures you control who follow Ozirael are never attacked when leaving an engagement. If Nhah is destroyed, all figures you control who follow Ozirael automatically receive a wound when taking an engagement attack. DISENGAGE Nhah of the Inner Circle is never attacked when leaving an engagement. Quote:
Nhah Scirh Elite:
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NHAH SCIRH ELITE -2 man squad-
VALKRILL/OZIRAEL ICARIAN COMMON SQUAD CULTIST LOYAL MEDIUM 5 LIFE 1 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 3 75 Points ICARIAN BONDING Before taking a turn with the Nhah Scirh Elite, you may first take a turn with one Icarian Hero you control. CULL THE FOLLOWERS Whenever a Nhah Scirh Elite destroys a Common figure, you may choose another Common figure that is adjacent to that Nhah Scirh Elite. That figure receives a wound. IRON RESOLVE When rolling defense dice against a Special Attack, a Nhah Scirh Elite always adds 1 automatic shield to whatever is rolled. Nicolas Cage:
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NICOLAS CAGE
UTGAR HUMAN UNIQUE HERO ACTION STAR TERRIFYING MEDIUM 5 LIFE 6 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 4 140 Points STEAL THE DECLARATION OF INDEPENDENCE At the start of the game, your opponent must place the Declaration of Independence Treasure Glyph somewhere on a land space. If Nicolas Cage steals the Declaration of Independence, add 1 to his Attack and Defense Values. If another figure possesses the Declaration of Independence, Nicolas Cage adds 2 dice to his attack when attacking that figure. SCARY FACE Small and Medium figures subtract 1 from their defense dice when defending against Nicolas Cage. Small and Medium figures cannot take leaving engagement attacks against Nicolas Cage. NOT THE BEES Nicolas Cage cannot roll defense dice against bees. O: Oberst Superspinne:
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OBERST SUPERSPINNE
UTGAR ARACHNID UNIQUE HERO NAZI MILITARISTIC MEDIUM 6 LIFE 2 MOVE 8 RANGE 1 ATTACK 5 DEFENSE 5 50 Points SUPERIOR RACE 1 All Nazis you control who are within 4 clear sight spaces of Oberst Superspinne roll one additional die when attacking figures with a Point Value lower than theirs. Superior Race 1 does not affect Oberst. LITERALLY SPINELESS When your opponent reveals an Oder Marker on an Army Card they control, if Oberst Superspinne only has 1 Life remaining, you may immediately move him up to 8 spaces. Oberst will not take any leaving engagement attacks and must end his move unengaged. You may only use Literally Spineless once per game. (figure used = Pathfinder Giant Spider) Obsidian Sentinel:
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OBSIDIAN SENTINEL
UTGAR MOLTARN UNCOMMON HERO GUARD FEROCIOUS HUGE 8 LIFE 4 RANGE 1 ATTACK 6 DEFENSE 6 150 Points VOLCANIC AURA Whenever an Obsidian Sentinel is on a land space, those spaces and all same-level adjacent land spaces are now considered lava field spaces. At the end of the round, all figures on lava field spaces must roll one attack die. If a skull is rolled, that figure receives one wound. LAVA RESISTANCE Obsidian Sentinels bevel roll for molten lava damage or lava field damage and they do not have to stop on molten lava spaces. FIERY ADVANCE All friendly Common figures with the Lava Resistant special power that start their turn adjacent to an Obsidian Sentinel may move 2 additional spaces. (figure used = Greater Ice Elemental) Ocren:
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OCREN
VALKRILL UNDEAD UNIQUE HERO NECROMANCER TERRIFYING MEDIUM 5 LIFE 6 MOVE 5 RANGE 6 ATTACK 4 DEFENSE 3 160 Points BLOOD SACRIFICE Whenever Ocren destroys a non-Undead figure with a normal attack, roll the 20-sided die. If you roll a 12 or higher, you may replace that figure with one of your previously destroyed Common Undead figures, if possible. If you roll a 20, you may instead replace that figure with a Unique Undead figure, if possible. If Ocren destroys a friendly or Unique figure, add 1 to your roll. FLYING Standard Flying rules apply. Quote:
Ogre Crusher:
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OGRE CRUSHER
UTGAR OGRE UNCOMMON HERO CRUSHER WILD LARGE 8 LIFE 7 MOVE 5 RANGE 1 ATTACK 5 DEFENSE 2 120 Points THRASHING CHARGE Before moving with an Ogre Crusher, you must roll the 20-sided die. If you roll a 14 or higher, every small or medium figure adjacent to this Ogre Crusher receives a wound and for the duration of the turn this Ogre Crusher will not receive any leaving engagement attacks. STUMBLE SWING If an opponent's figure successfully defends against an attack against this Ogre Crusher, that opponent may immediately move this Ogre Crusher up to 3 spaces. Falling damage will apply. This Ogre Crusher will not take any leaving engagement attacks while moving with Stumble Swing. (figure used = D&D Ogre) Ogre Raiders:
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OGRE RAIDERS -2 man squad-
VOLTHRAX OGRES COMMON SQUAD THUGS WILD LARGE 6 LIFE 1 MOVE 5 RANGE 1 ATTACK 4 DEFENSE 3 80 Points BEAT DOWN Ogre Raiders roll one additional die when attacking small or medium Squad figures. TOUGH When rolling defense dice against a normal attack, Ogre Raiders always add one automatic shield to whatever is rolled. PLUNDER Ogre Raiders roll one additional die when attacking figures who are standing on a Glyph or carrying a Treasure Glyph. Quote:
Ol' Yarsferd:
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OL' YARSFERD
VOLTHRAX HUMAN UNIQUE HERO PIRATE FICKLE MEDIUM 5 LIFE 4 MOVE 5 RANGE 1 ATTACK 2 DEFENSE 2 40 Points MISFIRE SHOT SPECIAL ATTACK Range 5 Attack 4 Choose a figure to attack and roll the 20-sided die. If you roll a 1-10, Misfire Shot Special Attack does not affect the chosen figure and you must choose a figure adjacent to the chosen figure to be affected by Misfire Shot Special Attack, if possible. Ol' Yarsferd can be affected by his own Misfire Shot Special Attack. AGED WIT Ol' Yarsferd is never attacked when leaving an engagement with a figure whose Point Value is equal to or lower than his. Quote:
Osamu:
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OSAMU
EINAR HUMAN UNIQUE HERO SAMURAI DISCIPLINED MEDIUM 5 LIFE 5 MOVE 6 RANGE 1 ATTACK 3 DEFENSE 4 120 Points CRITICAL STRIKE 16 Before attacking with Osamu, you may roll the 20-sided die. If you roll a 16 or higher, then all skulls rolled for Osamu's attack count for one additional hit. RUSHING COUNTERSTRIKE Standard Counterstrike rules apply. If that figure is not adjacent, then Osamu may move two spaces for each excess shield rolled. If Osamu is engaged when he starts to Rush, he will take any leaving engagement attacks. Quote:
Owlbear:
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OWLBEAR
ULLAR OWLBEAR UNCOMMON HERO BEAST FEROCIOUS LARGE 8 LIFE 3 MOVE 6 RANGE 1 ATTACK 5 DEFENSE 4 90 Points STRIKE AWAY Either before moving or after attacking with this Owlbear, you may choose one small or medium figure adjacent to this Owlbear and move that figure one space. Figures moved by Strike Away will not take any leaving engagement attacks. Falling damage will apply for non-Flying figures. TOUGH When rolling defense dice against a normal attack, this Owlbear always adds one automatic shield to whatever is rolled. Quote:
Ozirael:
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OZIRAEL -Special Scenario Figure-
OZIRAEL VALKYRIE UNIQUE HERO VESSEL DOMINATING LARGE 11 LIFE 7 MOVE 4 RANGE 5 ATTACK 5 DEFENSE 4 250 Points SUPREME DEITY All figures you control who follow Ozirael within 5 clear sight spaces of Ozirael add 1 to their Attack, Defense, and Move values. If Ozirael is destroyed, destroy all figures you control who follow Ozirael. DARK ORBITALS After moving and before attacking, you may choose up to three small or medium figures within 3 clear sight spaces of Ozirael and roll the 20-sided die for each figure. If you roll a 15 or higher, the chosen figure receives a wound. FLYING Standard Flying rules apply. (figure used = Warhammer Celestant-Prime) P: Pallaton Darkriver:
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PALLATON DARKRIVER
AQUILLA HUMAN UNIQUE HERO TRIBESMAN PRECISE MEDIUM 4 LIFE 4 MOVE 5 RANGE 1 ATTACK 4 DEFENSE 2 50 Points SLEEP DART SPECIAL ATTACK Range 6 Attack 2 If Pallaton Darkriver inflicts a wound with Sleep Dart Special Attack, remove one unrevealed Order Marker at random from that figure's Army Card (or cards if your opponent has more than one Common card for that figure). CONCEALMENT 10 If Pallaton Darkriver is targeted and receives one or more wounds from an attacking figure who is not adjacent, you must roll the 20-sided die. Count the minimum number of spaces between the attacker and Pallaton. Add this number to your die roll. If you roll a 10 or higher, ignore any wounds Pallaton just received. Quote:
Patcher Pumpkinheads:
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PATCHER PUMPKINHEADS -3 man squad-
YRSA BADWEEDS COMMON SQUAD CUTTERS TRICKY SMALL 2 LIFE 1 MOVE 7 RANGE 1 ATTACK 3 DEFENSE 1 80 Points OPPORTUNISTIC ATTACKS When a Patcher Pumpkinhead wounds a figure with a normal attack, that Pumpkinhead may attack again. Roll one less attack die for each Opportunistic Attack that Pumpkinhead makes in a single turn. SCATTER After a Patcher Pumpkinhead you control rolls defense dice against a normal attack from an opponent's figure, you may move any 2 Pumpkinheads you control up to 4 spaces each. Figures moved with Scatter will not take any leaving engagement attacks. (figures used = Rackham Pixie Tricksters) Pelcros:
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PELCROS
XENOTHEA HUMAN UNIQUE HERO PSYCHIC TRICKY MEDIUM 5 LIFE 7 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 1 100 Points CORPSE CONTROL Whenever Pelcros destroys a figure with a normal attack, before removing that figure from the battlefield, you may immediately take a turn with that figure. Corpse Control does not affect Psychics. REFLECTIVE ATTACK 15 Whenever an enemy rolls a skull for a leaving engagement attack against Pelcros, you may roll the 20-sdied die. If you roll a 15 or higher, Pelcros does not receive a wound, and the attacking figure instead receives a wound. GHOST WALK Pelcros may move through all figures. Quote:
Peri The Kyrie Warrior:
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PERI THE KYRIE WARRIOR
SIGYN KYRIE UNIQUE HERO WARRIOR INSPIRING MEDIUM 5 LIFE 5 MOVE 5 RANGE 1 ATTACK 4 DEFENSE 4 120 Points BATLE FRENZY AURA After a friendly figure with a Range of 1 within 5 clear sight spaces of Peri attacks normally, you may roll the 20-sided die. If you roll a 16 or higher, that figure may attack normally again. Battle Frenzy does not affect figures with the Frenzy, Battle Frenzy, or Rabid Frenzy special power. Peri is not affected by her own Battle Frenzy Aura. INCITE FURY After an opponent's figure attacks Peri normally, you must roll the 20-sided die. If you roll a 16 or higher, that figure may attack Peri again, if possible. FLYING Standar Flying rules apply. Figure used = Pathfinder Peri Phoeta:
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PHOETA
TYRA KYRIE UNIQUE HERO WARRIOR FEARLESS MEDIUM 5 LIFE 6 MOVE 6 RANGE 6 ATTACK 3 DEFENSE 2 150 Points REFLEX SHOT After attacking an adjacent Squad figure, if Phoeta was engaged at the beginning of her turn, you may move her up to 4 spaces and attack again. Phoeta will not take any leaving engagement attacks and must end her move unengaged. BLAZE BOW ICHAIVAL 21 When Phoeta attacks a nonadjacent figure, before rolling attack dice, roll the 20-sided die. If you roll a 21 or higher, the defending figure cannot roll defense dice and every skull rolled counts for one additional hit. Add 2 to your roll for every wound marker on this Army Card. FLYING Standard Flying rules apply. Figure used = Pathfinder Erinyes Precitus Walkers:
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PRECITUS WALKERS -2 man squad-
SICARII UNIQUE SQUAD CYBORGS PRECISE LARGE 9 LIFE 1 MOVE 5 RANGE 8 ATTACK 4 DEFENSE 5 130 Points LONGSHOT BARREL Precitus Walkers cannot attack nonadjacent figures that are 2-4 spaces away from that Walker. STARTUP STRIDE Precitus Walkers may move through small and medium figures and never take leaving engagement attacks from small and medium figures after moving at least one space. WALKER STEPS When moving up terrain levels of 2 or less, Precitus Walkers may ignore elevations. When moving or down levels of terrain, Precitus Walkers must subtract 5 from their height. Professor Lombot:
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PROFESSOR LOMBOT
BRAGI HUMAN UNIQUE HERO SCIENTIST BRILLIANT MEDIUM 4 LIFE 4 MOVE 5 RANGE 4 ATTACK 3 DEFENSE 3 60 Points BREAKTHROUGH 20 When rolling for initiative, if there is at least one Order Marker on Professor Lombot's Army Card and you roll a 20 or higher, you may look at all of your opponent's Order Markers for the duration of the round. UTILIZE WEAKNESS After moving and before attacking with any figure you control, you may choose an opponent's figure within 4 clear sight spaces of Professor Lombot. Choose one of that figure's special powers and activate its effect for the duration of the turn. You may activate that special power's effect even if the requirements for activating that power are not fulfilled. Quote:
Pryce Mercenaries:
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PRYCE MERCENARIES -2 man squad-
VOLTHRAX HUMANS COMMON SQUAD MERCENARIES LOYAL MEDIUM 5 LIFE 1 MOVE 5 RANGE 1 ATTACK 3 DEFENSE 3 65 Points PAID LOYALTY BONDING After revealing a numbered Order Marker on the Pryce Mercenaries, you may also revealed an unrevealed "X" Order Marker that is on this card. If you do, then before taking a turn with the Pryce Mercenaries, you may first take a turn with any Unique Hero you control. MARCH MOVEMENT After taking a turn with the Pryce Mercenaries, if they did not attack this turn, you may move up to 2 other Mercenaries you control up to 5 spaces. You may only use March Movement on turns in which you did not use Paid Loyalty. Quote:
Puncture:
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PUNCTURE
VYDAR WARFORGED UNIQUE HERO ASSASSIN DEFT MEDIUM 5 LIFE 4 MOVE 6 RANGE 5 ATTACK 4 DEFENSE 3 90 Points SPEED RELOADER If Puncture wounds a figure with a normal nonadjacent attack, he may attack one additional time. Speed Reloader may only be used once per turn. INFILTRATOR 3 If no player has revealed Order Marker 3, then Puncture has no hit zone. Quote:
Q: Quaitus D:
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QUAITUS D
LUSELENE SICARII UNIQUE HERO RUSTSTALKER RUTHLESS MEDIUM 4 LIFE 5 MOVE 4 RANGE 1 ATTACK 4 DEFENSE 4 140 Points TRANSONIC BLADES Figures attacked by Quaitus D may not add extra shield or roll extra dice by any special power on an Army Card or Glyph. Destructible Objects are not affected by Transonic Blades. SILENT ATTACK 3 Quaitus D adds 3 to his Attack when attacking an opponent's figure who is not adjacent to any other opponent's figures. STEALTH JETTISON 25 Before, during, or after moving, Quaitus D may use Stealth Jettison 25. Stealth Jettison has a move of 3. When counting spaces for leaping, ignore elevations. Quaitus may leap over water, over figures, and over obstacles. Quaitus may not leap more than 25 levels up or down in a single leap. Quaitus will not take any leaving engagement attacks when moving with Stealth Jettison. Stealth Jettison 25 may only be used once per turn. Quote:
Quamur:
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QUAMUR
BRAGI HALF-ELF UNIQUE HERO MAGUS PRECISE MEDIUM 5 LIFE 6 MOVE 6 RANGE 6 ATTACK 2 DEFENSE 2 105 Points BOLT SPECIAL ATTACK Range Special Attack 6 Choose a Construct figure within 6 clear sight spaces of Quamur. all figures adjacent to the chosen Construct are affected by Bolt Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. CUTLASS 2 Whenever attacking an adjacent figure, Quamur rolls 2 additional dice. Quote:
Queen Ecterine:
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QUEEN ECTERINE
JANDAR HUMAN UNIQUE HERO QUEEN FEARLESS MEDIUM 4 LIFE 4 MOVE 5 RANGE 1 ATTACK 2 DEFENSE 2 85 Points ESCORT AURA All friendly Loyal figures adjacent to Queen Ecterine add 1 to their Defense value. Add 1 to Queen Ecterine's Defense value for every friendly Loyal figure adjacent to her, up to a maximum of +3. MARTYR INFLUENCE If Queen Ecterine is destroyed by an opponent's figure, all Loyal figures you control may add 1 to their Move and Attack values for the duration of the round, and you may add 10 to your next initiative roll. Quote:
Quetzus Runners:
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QUETZUS RUNNERS -4 man squad-
RAGNAR SERAPHON COMMON SQUAD SKIRMISHERS RUTHLESS SMALL 3 LIFE 1 MOVE 7 RANGE 1 ATTACK 2 DEFENSE 2 40 Points OVERRUN After moving and before attacking with Quetzus Runners, you may roll the 20-sided die. If you roll a 1-10, nothing happens. If you roll an 11-15, you may move up to 2 Runners you control that did not move this turn up to 7 spaces. If you roll a 16-19, you may move up to 4 Runners you control that did not move this turn up to 7 spaces. If you roll a 20, you may move up to 8 Runners you control that did not move this turn up to 7 spaces. SKIRMISHERS Quetzus Runners may roll one additional die when attacking an opponent's figure that is adjacent to more figures you control than it is to opponent's figures. (figures used = Warhammer Saurus Guard) Quinton Kask:
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QUINTON KASK
FREJYA HUMAN UNIQUE HERO FIGHTER RECKLESS MEDIUM 5 LIFE 5 MOVE 5 RANGE 1 ATTACK 3 DEFENSE 3 60 Points BOOZY FIGHTER When Quinton Kask attacks normally, he must attack two additional times, if possible. STUMBLE SWING If an opponent's figure defends against an attack by Quinton Kask and does not receive any wounds, that opponent may immediately move Quinton up to 3 spaces. Falling damage will apply. Quinton will not take any leaving engagement attacks while moving with Stumble Swing. (figure used = Pathfinder Cayden Cailen) R: R-6 Seeker:
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R-6 SEEKER
LUSELENE SOULBORG UNCOMMON HERO SEEKER MERCILESS LARGE 4 LIFE 4 MOVE 7 RANGE 1 ATTACK 0 DEFENSE 4 60 Points VARIANCE CLEANSING All R-6 Seekers you control add 1 to their Attack value for every General your opponent controls, up to a maximum of +6 dice. PACK BONDING When revealing an Order Marker on this R-6 Seeker, after taking this R-6 Seeker's turn, you may take a turn with two other R-6 Seekers you control. SET ORDERS Orders Markers can never be removed from this Army Card by any special powers on an Army Card or Glyph. Rat Swarm:
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RAT SWARM
RAGNAR RATS COMMON HERO VERMIN WILD SMALL 3 LIFE 1 MOVE 6 RANGE 1 ATTACK 3 DEFENSE 1 10 Points FLOOD OF RATS When revealing an Order Marker on Rat Swarm, after taking a turn with Rat Swarm, for every wound marker on figures' Army Cards within 6 spaces of Rat Swarm you may take a turn with another Rat Swarm you control. A maximum of 8 other Rat Swarms may be activated by Flood Of Rats. TINY TARGETS A Rat Swarm has no hit zone if no opponent's figure within 4 spaces has a clear line of sight on that Rat Swarm. Regina Tifs:
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REGINA TIFS
SIGYN HUMAN UNIQUE HERO FIGHTER RESOLUTE MEDIUM 5 LIFE 5 MOVE 6 RANGE 1 ATTACK 3 DEFENSE 2 110 Points PUMMEL SPECIAL ATTACK Range 1 Attack 3 When Regina Tifs attacks with Pummel Special Attack, she may attack one additional time. COUNTERATTACK Whenever Regina Tifs is attacked and does not receive any wounds, Regina may immediately make a normal attack, if possible. TOUGH When rolling defense dice against a normal attack, Regina Tifs always adds one automatic shield to whatever is rolled. Quote:
Renais Assassin:
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RENAIS ASSASSIN
EINAR HUMAN UNCOMMON HERO ASSASSIN DISCIPLINED MEDIUM 5 LIFE 4 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 4 100 Points DISCREET A Renais Assassin that is adjacent to 3 or more small or medium figures has no hit zone. PHANTOM WALK A Renais Assassin can move through all figures and is never attacked when leaving an engagement. ASSASSINATE Before moving, you may choose a small or medium figure to Assassinate. That figure cannot roll defense dice if attacked by this Renais Assassin this turn while using Assassinate. Assassinate can only be used once per round, and after using Assassinate, this Renais Assassin cannot use any of his special powers for the duration of the round. (figure used = Arkmer) Retinues Of The Inner Circle:
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RETINUES OF THE INNER CIRCLE -3 man squad-
OZIRAEL KYRIE COMMON SQUAD RETAINERS LOYAL MEDIUM 5 LIFE 1 MOVE 4 RANGE 1 ATTACK 4 DEFENSE 4 110 Points ARMOR OF AWE Whenever a special power on an Army Card you control increases the Move or Attack value of this Army Card, add 1 to the value increased. FLYING Standard Flying rules apply. (figures used = Warhammer Prosecutors) Rettug Gargoyles:
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RETTUG GARGOYLES -3 man squad-
JANDAR GARGOYLES COMMON SQUAD GUARDS FEARSOME SMALL 3 LIFE 1 MOVE 4 RANGE 1 ATTACK 3 DEFENSE 2 90 Points SUPER ADVANTAGE When attacking or defending with a height advantage, a Rettug Gargoyle rolls one additional die. TOUGH When rolling defense dice against a normal attack, Rettug Gargoyles always add one automatic shield to whatever is rolled. FLYING Standard Flying rules apply. Quote:
Ricel:
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RICEL
BRAGI HUMAN UNIQUE HERO ALCHEMIST TRICKY MEDIUM 5 LIFE 4 MOVE 5 RANGE 6 ATTACK 3 DEFENSE 4 130 Points TRANSMUTE TERRAIN SPECIAL ATTACK Range 4 Attack 3 Choose up to three figures to attack. Roll attack dice once for all figures. Each figure rolls defense dice separately. If all defending figures are on the same type of space, then those figures roll one less defense die against Transmute Terrain Special Attack. TRANSMUTE ENEMY After moving and before attacking, you may choose a Unique Hero your opponent controls within 6 clear sight spaces of Ricel. You may change either that figure's Species, Class, or Personality to whatever you like for the duration of the game. Transmute Enemy may only be used once per game. Quote:
Romoe & Bowser:
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ROMOE & BOWSER
FREJYA GNOME UNIQUE HERO WIZARD FEARLESS SMALL 3 LIFE 6 MOVE 6 RANGE 6 ATTACK 2 DEFENSE 2 130 Points DOG ATTACK After moving and before attacking, you may choose any figure within 4 clear sight spaces of Romoe & Bowser, whose base is no more than 5 levels above Romoe & Bower's height or below their base. Roll the 20-sided die. If you roll a 15 or higher, the chosen figure receives one wound. FEARLESS ATTACK 2 Romoe & Bowser roll 2 additional dice when attacking Large or Huge figures. EVASIVE 2 When Romoe & Bowser rolls defense a dice against an attacking figure who is not adjacent, add 2 defense dice to Romoe & Bowser. Royal Guard Knights:
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ROYAL GUARD KNIGHTS -4 man squad-
JANDAR HUMANS COMMON SQUAD KNIGHTS LOYAL MEDIUM 5 LIFE 1 MOVE 5 RANGE 1 ATTACK 3 DEFENSE 3 65 Points ROYALTY BONDING Before taking a turn with the Royal Guard Knights, you may first take a turn with any small or medium King, Queen, or Prince Hero you control. SWIFT AID Any or all Royal Guard Knights may add 2 to their Move number as long as they are unengaged prior to moving. Royal Guard Knights must be able to move adjacent to a friendly King, Queen, or Prince Hero in order to use Swift Aid. Quote:
Rusec Amenhotep:
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RUSEC AMENHOTEP
OZIRAEL APEPIAN UNIQUE HERO DEITY RUTHLESS MEDIUM 5 LIFE 6 MOVE 5 RANGE 1 ATTACK 1 DEFENSE 3 120 Points UNLEASHED FURY Before moving, roll the 20-sided die. If you roll a 1, destroy Rusec Amenhotep. If you roll a 2-6, add 1 to the attack value of this card. If you roll a 7-11, add 2 to the attack value of this card. If you roll a 12-15, add 3 to the attack value of this card. If you roll a 16-19, add 4 to the attack value of this card. If you roll a 20, add 8 to the attack value of this card. OVEREXTEND ATTACK After taking a turn with Rusec Amenhotep, you may place a wound marker on Rusec and take another turn with him. You may use this power once during a round. Quote:
S: Sacred Captain:
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SACRED CAPTAIN
EINAR HUMAN UNCOMMON HERO CAPTAIN DISCIPLINED MEDIUM 5 LIFE 4 MOVE 5 RANGE 1 ATTACK 4 DEFENSE 4 110 Points SACRED LOYALTY For every Army Card of Sacred Band in your army, you may change a Sacred Captain's Class to Warlord. SACRED BAND DEFENSE AURA All Sacred Band adjacent to this Sacred Captain add 1 to their Defense value. DEFIANT SUPREMACY Whenever rolling the 20-sided die for a Warlord you control who follows Einar, you may add 1 to your roll for every Sacred Captain you control. Quote:
Sano Hayato:
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SANO HAYATO
EINAR HUMAN UNIQUE HERO SAMURAI DISCIPLINED MEDIUM 5 LIFE 4 MOVE 6 RANGE 1 ATTACK 3 DEFENSE 4 135 Points ASTRA SPECIAL ATTACK Range 1 Attack 3 When Sano Hayato attacks with Astra Special Attack, he may attack up to 4 additional times. Sano may attack the same or different figures. If Sano wounds a figure with Astra Special Attack, he may immediately move one space. Sano will take any leaving engagement attacks. You may only use this power once during a round. COUNTERSTRIKE When rolling defense dice against a normal attack from an adjacent figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai. Quote:
Sapphire Devil:
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SAPPHIRE DEVIL
UTGAR KYRIE UNCOMMON HERO WARRIOR WILD MEDIUM 6 LIFE 3 MOVE 4 RANGE 1 ATTACK 2 DEFENSE 6 110 Points OBLITERATING STRIKE When attacking with a Sapphire Devil, all skulls rolled count for two additional hits. FLYING Standard Flying rules apply. Quote:
Scalron:
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SCALRON
AQUILLA DRAGONBORN UNIQUE HERO PALADIN INSPIRING MEDIUM 5 LIFE 6 MOVE 5 RANGE 1 ATTACK 5 DEFENSE 3 110 Points FLING At any point before, during, or after moving with Scalron, he may use Fling. To use Fling, choose a small or medium figure adjacent to Scalron and place him 2 spaces away on the opposite end of Scalron, ignoring elevations up to 10 spaces above the chosen figure's base. Figures moved by Fling do not receive leaving engagement attacks. Falling damage may apply to any non-Flying figures. Scalron may only use Fling once per turn. CURE 12 After moving and before attacking Scalron may choose an adjacent friendly Hero and roll the 20-sided die. If you roll a 12 or higher, you may remove any special markers such as Negation from that Hero's Army Card. Quote:
Sephtis the Undead Dragon:
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SEPHTIS THE UNDEAD DRAGON
VALKRILL UNDEAD UNIQUE HERO EXILE TERRIFYING HUGE 12 LIFE 6 MOVE 5 RANGE 1 ATTACK 4 DEFENSE 5 230 Points MAY OF DEATH SPECIAL ATTACK Range 4 Attack 3 Choose up to three figures to attack. All affected figures subtract 1 from their defense dice. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. If Sephtis only attacks one figure with Maw Of Death Special Attack, that figure cannot roll any defense dice. DARK WHISPERS All Undead Wisps you control move one additional space. FLYING Standard Flying rules apply. Quote:
Serris:
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SERRIS
AQUILLA MAGMOOR UNIQUE HERO PREDATOR TRICKY HUGE 10 LIFE 6 MOVE 6 RANGE 1 ATTACK 5 DEFENSE 3 135 Points SONIC DASH Instead of moving normally, Serris may move 12 spaces in a straight line. If Serris moves 5 or more spaces and a figure or destructible object stops Serris' movement with Sonic Dash, Serris must attack that figure, if possible. When attacking with Sonic Dash, Serris adds 3 to its Attack value. LURK IN WATER Serris does not have to stop its movement when entering water spaces. Serris has no hit zone while on a water space. RAPID STRIKE After attacking with Serris, it may move up to 5 spaces. Serris never receives leaving engagement attacks while using Rapid Strike. Quote:
"Shush" Slickshiv:
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"SHUSH" SLICKSHIV
FREJYA HUMAN UNIQUE HERO WAYFARER DAUNTLESS MEDIUM 4 LIFE 4 MOVE 6 RANGE 1 ATTACK 2 DEFENSE 2 40 Points WAYFARER'S PACT After revealing an Order Marker on "Shush" Slickshiv's Army Card, before taking his turn, you may take a turn with one other Wayfarer you control. DISCREET If "Shush" Slickshiv is adjacent to 3 or more small or medium figure, he has no hit zone. SNEAK ATTACK 2 If "Shush" Slickshiv is attacking an opponent's figure that is adjacent to an opponent's figure that is adjacent to at least one other figure you control, add 2 dice to "Shush"'s attack. Quote:
Signifiers of Sigyn:
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SIGNIFIERS OF SIGYN -2 man squad-
SIGYN KYRIE COMMON SQUAD SIGNIFIERS BOLD MEDIUM 5 LIFE 1 MOVE 5 RANGE 1 ATTACK 3 DEFENSE 5 110 Points TOMES OF GLORY When a figure you control with a Range of 1 attacks normally, roll 1 additional die for every friendly Signifier of Sigyn adjacent to that figure. SIGYN'S ORDERS Instead of taking a turn with the Signifiers of Sigyn, you may take a turn with any Kyrie Warrior you control who follows Sigyn. FLYING Standard Flying rules apply. Quote:
Skeletal Lancer:
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SKELETAL LANCER
VALKRILL UNDEAD UNCOMMON HERO RIDER DISCIPLINED LARGE 7 LIFE 3 MOVE 7 RANGE 1 ATTACK 3 DEFENSE 5 80 Points GALLOPING CHARGE This Skeletal Lancer receives 2 additional dice when attacking any figure that was at least 4 hexes away at the start of the turn. BACK OFF If this Skeletal Lancer defends against a normal adjacent attack and does not receive any wounds, you may immediately move this Skeletal Lancer up to 4 spaces. This Skeletal Lancer will not take any leaving engagement attacks when moving with Back Off. Quote:
Silidus:
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SILIDUS
LUSELENE DRAGON UNIQUE HERO SAGE BRILLIANT LARGE 8 LIFE 6 MOVE 5 RANGE 1 ATTACK 4 DEFENSE 3 160 Points SILVER STREAM SPECIAL ATTACK Range 5 Attack 3 You may choose 1 figure within 5 clear sight spaces of both Silidus and the defending figure to also be affected by Silver Stream Special Attack. roll attack dice once for all figures. Before rolling attack dice, you may choose one unrevealed Order Marker on the defending figure's Army Card. Guess which number (or "X") it is and reveal it. If you were correct, all skulls rolled for Silver Stream Special Attack count as one additional hit. If not, do not roll attack dice. FLYING Standard Flying rules apply. Sir Clay:
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SIR CLAY
JANDAR HUMAN UNIQUE HERO CHAMPION VALIANT MEDIUM 5 LIFE 7 MOVE 4 RANGE 1 ATTACK 4 DEFENSE 3 100 Points TENACITY Sir Clay can never have special markers such as Negation placed on his card. Sir Clay's Move, Attack, and Defense values can never be reduced by special powers on an Army Card or Glyph. RECKLESS CLEAVE When Sir Clay wounds a figure, if Sir Clay is adjacent to any Squad figures, you must choose one of them and that figure receives 1 wound. Quote:
Sir Vlad:
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SIR VLAD
UTGAR HUMAN UNIQUE HERO CHAMPION RELENTLESS MEDIUM 5 LIFE 6 MOVE 5 RANGE 1 ATTACK 4 DEFENSE 4 140 Points KNIGHT LEADERSHIP All Knights and Death Knights you control move one additional space. SURGE AURA All friendly Knights and Death Knights adjacent to Sir Vlad add one to their Attack and Defense value. Surge Aura may only be used on rounds in which you won initiative. Quote:
Slisserk:
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SLISSERK
AQUILLA LIZARD UNIQUE HERO PREDATOR TRICKY LARGE 7 LIFE 4 MOVE 7 RANGE 1 ATTACK 4 DEFENSE 3 75 Points PARALYZING VENOM After moving and before attacking, you may choose any small or medium figure your opponent controls who is within 4 clear sight spaces of Slisserk and roll the 20-sided die. If you roll a 14 or higher, that figure may not roll defense dice until your opponent next reveals a numbered Order Marker. If you roll an 18 or higher, you may also remove an unrevealed Order Marker at random from the chosen figure's Army Card (or cards if your opponent controls more than one Common Army Card for that figure). Sobek:
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SOBEK
RAGNAR APEPIAN UNIQUE HERO DEITY FEROCIOUS LARGE 7 LIFE 5 MOVE 6 RANGE 1 ATTACK 5 DEFENSE 4 160 Points RAVENOUS BLOODLUST Before moving, Sobek must attack all adjacent Squad figures. Roll each attack definitely. WATER MAUL Any figure adjacent to or occupying a water or swamp water space rolls 2 less defense dice when attacked by Sobek. AMPHIBIOUS While Sobek is on a water space, add 2 to his Defense. If Sobek starts his turn on a water space, add 1 to his movement for that turn. Sobek does not have to stop his movement when entering a water space. Quote:
Solennel:
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SOLENNEL
JANDAR GARGOYLE UNIQUE HERO SENTINEL FEARSOME MEDIUM 6 LIFE 5 MOVE 4 RANGE 1 ATTACK 4 DEFENSE 5 130 Points STONE TRANSFORMATION If there are no revealed order markers on this Army Card, Solennel has no hit zone. If there is only one revealed order marker on this card, add 2 to Solennel's Move and Attack value. HOLY VIGIL All Demons and Undead within 6 clear sight spaces of Solennel subtract 1 from their Attack value. FLYING Standard Flying rules apply. Quote:
Spirit Husks Of Ahnend:
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SPIRIT HUSKS OF AHNEND -3 man squad-
HEKATIANE UNDEAD UNIQUE SQUAD SPIRITS TERRIFYING MEDIUM 4 LIFE 1 MOVE 4 RANGE 1 ATTACK 4 DEFENSE 5 80 Points PHANTOM WALK Spirit Husks of Ahnend may pass through all figures and are never attacked when leaving an engagement. DISPERSEMENT 20 When a Spirit Husk of Ahnend is destroyed by a normal attack, you must immediately roll the 20-sided die for all figures within 3 clear sight spaces of that Spirit Husk, one at a time. If you roll a 20, destroy the figure. Dispersement 20 does not affect Undead figures. SS Zehenglied:
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SS ZEHENGLIED
UTGAR ARACHNID UNIQUE HERO CONSTRUCT MILITARISTIC HUGE 12 LIFE 8 MOVE 4 RANGE 8 ATTACK 4 DEFENSE 4 210 Points LONG-RANGED FIRE When attacking a non-adjacent figure, the SS Zehenglied rolls an additional attack die if it did not move this turn or when attacking a figure that is more than 5 spaces away from it. PROTECTIVE GUNS SPECIAL ATTACK Range 5 Attack 3 When attacking with Protective Guns Special Attack, you may attack one additional time. You may not attack the same figure twice with Protective Guns Special Attack. SPIDER CLIMB When moving up terrain with a height of 2 or less, the SS Zehenglied may ignore elevations. Sticks 'n' Stones Boys:
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STICKS 'N' STONES BOYS -2 man squad-
YRSA HUMANS COMMON SQUAD THUGS RUTHLESS MEDIUM 4 LIFE 1 MOVE 5 RANGE 1 ATTACK 3 DEFENSE 2 40 Points ROGUE BONDING Before taking a turn with the Sticks 'n' Stones Boys, you may first take a turn with any Rogue Hero you control. GANG BEATDOWN If the Hero chosen for the Sticks 'n' Stones Boys' Rogue Bonding wounded a figure during its turn, all Sticks 'n' Stones Boys you control roll one additional die for every wound marker on that figure's Army Card when attacking that same figure this turn, up to a maximum of +2 dice. Quote:
Stonebeasts Of Arctorus:
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STONEBEASTS OF ARCTORUS -4 man squad-
MINOTAURS UNIQUE SQUAD CONSTRUCTS FICKLE MEDIUM 5 LIFE 1 MOVE 6 RANGE 1 ATTACK 5 DEFENSE 6 110 Points STATURE REANIMATION Only 1 Order Marker can be placed on this Army Card at the start of the round. Quote:
Surazal of the Inner Circle:
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SURAZAL OF THE INNER CIRCLE
OZIRAEL LEUZAN UNIQUE HERO CULTIST MANIPULATIVE MEDIUM 5 LIFE 7 MOVE 5 RANGE 4 ATTACK 5 DEFENSE 3 185 Points FIRE CIRCLE SPECIAL ATTACK Range 1 Attack 4 All small or medium figures adjacent to Surazal are also affected by Fire Circle Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. OZIRAEL LEADERSHIP All figures you control who follow Ozirael, except Surazal, move one additional space. If Surazal is destroyed, all figures you control who follow Ozirael move one less space. CULT CONTROL After revealing an order marker on Surazal, after taking Surazal's turn, you may move and attack with up to two Common figures you control who follow Ozirael. Figures must be within 6 clear sight spaces of Surazal before moving. Quote:
Sylvis:
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SYLVIS
ULLAR ELF UNIQUE HERO VANGUARD RESOLUTE MEDIUM 5 LIFE 6 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 3 120 Points QUICK COMMAND After moving and before attacking with Sylvis, you may first attack with all small or medium Elf Squad figures with a Range of 1 adjacent to Sylvis. You may only use Quick Command if Sylvis moved at least 1 space this turn. UNYIELDING DUEL If Sylvis inflicts a wound on a figure, that figure rolls 1 less Attack and Defense die until the end of your next turn. Quote:
T: Tess Pearlsoul:
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TESS PEARLSOUL
FREJYA HUMAN UNIQUE HERO WAYFARER BOLD MEDIUM 4 LIFE 4 MOVE 5 RANGE 1 ATTACK 1 DEFENSE 2 40 Points WAYFARER'S PACT After revealing an Order Marker on Tess Pearlsoul's Army Card, before taking her turn, you may take a turn with one other Wayfarer you control. SHOCKING GRASP When rolling attack dice for a normal attack, Tess Pearlsoul always add 1 automatic skull to whatever is rolled. QUICK HEAL After moving and before attack, you may choose one friendly wounded Hero figure within 4 clear sight spaces of Tess Pearlsoul and roll the 20s-died die. If you roll a 9 or higher, you may remove one wound marker from that Hero's Army Card. Quote:
Thesk Orc Archers:
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THESK ORC ARCHERS -3 man squad-
VALKRILL ORCS COMMON SQUAD HUNTERS WILD MEDIUM 4 LIFE 1 MOVE 5 RANGE 6 ATTACK 3 DEFENSE 1 55 Points AMBUSH Thesk Orc Archers roll one additional die when attacking a figure with no Order Markers on its Army Card. ORC BATTLE MANEUVER At the start of every round, after all Order Markers have been placed, you may move all Thesk Orc Archers you control up to 3 spaces each. They must end their Orc Battle Maneuver on an empty space. Figures moved by Orc Battle Maneuver will take any leaving engagement attacks. Thesk Scout:
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THESK SCOUT
VALKRILL ORC COMMON HERO HUNTER TRICKY MEDIUM 5 LIFE 1 MOVE 5 RANGE 6 ATTACK 3 DEFENSE 3 30 Points AMBUSH A Thesk Scout rolls one additional die when attacking a figure with no Order Markers on its Army Card. COORDINATE SHOTS If no Thesk Scouts moved this turn, then you may attack with up to 2 Thesk Scouts you control. ORC BATTLE MANEUVER At the start of every round, after all Order Markers have been placed, you may move all Thesk Scouts you control up to 3 spaces each. They must end their Orc Battle Maneuver on an empty space. Figures moved by Orc Battle Maneuver will take any leaving engagement attacks. Quote:
Tirrus:
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TIRRUS
HEKATIANE SERAPH UNIQUE HERO ROGUE NIHILIST MEDIUM 4 LIFE 7 MOVE 6 RANGE 1 ATTACK 7 DEFENSE 3 120 Points TOLL OF HERESY After attacking normally with Tirrus, place a wound marker on her Army Card. BLOODBATH DRIVE If Tirrus destroys a Common figure with her normal attack, she may attack again. Quote:
Tomb Skeleton Infantry:
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TOMB SKELETON INFANTRY -3 man squad-
UNDEAD COMMON SQUAD GUARDS MINDLESS MEDIUM 4 LIFE 1 MOVE 5 RANGE 1 ATTACK 4 DEFENSE 4 60 Points FIERCE PARRY Whenever a Tomb Skeleton Infantry defends against an attack from an adjacent figure and does not receive wounds, you may move that figure and that Tomb Skeleton Infantry one space. Falling damage will apply for non-Flying figures. Figures moved by Fierce Parry never take any leaving engagement attacks. DEMANDING PRESENCE Figures engaged with Tomb Skeleton Infantry cannot attack any other Undead Guards you control that do not have the Demanding Presence special power. (figures used = Pathfinder Skeleton Infantry) Treasure Drake:
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TREASURE DRAKE
VOLTHRAX WYRM UNCOMMON HERO HOARDER GREEDY LARGE 6 LIFE 5 MOVE 6 RANGE 5 ATTACK 3 DEFENSE 4 130 Points ZEALOUS GUARD Add 1 to this Treasure Drake's Attack value for each Glyph and Treasure Glyph within 4 spaces of it, up to a maximum of +3 dice. A Treasure Drake can never pick up any Treasure Glyphs. FLYING Standar Flying rules apply. Quote:
Twuns:
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TWUNS -2 man squad-
HEKATIANE TWUNS COMMON SQUAD CONSTRUCTS MINDLESS MEDIUM 5 LIFE 1 MOVE 6 RANGE 1 ATTACK 2 DEFENSE 5 55 Points BALANCED BLOWS When attacking, if your second Twun attacks the same figure as the first Twun, add one attack die to the second Twun's attack. LEVEL STABILITY Two adjacent Twuns on the same level add one to their Attack and Defense value. HORDE ATTACK You may attack with any 2 Twuns you control, even Twuns that did not move this turn. VITAL PARITY After taking a turn with Twuns, destroy all Twuns you control who are not adjacent to at least one other Twun you control. Quote:
U: Ulethor the Kyrie Warrior:
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ULETHOR THE KYRIE WARRIOR
SIGYN KYRIE UNIQUE HERO WARRIOR FEARLESS MEDIUM 5 LIFE 4 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 4 120 Points GLORY AURA 2 All figures within 4 clear sight spaces of Ulethor with a Range of 1 add 2 dice to their normal attack. Glory Aura 2 does not affect Ulethor. FLYING Standard Flying rules apply. Quote:
Undead Cavalry:
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UNDEAD CAVALRY -3 man squad-
UTGAR UNDEAD COMMON SQUAD CENTAUR KNIGHTS TERRIFYING LARGE 5 LIFE 1 MOVE 8 RANGE 1 ATTACK 4 DEFENSE 4 140 Points TRAMPLE CHARGE An Undead Cavalry Knight that begins his turn unengaged and attacks a figure that was at least 4 clear sight spaces away at the start of the turn may use Trample Charge. After attacking, if the defending figure was destroyed, that Undead Cavalry may move one space and attack again. That Undead Cavalry will not take any leaving engagement attacks. An Undead Cavalry Knight may not attack more than two additional times with Trample Charge. ROUT Undead Cavalry roll one additional die when attacking Common Squad figures with a Range value of 4 or more. (figures used = Rackham Heavy Centaur of Acheron 1, 2, 3) Undead Cavalry Archers:
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UNDEAD CAVALRY ARCHERS -2 man squad-
UTGAR UNDEAD COMMON SQUAD CENTAUR KNIGHTS FEARLESS LARGE 5 LIFE 1 MOVE 8 RANGE 5 ATTACK 3 DEFENSE 4 130 Points RUN DOWN After moving with Undead Cavalry Archers, you may choose a small or medium figure adjacent to each Archer that was not adjacent at the start of the turn. Roll the 20-sided die. If you roll a 9 or higher, the chosen figure receives a wound. Both Archers cannot target the same figure. FLANKING SHOT Undead Cavalry Archers roll one additional die when attacking nonadjacent Common Squad figures with a Range of 1. (figures used = Rackham Centaur Skeletons) Undead Immortals Of Bogdan:
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UNDEAD IMMORTALS OF BOGDAN -4 man squad-
VALKRILL UNDEAD UNIQUE SQUAD LEGION RELENTLESS MEDIUM 5 LIFE 8 MOVE 5 RANGE 1 ATTACK 4 DEFENSE 3 110 Points IMMORTAL LEGION Whenever an Undead Immortal is wounded, do not destroy that Immortal. When there are 8 wound markers on this Army Card, immediately destroy all Undead Immortals you control. PURSUIT Whenever a figure breaks engagement with an Undead Immortal, after that figure ends its movement, that Immortal may immediately move up to 5 spaces. (figures used = Pathfinder Grave Knight, Scourge Hellknight, Hellknight Signifer) Ustarof:
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USTAROF
HEKATIANE LEUZAN UNIQUE HERO WIZARD MANIPULATIVE MEDIUM 6 LIFE 5 MOVE 5 RANGE 6 ATTACK 3 DEFENSE 2 90 Points BLOOD BALANCE Instead of attacking, you may choose two Unique Heroes who are both within 6 clear sight spaces of Ustarof. Remove all wound markers from both Heroes' Army Cards and then redistribute them evenly between both Army Cards, even if this would destroy that Hero. If there is an uneven number of wound markers, remove one of them before redistributing. Ustarof may not use Blood Balance on himself. EQUILIBRIUM 6 Before attacking, you may choose one friendly Squad figure and one opponent's Squad figure who are both within 6 clear sight spaces of Ustarof. Roll the 20-sided die. If you roll a 6 or higher, destroy both Squad figures. Quote:
V: Vamp Swarm:
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VAMP SWARM
UTGAR UNDEAD UNCOMMON HERO CREATURES TERRIFYING MEDIUM 4 LIFE 7 MOVE 7 RANGE 1 ATTACK 4 DEFENSE 0 65 Points LIFEBLOOD DRAIN Each time this Vamp Swarm, or an Undead small or medium Unique Hero you control adjacent to this Vamp Swarm, destroys a figure, you may remove a wound marker from their Army Card. Destructible Objects cannot be Lifeblood Drained. INSUBSTANTIAL 5 This Vamp Swarm adds 5 additional defense dice when rolling defense against a normal attack from a figure who is not adjacent. FLYING Standard Flying rules apply. (figure used = D&D Bat Swarm) Var-Bak-Na:
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VAR-BAK-NA
UTGAR MARRO UNIQUE HERO CYBORG DEVOUT MEDIUM 5 LIFE 6 MOVE 6 RANGE 1 ATTACK 5 DEFENSE 4 150 Points SURGE PISTOL SPECIAL ATTACK Range 5 Attack 4 After attacking with Surge Pistol Special Attack, you must roll the 20-sided die. If you roll a 1-13, nothing happens. If you roll a 14-20, Var-Bak-Na receives a wound and you may attack again with Surge Pistol Special Attack. REACTIVE SALVAGE Whenever a Marro you control within 6 clear sight spaces of Var-Bak-Na is destroyed on your turn, you may move any Order Markers from that Marro's Army Card (or Cards if you have more than one Common Army Card for that figure) to Var-Bak-Na's Army Card. If you do, you may remove 1 wound marker from Var-Bak-Na's Army Card. Vel-Ra-Xi:
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VEL-RA-XI
UTGAR MARRO UNIQUE HERO WARLORD MENACING LARGE 5 LIFE 6 MOVE 7 RANGE 1 ATTACK 5 DEFENSE 4 190 Points MARRO PACK ENHANCEMENT All friendly Marro and Wilsinu Hunters within 4 clear sight spaces of Vel-Ra-Xi add 1 to their attack defense dice. SCATTER THE WEAK All Small and Medium Squad figures within 4 clear sight spaces of Vel-Ra-Xi subtract 1 from their attack and defense dice. Marro and Wilsinu are not affected by Scatter the Weak. Quote:
Village Defenders:
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VILLAGE DEFENDERS -4 man squad-
FREJYA HUMANS COMMON SQUAD CIVILIANS STOUT MEDIUM 4 LIFE 1 MOVE 5 RANGE 1 ATTACK 2 DEFENSE 1 40 Points GUERRILLA TACTICS After taking a turn with the Village Defenders, for each Village Defender you control that attacked this turn, you may move any Civilian figure you control that did not attack this turn up to 3 spaces. A Civilian figure may only be moved by Guerrilla Tactics once per turn. MOB ATTACK When attacking with a Village Defender you control, if the defending figure is engaged with at least 2 other Village Defenders you control, it subtracts 2 from its defense dice. Quote:
Vilvaas:
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VILVAAS
VALKRILL UNDEAD UNIQUE HERO MAGUS TERRIFYING MEDIUM 5 LIFE 5 MOVE 5 RANGE 5 ATTACK 2 DEFENSE 2 130 Points AURA Vilvaas begins the game with one Orange Aura Marker on his Army Card. While the Aura Marker is on this Army Card, Vilvaas cannot receive any wounds, his Move, Attack, and Defense values cannot be reduced, and no other Special Markers can be placed on his card. At any point, if Vilvaas would receive 2 or more wounds, remove the Aura Marker from this Army Card. At the end of the round, if the Aura Marker is not on this Army Card, place it back onto this card. UNDEATH BOLT SPECIAL ATTACK Range Special Attack 3 Choose up to three figures to attack who are within 3 clear sight spaces in a straight line from Vilvaas' base. roll attack dice once for all figures. Each figure rolls defense dice separately. Quote:
Vrimsen:
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VRIMSEN
YRSA DEMON UNIQUE HERO ROGUE RELENTLESS MEDIUM 5 LIFE 4 MOVE 4 RANGE 1 ATTACK 3 DEFENSE 4 80 Points MAD BLOODDASH If Vrimsen destroys a friendly figure with a normal attack, you may place that figure on this Army Card and immediately take another turn with Vrimsen. Vrimsen adds 1 to his Move and Attack value for every figure placed on his Army Card from Mad Blooddash. At the end of the round, remove all figures placed on this Army Card from Mad Blooddash. LAVA RESISTANT Vrimsen never rolls for molten lava damage or lava field damage and he does not have to stop in molten lava spaces. W: Wafiyy Militants:
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WAFIYY MILITANTS -3 man squad-
OZIRAEL HUMANS COMMON SQUAD SOLDIERS LOYAL MEDIUM 4 LIFE 1 MOVE 5 RANGE 5 ATTACK 3 DEFENSE 2 70 Points MELEE ATTACK 1 When attacking an adjacent figure, a Wafiyy Militant rolls one additional attack die. DYING SHOT When a Wafiyy Militant is attacked with a normal attack and receives enough wounds to be destroyed, roll the 20-sided die. If you roll a 16 or higher, you may attack with that Militant before removing him from the battlefield. Quote:
Wafiyy Rocketeer:
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WAFIYY ROCKETEER
OZIRAEL HUMAN COMMON HERO SOLDIER LOYAL MEDIUM 4 LIFE 1 MOVE 5 RANGE 6 ATTACK 2 DEFENSE 3 40 Points COORDINATED MOVEMENT Instead of moving with a Wafiyy Rocketeer, you may move one other Human Soldier you control who follows Ozirael. RPG SPECIAL ATTACK Range 7 Attack 4 Choose a figure who is at least 4 spaces away to attack. All figures adjacent to the chosen figure are also affected by RPG Special Attack. Each figure rolls defense dice separately. A Wafiyy Rocketeer cannot use RPG Special Attack if he moved this turn. Wargods Of Crocis:
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WARGODS OF CROCIS -4 man squad-
RAGNAR APEPIANS COMMON SQUAD WARRIORS FEARSOME MEDIUM 4 LIFE 1 MOVE 6 RANGE 1 ATTACK 2 DEFENSE 4 90 Points RUNNING SMASH When attacking with a Wargod of Crocis, if the defending figure was not adjacent to that Wargod at the start of the turn, then all skulls rolled for that Wargod's attack count as one additional hit. PUSHBACK 14 When a small or medium figure rolls defense dice and is not destroyed by an attack from a Wargod of Crocis, immediately roll the 20-sided die. If you roll a 14 or higher, you may Pushback that figure by moving it 2 spaces in a straight line away from that Wargod. The space must be on the same level or lower than its current location. A figure moved by Pushback never takes any leaving engagement attacks. Falling damage will apply for non-flying figures. A single figure may only be moved by Pushback 14 once per turn. Quote:
Warforged Phalanx:
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WARFORGED PHALANX
VYDAR WARFORGED COMMON HERO SOLDIER DISCIPLINED MEDIUM 5 LIFE 1 MOVE 5 RANGE 1 ATTACK 4 DEFENSE 5 35 Points TACTICAL SHOVE After moving and before attacking, you may choose a small or medium figure adjacent to this Warforged Phalanx to Tactical Shove. Move that figure 3 spaces in a straight line away from this Phalanx. Figures can only be moved onto same-level or lower spaces. Falling damage will apply for non-flying figures. Figures moved with Tactical Shove will not take leaving engagement attacks. BRACED SPEAR 16 If an opponent's figure moves adjacent to a previously unengaged Warforged Phalanx, roll the 20-sided die. If you roll a 16 or higher, the opponent's figure receives one wound. Watchers of Xenothea:
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WATCHERS OF XENOTHEA -3 man squad-
XENOTHEA KYRIE COMMON SQUAD WATCHERS RELENTLESS MEDIUM 5 LIFE 1 MOVE 4 RANGE 1 ATTACK 2 DEFENSE 4 110 Points PIERCING GAZE When attacking with a Watcher of Xenothea, roll an additional attack die for every other Watcher you control within 8 spaces who has a clear line of sight on the defending figure, up to a maximum of +4 dice. FLYING Standard Flying rules apply. Wereboar:
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WEREBOAR
UTGAR WEREBOAR UNCOMMON HERO HYBRID WILD MEDIUM 5 LIFE 5 MOVE 5 RANGE 1 ATTACK 3 DEFENSE 4 85 Points FIRST ASSAULT 2 When attacking with this Wereboar, if the defending figure was not adjacent to this Wereboar at the start of this turn, this Wereboar receives 2 additional attack dice. FRENZY After taking a turn with this Wereboar, roll the 20-sided die. If you roll a 16 or higher, you may take another turn with this Wereboar. (figure used = D&D Wereboar) Werlak:
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WERLAK
VALKRILL ORC UNIQUE HERO DRUID MANIPULATIVE MEDIUM 4 LIFE 4 MOVE 5 RANGE 5 ATTACK 3 DEFENSE 3 60 Points BEAST DEFENSIVE AURA 1 All Small, Medium, and Large Beast figures within 4 clear sight spaces of Werlak add 1 to their Defense dice. THROUGH THE GREEN Before taking a turn with Werlak, if he is adjacent to a tree or bush, he may use Through the Green. To use Through the Green, place Werlak on any unoccupied space adjacent to any tree or bush within 4 clear sight spaces of him. Werlak will not take any leaving engagement attacks when he uses Through the Green. (figure used = D&D Orc Druid) Weston Archers:
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WESTON ARCHERS -3 man squad-
JANDAR HUMAN COMMON SQUAD KNIGHTS VALIANT MEDIUM 5 LIFE 1 MOVE 5 RANGE 6 ATTACK 1 DEFENSE 2 45 Points ARC ARROWS SPECIAL ATTACK Range 6 Lob 15 Attack 3 Three unengaged adjacent Weston Archers on the same level may combine their attacks to use Arc Arrows Special Attack. Choose a nonadjacent figure to attack. No clear line of sight is needed. Any figures adjacent to the chosen figure are also affected by Arc Arrows Special Attack. Each figure rolls defense dice separately. ARCHER SIGHTING When a Weston Archer is attacking with a height advantage, he rolls an additional attack die. Quote:
Whispers of Sephtis:
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WHISPERS OF SEPHTIS
VALKRILL UNDEAD COMMON HERO WISP TORMENTING MEDIUM 4 LIFE 1 MOVE 5 RANGE 1 ATTACK 3 DEFENSE 5 60 Points INSUBSTANTIAL 3 Whispers of Sephtis adds 3 additional defense dice when rolling defense against a normal attack from a figure who is not adjacent. EYES OF DEATH Common figures cannot roll defense dice against Whispers of Sephtis. FLYING Standard Flying rules apply. (figure used = D&D Hypnotic Spirit) Wild Hunt:
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WILD HUNT
AQUILLA HUMAN UNIQUE HERO TRIBESMAN FEARSOME MEDIUM 5 LIFE 5 MOVE 6 RANGE 5 ATTACK 4 DEFENSE 1 30 Points THROWING HATCHET If Wild Hunt fails to destroy a figure with a nonadjacent attack, Wild Hunt's Range Value is permanently reduced to 1 for the duration of the game. Quote:
Wind Eye:
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WIND EYE
AQUILLA HUMAN UNIQUE HERO TRIBESMAN DEFT MEDIUM 3 LIFE 3 MOVE 5 RANGE 1 ATTACK 3 DEFENSE 3 50 Points EXPERT TRACKING While moving, Wind Eye may add 2 to her move number. If she does, she cannot attack this turn. If at least one Hero your opponent controls is within clear sight of Wind Eye prior to moving, she may add 2 more to her move number when using Expert Tracking. LUNGE ATTACK When attacking a small or medium figure with a Defense value of 4 or less, if Wind Eye was not adjacent to that figure at the start of the turn, that figure cannot roll defense dice. (figure used = Fairytale Games Pocahontas) X: Xela, Clockwork Dragon:
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XELA, CLOCKWORK DRAGON
BRAGI DRAGON UNIQUE HERO CONSTRUCT DAUNTLESS HUGE 12 LIFE 6 MOVE 5 RANGE 1 ATTACK 5 DEFENSE 5 210 Points CHRONO BREATH SPECIAL ATTACK Range 5 Attack 2 + Special Roll one additional attack die for every Order Marker on the defending figure's Army Card (or cards if your opponent has more than one Common Army Card for that figure) RICOCHET 15 If Xela is attacked by a nonadjacent figure, and at least 1 skull is rolled, roll the 20-sided die. If you roll a 1-14, roll defense dice normally. If you roll a 15 or higher, Xela takes no damage, and you must choose a figure within 4 clear sight spaces. That figure receives a wound. FLYING Standard Flying Rules apply. (figure used = Pathfinder Clockwork Dragon) Xezbeth of the Inner Circle:
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XEZBETH OF THE INNER CIRCLE
OZIRAEL SERAPH UNIQUE HERO CULTIST NIHILIST MEDIUM 5 LIFE 7 MOVE 5 RANGE 1 ATTACK 5 DEFENSE 5 195 Points HARBINGER Whenever attacking a Squad figure or a Hero with 3 or more wound markers on their Army Card, Xezbeth rolls 4 additional attack dice. TERROR STRIKE Whenever Xezbeth destroys a figure, every figure adjacent to Xezbeth receives a wound. CHAOS AURA All friendly figures within 6 clear sight spaces of Xezbeth subtract 1 from their Attack Defense value. If there is not a friendly figure within 6 clear sight spaces of Xezbeth, subtract 2 from Xezbeth's Attack and Defense Value. Quote:
XI Legion War Elephant:
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XI LEGION WAR ELEPHANT
EINAR ELEPHANT UNCOMMON HERO WAR ANIMAL FEARSOME HUGE 10 LIFE 7 MOVE 5 RANGE 1 ATTACK 5 DEFENSE 3 170 Points ARCHER MOUNTS Instead of attacking with a Human Archer Squad figure you control that is unengaged and adjacent to this XI Legion War Elephant, you may remove that figure from the battlefield and place it on this card. There can be a maximum of three Archer figures on this card. After taking a turn with this XI Legion War Elephant, any Archers on this card may make a normal or special attack. All Archers on this card are considered to be on the same level as this War Elephant and adjacent to one another. CHARGING STAMPEDE At any time before, during, or after moving, this XI Legion War Elephant may use Charging Stampede. Choose an adjacent small or medium figure and roll the 20s-died die. If you roll a 15 or higher, that figure receives a wound. Charging Stampede may only be used once per turn. Xythe'nem:
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XYTHE'NEM
UTGAR MIND FLAYER UNIQUE HERO PSYCHIC TORMENTING MEDIUM 5 LIFE 6 MOVE 5 RANGE 1 ATTACK 4 DEFENSE 3 180 Points POWER SWAP Xythe'nem begins the game with one violet Power Swap Marker on his Army Card. After moving and before attacking, Xythe'nem may choose a unique figure within 5 clear sight spaces and roll the 20-sided die. If you roll a 12 or higher, you may place the Power Swap marker on that figure's Army Card. Any figure with the Power Swap marker on their card must switch their Attack and Defense value. Psychics are not affected by Power Swap. At the end of the round, return the Power Swap marker to this card. PSIONIC BEAM SPECIAL ATTACK Range 4 Attack 6 Roll one less attack die for each order marker on the defending figure's Army Card. Y: Yashbuckler Foreman:
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YASHBUCKLER FOREMAN
VOLTHRAX HUMANS UNCOMMON HERO PIRATE WILD MEDIUM 5 LIFE 4 MOVE 6 RANGE 5 ATTACK 2 DEFENSE 2 60 Points CUTLASS 2 Whenever attacking an adjacent figure, this Yashbuckler Foreman rolls 2 additional dice. PIRATE DEFENSE ENHANCEMENT All friendly Pirates adjacent to this Yashbuckler Foreman add 1 to their Defense value FOREMAN'S COMMAND After taking this Yashbuckler Foreman's turn, if this Foreman did not attack this turn, you may move either two Human Pirate Squad figures or one Human Pirate Hero you control. Figures moved by Foreman's Command must begin and remain unengaged throughout their move. Figures activated since you last revealed a numbered order marker can never be moved by Foreman's Command. Quote:
Yashbuckler Pirates:
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YASHBUCKLER PIRATES -4 man squad-
VOLTHRAX HUMANS COMMON SQUAD PIRATES WILD MEDIUM 4 LIFE 1 MOVE 6 RANGE 1 ATTACK 3 DEFENSE 1 65 Points FLINTLOCK SPECIAL ATTACK Range 4 Attack 3 Up to two Yashbuckler Pirates that were activated but did not attack normally this turn may attack with Flintlock Special Attack. CAP'N'S COMMAND After taking a turn with Yashbuckler Pirates, if at least three Pirates you control are engaged, you may immediately take a turn with one Human Pirate Hero you control. DOUBLOONS! A Yashbuckler Pirate rolls one additional attack die if there is a Glyph or Treasure Glyph within 4 clear sight spaces. Quote:
Yetche'tem:
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YETCHE'TEM
XENOTHEA MIND FLAYER UNIQUE HERO PSYCHIC TORMENTING MEDIUM 4 LIFE 6 MOVE 5 RANGE 1 ATTACK 2 DEFENSE 2 130 Points QUICK STAB SPECIAL ATTACK Range 1 Attack 2 Small and medium figures may not roll defense dice when attacked by Quick Stab Special Attack. GROUP ENSLAVE 17 After taking Yetche'tem's turn, you may choose any Squad figure within 4 clear sight spaces of Yetche'tem. Roll the 20-sided die. If you roll a 17 or higher, take temporary control of the chosen Squad and immediately take a turn with that Squad. At the end of that turn, return control of the chosen Squad to its previous owner. All order markers that were on the Squad's Army Card will stay on the Army Card. Yollust The Unshakable:
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YOLLUST THE UNSHAKABLE
ULLAR HUMAN UNIQUE HERO ADVENTURER STOIC MEDIUM 5 LIFE 6 MOVE 6 RANGE 1 ATTACK 5 DEFENSE 4 115 Points SUPER CHALLENGER Yollust The Unshakable rolls 2 extra dice when attacking a figure with an Attack or Defense value of 6 or higher. OVEREXTEND ATTACK After taking a turn with Yollust The Unshakable, you may place a wound marker on Yollust and take another turn with him. You may only use this power once per a round. (figure used = Vale Temros) Yulador:
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YULADOR
HUMAN UNIQUE HERO ASSASSIN MERCILESS MEDIUM 5 LIFE 5 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 4 140 Points JANDAR BODYGUARD At the beginning of the game, you may choose one Unique Hero you control who follows Jandar to be Yulador's Charge. Yulador cannot be his own Charge. For the duration of the game, subtract 1 from the chosen figure's Defense value. After Yulador's Charge is attacked by an opponent's figure, you may immediately move Yulador up to 6 spaces as long as he ends his move adjacent to the attacking figure, and he must attack that figure normally. Add 2 to Yulador's Move and Attack if the attacking figure destroyed the Charge. Yulador can only move and attack with Jandar Bodyguard up to three times in a single turn. PHANTOM WALK Yulador may move through all figures and is never attacked when leaving an engagement. (figure used = Warhammer Assassin) Z: Zaan:
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ZAAN
VOLTHRAX ELF UNIQUE HERO BOUNTY HUNTER PRECISE MEDIUM 4 LIFE 6 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 3 140 Points DOUBLE ATTACK When Zaan attacks, he may attack one additional time. PRIORITY TARGET Zaan rolls one additional die when attacking or defending against an opponent's most expensive figure (or figures if that opponent has more that one of that figure). PURSUE TARGET Zaan is never attacked when leaving an engagement and may move through all figures. Pursue Target may only be used if Zaan ends his movement adjacent to an opponent's figure. Quote:
Zadim:
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ZADIM
EINAR HUMAN UNIQUE HERO CAPTAIN DISCIPLINED MEDIUM 5 LIFE 6 MOVE 6 RANGE 1 ATTACK 4 DEFENSE 3 130 Points DOUBLE ATTACK When Zadim attacks, he may attack one additional time. EINAR CAPTAIN LEADERSHIP All Captains you control who follow Einar, except Zadim, move one additional space. EINAR SPEED EVASIVENESS AURA 1 Zadim and all small or medium figures within 4 clear sight spaces of Zadim who follow Einar and have a move Value of 6 or higher roll one additional die when defending against an attack from a nonadjacent figure. Quote:
Zaht:
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ZAHT
UTGAR DEEPDRAGON UNIQUE HERO OVERLORD SADISTIC MEDIUM 5 LIFE 4 MOVE 6 RANGE 4 ATTACK 4 DEFENSE 3 130 Points DROWSKIN 11 Instead of taking a turn with Zaht, if he is adjacent to a Common Drow figure you control, you may activate Drowskin 11. Remove Zaht from the battlefield. While Drowskin 11 is active, whenever a Common Drow you control is destroyed, immediately roll the 20-sided die. If you roll an 11 or higher, place Zaht on the space that Drow previously occupied. SHADOWBURST After taking a turn with a Common Drow figure you control, if Drowskin 11 is active you may activate Shadowburst. Every figure adjacent to the Drow receives a wound, then destroy that Drow and replace it with Zaht, if possible. LOLTH'S FEROCITY AURA All Drow you control within 4 clear sight spaces of Zaht roll one additional die when attacking or defending against a Squad figure. (figure used = D&D Half Black Dragon Lord) Zelafer:
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ZELAFER
OZIRAEL KYRIE UNIQUE HERO WARRIOR MENACING MEDIUM 5 LIFE 5 MOVE 6 RANGE 6 ATTACK 3 DEFENSE 4 120 Points FERRY ORDERS After taking a turn with Zelafer, you may reveal an unrevealed "X" Order Marker on his Army Card and choose a figure within 6 clear sigh spaces of Zelafer. Move the "X" Order Marker to the chosen figure's Army Card. If you moved the "X" Order Marker to a figure you control, you may also move another unrevealed Order Marker from this card to the chosen figure's Army Card. FALCON MARK Zelafer adds 2 to his Range and 1 to his Attack when attacking a figure with a revealed "X" Order Marker on their Army Card. FLYING Standard Flying rules apply. Figure used = Warhammer Knight-Venator Zerset Warriors:
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ZERSET WARRIORS -4 man squad-
EINAR HUMANS COMMON SQUAD WARRIORS WILD MEDIUM 4 LIFE 1 MOVE 5 RANGE 1 ATTACK 3 DEFENSE 4 80 Points DESERT SWIFTNESS If a Zerset Warrior's entire movement is on sand spaces, he may move 2 additional spaces. Any extra move must also be on sand spaces. HIDEOUT Any Zerset Warrior adjacent to an obstacle such as a ruin cannot be targeted for a nonadjacent normal attack from an opponent's figure. Quote:
Alphabetized Index of Glyphs:
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Aura of Sparks:
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AURA OF SPARKS -Ancient Artifact-
PERMANENT TREASURE GLYPH Whenever the figure carrying this Glyph wounds a figure with a normal attack, immediately roll the 20-sided die for every small and medium figure adjacent to the wounded figure. Subtract 2 from your roll if the wounded figure was not adjacent. If you roll a 1, this figure receives a wound. If you roll a 2-14, nothing happens. If you roll a 15 or higher, the adjacent figure receives a wound. The figure carrying this Glyph does not have to roll for Aura Of Sparks damage. Eye of Illithid:
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EYE OF ILLITHID -Ancient Artifact-
TEMPORARY TREASURE GLYPH Before or after moving, choose an opponent's figure within 6 spaces of this figure. Move that figure up to 5 spaces. Figures moved by the Eye of Illithid will not receive any leaving engagement attacks. Glyph of Augers:
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GLYPH OF AUGERS -Thermal Vision-
PERMANENT TREASURE GLYPH A Hero holding this glyph does not need a clear line of sight when attacking with a normal ranged attacked. all normal attacks made by a Hero holding this glyph are considered to be Special Attacks. Glyph of Commando:
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GLYPH OF COMMANDO -Lunge-
PERMANENT TREASURE GLYPH This figure may add 3 to their Move number as long as they are unengaged prior to moving. This figure must be able to move adjacent to an opponent's figure in order to use this power. This figure never rolls for falling damage. Glyph of Immunity:
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GLYPH OF IMMUNITY -Tenacity-
PERMANENT TREASURE GLYPH This figure can never have special markers such as Negation placed on its card. This figure's Move, Attack, and Defense values can never be reduced by special powers on an Army Card or Glyph. Glyph of Survivability:
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GLYPH OF SURVIVABILITY -Last Stand-
PERMANENT TREASURE GLYPH Whenever the Hero holding this glyph receives enough wounds to be destroyed, activate this glyph. The Hero holding this glyph will survive with one Life remaining. This glyph can only activate when the Hero holding it has more that one Life remaining, and it can only be reactivated once that Hero regains full Life. Glyph of Telepatus:
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GLYPH OF TELEPATUS -Swap Figures-
TEMPORARY TREASURE GLYPH After moving and before attacking this figure may choose another figure within 6 clear sight spaces. Roll the 20-sided die. If you roll a 1-5, nothing happens. If you roll a 6 or higher, switch this figure with the chosen figure. Figures moved will not take any leaving engagement attacks. A figure must be the same size as the figure carrying this glyph in order to be moved by the Glyph of Telepatus. Glyph of Throwing Knife:
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GLYPH OF THROWING KNIFE -Throwing Knife-
TEMPORARY TREASURE GLYPH A figure carrying this glyph may use this glyph's power instead of attacking: THROWING KNIFE SPECIAL ATTACK Range 5 Attack 5 Roll 2 less attack dice against Large and Huge figures. If the defending figure is not destroyed by Throwing Knife Special Attack, destroy this glyph. If the defending figure is destroyed, place this glyph power-side up onto the space that figure previously occupied. Glyph of Tridar:
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GLYPH OF TRIDAR -Bonus Dice-
TEMPORARY TREASURE GLYPH This figure must use this glyph before rolling dice for their next attack, defense, or leaving engagement attack. Roll 3 additional dice when making that attack, defense, or leaving engagement attack. Glyph of Zephyr:
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GLYPH OF ZEPHYR -Monsoon-
TEMPORARY TREASURE GLYPH This glyph can be used at any time during any player's turn, before attacking. Roll the 20-sided die. If you roll a 1-6, nothing happens. If you roll a 7 or higher, all small and medium figures adjacent to this figure must move 3 spaces away, ignoring elevations. Figures must not end their movement adjacent to this figure. Each figure is moved by the controlling player. Falling damage will apply for non-Flying figures. Icon of Chaos:
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ICON OF CHAOS -Ancient Artifact-
PERMANENT TREASURE GLYPH When picking up this Glyph, you may choose either to destroy it or roll the 20-sided die. If you roll a 1-10, destroy this figure. If you roll an 11 or higher, nothing happens. The figure carrying this glyph rolls 2 additional attack dice when attacking normally. Light of Decimation:
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LIGHT OF DECIMATION -Ancient Artifact-
TEMPORARY TREASURE GLYPH The Hero carrying this glyph may activate it before rolling attack dice for a normal attack. The defending figure cannot roll defense dice for that attack. Magic Shield:
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MAGIC SHIELD -Force Reroll-
TEMPORARY TREASURE GLYPH After an opponent rolls skulls for an attack against one of your figures, you may activate this glyph and force that opponent to re-roll all skulls rolled for that attack. Nhah Scirh Armor:
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NHAH SCIRH ARMOR -Iron Tough-
PERMANENT TREASURE GLYPH When rolling defense dice against a Special Attack, this figure always adds 1 automatic shield to whatever is rolled. Pendant of Fortune:
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PENDANT OF FORTUNE -Bonus Roll-
TEMPORARY TREASURE GLYPH This figure may use this pendant before rolling the 20-sided die for any special power on its Army Card. When you roll the 20-sided die for that special power, roll the 20-sided die one additional time. You may use the result from either roll. Potion of Sturla:
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POTION OF STURLA -Revive- -Special Scenario Glyph-
TEMPORARY TREASURE GLYPH Before moving, you may choose one of your previously destroyed figures and place them adjacent to this figure. Remove all wound markers from that figure's Army Card. Sigyn Warning Shot:
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PERMANENT TREASURE GLYPH
This Glyph can only be carried by Nathalya Silvershield and cannot be picked up or moved by any other figures. At the end of the round, if this Glyph is on the field, return it to Nathalya Silvershield's Army Card. Step of Starlight:
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STEP OF STARLIGHT -Flash-
TEMPORARY TREASURE GLYPH This figure may activate this glyph before rolling defense dice against a normal or special attack. Roll the 20-sided die. If you roll a 1-5, nothing happens, and roll defense normally. If you roll a 6 or higher, ignore all damage that would be inflicted by that attack and immediately place this figure onto an empty same-level space within 4 spaces of its current location. This figure will not take any leaving engagement attacks. Silver Shield:
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SILVER SHIELD -Force Reroll-
TEMPORARY TREASURE GLYPH After an opponent rolls shields for a defense against a normal attack made by one of your figures, you may activate this glyph and force that opponent to re-roll all shields for that defense. Token of Betrayal:
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TOKEN OF BETRAYAL -Bribery-
TEMPORARY TREASURE GLYPH Before an opponent's figure within 5 clear sight spaces of this figure rolls the 20-sided die for a special power on an Army Card of Glyph, this figure may activate this glyph in order to subtract 5 from the die roll. ~TAF Last edited by TheAverageFan; October 21st, 2021 at 02:14 AM. Reason: Any reason! |
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