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: And what about very old friends? BILBO BAGGINS
NEWLY REUPLOADED: RANDOM DUDES
NEW GLYPHS: n/a
Alphabetized Index of Customs:
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#: 8th Reich Spiders:
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8TH REICH SPIDERS -3 man squad-
UTGAR
ARACHNIDS
COMMON SQUAD
NAZIS
MILITARISTIC
SMALL 3
LIFE 1
MOVE 7
RANGE 1
ATTACK 3
DEFENSE 2
60 Points
ORGANIZED WARFARE DEFENSE BONUS
If every Army Card you control has a Militaristic personality or follows Utgar, each Spider in the 8th Reich receives 1 additional defense die.
EIGHT LEGGED MARCH
Instead of moving and attacking normally, you may move up to eight 8th Reich Spiders you control up to 4 spaces. Spiders moved with Eight Legged March must begin and remain unengaged throughout their move.
CLIMB X3
When moving up or down levels of terrain, 8th Reich Spiders may triple their height.
Quote:
8th Reich Spiders: Provided you get their Defense bonus, these guys are fast, cheap, and can hold their own in battle. Add some attack bonuses from their Heroes, and Europe is yours for the taking. B+
(figures used = fyorlag spiders)
97-R Assimilators:
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97-R ASSIMILATORS -4 man squad-
LUSELENE
SOULBORGS
COMMON SQUAD
ASSIMILATORS
MINDLESS
MEDIUM 5
LIFE 1
MOVE 4
RANGE 6
ATTACK 1
DEFENSE 3
80 Points
LOCKDOWN TOUGH 1
When defending against an adjacent attack, add one automatic shield to whatever is rolled.
DECONSTRUCTIVE TARGETING
When attacking a nonadjacent figure, a 97-R Assimilator rolls one additional die for every other Assimilator that attacked the same figure this turn, and the defending figure rolls one less defense die for every 2 Assimilators they are engaged to.
FLYING
Standard Flying rules apply.
Quote:
Assimilators: Although slow as molasses, "the blob" will slowly take over the battlefield, one kill at a time. Melee and armies low on activations beware. B
(figures used = Star Trek Borg minis)
A: Acilino:
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ACILINO
EINAR
RAPTORIAN
UNIQUE HERO
CAPTAIN
DISCIPLINED
MEDIUM 5
LIFE 6
MOVE 6
RANGE 1
ATTACK 3
DEFENSE 3
110 Points
CRANE STANCE
If Acilino did not move this turn, he may attack two additional times.
FLYING
Standard Flying rules apply.
HARD LANDING
Acilino may end his movement on a space occupied by a small or medium figure. If he does, move that figure to an adjacent same level or lower space. The controlling player moves the figure. Falling damage will apply to non-flying figures.
Quote:
Acilino: Hard landing is difficult to use offensively, but it means he'll always get height, which makes Crane Stance very useful. That is as long as you're fighting Melee foes, which you probably aren't. B-
Ackerley:
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ACKERLEY
SIGYN
HUMAN
UNIQUE HERO
FIGHTER
DAUNTLESS
MEDIUM 5
LIFE 5
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 4
110 Points
UNDERDOG
Ackerley adds 2 to his Attack and Defense value when engaged to 3 or more opponent's figures.
BRAVERY
Ackerley rolls an additional die when attacking or defending against Heroes whose point value is greater than his.
Quote:
Ackerley: He only attacks once per turn, but he hits hard, and his bonuses are easy to get. B+
Adeptus Ruststalkers:
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ADEPTUS RUSTSTALKERS -4 man squad-
LUSELENE
SICARII
COMMON SQUAD
RUSTSTALKERS
DISCIPLINED
MEDIUM 4
LIFE 1
MOVE 4
RANGE 1
ATTACK 4
DEFENSE 3
110 Points
TRANSONIC BLADES
Figures attacked by Adeptus Ruststalkers may not add extra shields or roll extra dice by any special power on an Army Card or Glyph. Destructible Objects are not affected by Transonic Blades.
COVERT
If there are no opponent's figures within 3 spaces with a clear line of sight on an Adeptus Ruststalker you control, then that Ruststalker has no hit zone.
STEALTH VAULT 15
Before moving normally, Adeptus Ruststalkers may use Stealth Vault 15. Stealth Vault has a move of 3. When counting spaces for leaping, ignore elevations. Ruststalkers may leap over water, over figures, and over obstacles. Ruststalkers may not leap more than 15 levels up or down in a single leap. Ruststalkers will not take any leaving engagement attacks when moving with Stealth Vault.
Quote:
Ruststalkers: They carry quite the toolkit, and make for great assassins even with the price tag. That being said, there are a lot of other 4-man squads for a much cheaper cost. Ones with 4 defense, and bonding. A-
(figues used = Warhammer Sicarian Ruststalkers)
Agamemnon:
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AGAMEMNON
EINAR
HUMAN
UNIQUE HERO
WARLORD
DISCIPLINED
MEDIUM 5
LIFE 6
MOVE 5
RANGE 1
ATTACK 6
DEFENSE 4
190 Points
GOD THUNDER
After moving and before attacking, you may choose any figure within 4 clear sight spaces of agamemnon and roll the 20-sided die. If you roll a 16 or higher, the chosen figure and every small or medium figure adjacent to the chosen figure receives one wound. Agamemnon cannot be damaged by God Thunder.
DEFY DEATH 20
Whenever Agamemnon is destroyed, roll the 20-sided die before removing him from the battlefield. If you roll a 20, Agamemnon is not destroyed. Add 1 to your roll for every Sacred Band adjacent to Agamemnon.
Quote:
Agamemnon: Even if Defy Death doesn't work, this guy seriously boosts the value of the Sacred Band. A
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:
Akane: Although useful against figures like Cyprien or Feral Trolls, negating all powers is much better than just negating the healing ones. At least she's a decent beat stick option for Kantono. C
(figure used = Moriko)
Alchemy Titan:
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ALCHEMY TITAN
BRAGI
TITAN
UNIQUE HERO
CONSTRUCT
MINDLESS
LARGE 9
LIFE 7
MOVE 5
RANGE 1
ATTACK 6
DEFENSE 4
170 Points
TRANSMUTE MATTER
If an opponent's Unique Hero receives at least 1 wound from Alchemy Titan, you may place an Alchemy Marker on that figure's Army Card. For the duration of the game, that figure's Species, Class, and Personality are changed to Nonmaterial.
DEMATERIALIZE
If Order Marker 3 is placed on this Army Card, then instead of taking a turn with Alchemy Titan, you may use Dematerialize. Destroy all Nonmaterial figures adjacent to Alchemy Titan and remove one wound marker from this Army Card for every figure destroyed.
Quote:
Alchemy Titan: Its solid stats, healing, and ability to throw wrenches into synergy armies help make up for its single-attacking. I can't think of anything else I'd rather fight less in a Heroes-only format. B+
(figure used = Pathfinder Alchemical Golem)
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:
Andalusian Soldiers: Although they could never compete with many of the other competitive Bonding Squads out there, the Andalusian Soldiers can still get the job done, and pack some interesting bonding choices. B-
Apep Warriors:
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APEP WARRIORS -4 man squad-
OZIRAEL
APEPIANS
COMMON SQUAD
WARRIORS
RUTHLESS
MEDIUM 5
LIFE 1
MOVE 5
RANGE 1
ATTACK 2
DEFENSE 2
70 Points
DEITY BONDING
Before taking a turn with the Apep Warriors, you may first take a turn with one Deity Hero you control.
PHALANX FORMATION
When attacking or defending with an Apep Warrior, add 1 die for each other adjacent Apep Warrior up to a maximum of +2 dice for the Phalanx Formation power.
Quote:
Apepians: They're like the Romans, but better. Being 70 points puts them at odds with other highly competitive 4-man squads, however. A-
Arbiters Of Ozirael:
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ARBITERS OF OZIRAEL -3 man squad-
OZIRAEL
KYRIE
COMMON SQUAD
ARBITERS
DISCIPLINED
MEDIUM 5
LIFE 1
MOVE 4
RANGE 1
ATTACK 3
DEFENSE 3
110 Points
SMITER SPEARS
Once per turn, whenever an Arbiter Of Ozirael destroys a figure that is not an Arbiter, place that figure on this Army Card. All Arbiters Of Ozirael you control add 1 to their Attack and Defense values for every figure on this Army Card that are not Arbiters. At the end of the round, remove all non-Arbiters from this card. All non-Arbiters placed by Smiter Spears can only be placed on a single Arbiters Of Ozirael Army Card.
FLYING
Standard Flying rules apply.
Quote:
Arbiters of Ozirael: As long as they can maintain Smiter Spears every turn, the Arbiters are very scary by OM 2 and 3. B+
LIFE 9
MOVE 6
RANGE 1
ATTACK 3
DEFENSE 6
110 Points
SUMMONED ASPECT
The Aspect of Klexkor does not begin the game on the battlefield. He must be summoned by the Idol of Klexkor.
SIX-ARMS ATTACK
When the Aspect of Klexkor attacks, he may attack up to five additional times. He can only attack the same figure up to three times.
RESISTANCE
The maximum number of wounds the Aspect of Klexkor can receive from a single attack is one.
LONG STRIDE
Aspect of Klexkor can move through small and medium figures and is never attacked when leaving an engagement with small and medium figures.
Quote:
Aspect of Klexkor: He would be the best figure in the game if he weren't dependent on the Summoning, which severely limits the number of turns you can take with him. B-
(figure used = Aspect of Hextor)
Athed:
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ATHED
OZIRAEL
DEMON
UNIQUE HERO
RIDER
MERCILESS
LARGE 8
LIFE 5
MOVE 7
RANGE 1
ATTACK 4
DEFENSE 3
120 Points
SOUL REAP
Instead of attacking, choose a small or medium figure Athed moved through this turn. If the chosen figure is a Squad figure, destroy it. If the chosen figure is a Hero, roll the 20-sided die. If you roll a 16 or higher, destroy the chosen Hero.
PHANTOM WALK
Athed can move through all figures and is never attacked when leaving an engagement.
LAVA RESISTANT
Athed never rolls for molten lava damage or lava field damage, and he does not have to stop on molten lava spaces.
Quote:
Athed: Grimnak bonds. C+
Aubrien Light Elves:
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AUBREIN LIGHT ELVES -3 man squad-
ULLAR
ELVES
UNIQUE SQUAD
PROTECTORS
LOYAL
MEDIUM 5
LIFE 1
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 3
80 Points
SUPER AGILITY
When defending against a normal attack, one shield will block all damage.
FRONTLINE DEFENSE
Whenever an Aubrien Light Elf is adjacent to any friendly Elf Hero, add 1 to the Defense value of that Hero and that Light Elf when defending against adjacent attacks. Figures cannot receive more than 1 extra Defense die from Frontline Defense.
Quote:
Light Elves: They're like Melee Krav. And yes, I know that's what we promised you when the Warriors of Ashra came out, but we mean it this time. B-
Aura Baras of the Inner Circle:
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AURA BARAS OF THE INNER CIRCLE
OZIRAEL
APEPIAN
UNIQUE HERO
DEITY
SADISTIC
MEDIUM 5
LIFE 5
MOVE 5
RANGE 5
ATTACK 3
DEFENSE 4
200 Points
CRIPPLE ROD 16
Aura Baras begins the game with 3 silver Cripple markers on her Army Card. After moving and before attacking, you may choose a Small, Medium, or Large Unique Hero within 5 clear sight spaces of Aura Baras and roll the 20-sided die. If you roll a 16 or higher, you may place a Cripple Marker on that figure's Army Card. A figure with a Cripple Marker on their Army Card never rolls more than one die when attacking or defending. Apepians, Soulborgs and Constructs are never affected by Cripple Markers.
FIERCE WORSHIP AURA
All figures you control who follow Ozirael who are within 6 clear sight spaces of Aura Baras add 1 to their Attack value. If Aura Baras is destroyed, all figures you control who follow Ozirael subtract 1 from their Attack value.
Quote:
Aura Baras: She carries the best bonus of the Inner Circle, but also the harshest penalty. A-
Autumn Vulpine:
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AUTUMN VULPINE
JANDAR
HALF-ELF
UNIQUE HERO
RANGER
DEFT
MEDIUM 5
LIFE 5
MOVE 5
RANGE 5
ATTACK 3
DEFENSE 2
70 Points
TRACKING
While moving, Autumn Vulpine may add 2 to her move number. If she does, she cannot attack this turn.
WAIT THEN AIM
If Autumn Vulpine did not move this turn, add 3 to her Range value.
FOREST SWIFTNESS
Autumn Vulpine may pass through trees and bushes while moving.
Quote:
Autumn: She'd be really good if she wasn't the only Unsynergetic Single-Attacking Hero that also often takes more than one turn to set up. C+
B: Banne:
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BANNE
AQUILLA
HUMAN
UNIQUE HERO
NINJA
DISCIPLINED
MEDIUM 4
LIFE 1
MOVE 5
RANGE 1
ATTACK 2
DEFENSE 1
10 Points
SLIPPERY 6
If an opponent's Squad figure moves adjacent to Banne and onto a space where that figure can end its movement, you may roll the 20-sided die. If you roll a 6 or higher, Banne may immediately move up to 4 spaces. Banne can use this power only if he ends his Slippery move not adjacent to any enemy figures. You may not roll for Slippery more than once during any turn.
PHANTOM WALK
Banne can move through all figures and is never attacked when leaving an engagement.
PHASE SLASH
Banne rolls 2 additional attack dice when attacking a figure he moved through this turn.
Quote:
Banne: Somewhere between Isamu and Otonashi. Slippery isn't quite as good as Vanish. C
(figure used = Ninja of the Northern Wind)
Baron Von Spinnentier:
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BARON VON SPINNENTIER
UTGAR
ARACHNID
UNIQUE HERO
NAZI
MILITARISTIC
LARGE 6
LIFE 8
MOVE 8
RANGE 1
ATTACK 4
DEFENSE 3
180 Points
OVERWHELMING MINIONS
All Arachnids you control add 1 to their Attack value when attacking a small or medium figure adjacent to Baron Von Spinnentier.
EIGHT LEGGED ONSLAUGHT
When Baron Von Spinnentier attacks, he may either attack the same figure again or attack 3 additional times but cannot attack the same figure more than once per turn.
Quote:
Baron Von Spinnentier: Enemies adjacent to Baron are in trouble, one way or another. Biggest problem is that Kommandant is only 20 points more. B
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:
Bilide: Not terribly hardy for the cost, but you can guarantee it'll do a lot of damage going down. B+
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:
Biazrro Troupe: I'm surprised at how good they turned out. A solid if unpredictable filler squad. B+
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:
Bloodbath Vipers: 80 points is a lot to ask for a Squad with 1 Defense, but with some successful Rabid Frenzies, the Bloodbath Vipers can tear apart anything. Anything. B
(figures used = Venoc Vipers)
Bramm Helmsgold:
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BRAMM HELMSGOLD
AQUILLA
DWARF
UNIQUE HERO
LEADER
RECKLESS
MEDIUM 4
LIFE 3
MOVE 4
RANGE 1
ATTACK 5
DEFENSE 5
120 Points
DWARVEN DEFENSIVE FORMATION
All friendly Dwarves adjacent to Bramm Helmsgold add 1 to their Defense value.
RECKLESS POWERHOUSE
When attacking or defending with Bramm Helmsgold, you may use Reckless Powerhouse. When rolling dice with Reckless Powerhouse, all skulls rolled count for one additional hit and all shields rolled count for one additional block. After using Reckless Powerhouse, Bramm always receives one wound, even if this would destroy Bramm.
Quote:
Bramm Helmsgold: Good stats and a defense buff makes him a welcome addition to the Dwarven Army, even if his 3 Life ensures Reckless Powerhouse won't see much use. B+
(figure used = Eldgrim)
Brawler 237:
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BRAWLER 237
UTGAR
SOULBORG
UNIQUE HERO
WARDEN
DAUNTLESS
LARGE 7
LIFE 3
MOVE 6
RANGE 1
ATTACK 3
DEFENSE 5
110 Points
OVERDRIVE
When Brawler 237 is destroyed, do not remove him from the battlefield until the end of the round. Brawler 237 is considered in play and may still move and attack while overdriving.
DOUBLE ATTACK
When Brawler 237 attacks, he may attack one additional time.
DEFENSIVE AGILITY
When Brawler 237 rolls defense dice against a normal attack from an adjacent figure, one shield will block all damage.
Quote:
Brawler 237: Not having to worry about engagements or wounds makes Brawler good while Overdriving, but its use depends on when in the round he is killed. B
Brutus:
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BRUTUS
VOLTHRAX
OGRE
UNIQUE HERO
LEADER
RUTHLESS
LARGE 7
LIFE 6
MOVE 5
RANGE 1
ATTACK 6
DEFENSE 3
140 Points
OGRE BATTLE CHARGE
At the start of each round in which you won initiative, after all order markers have been placed, you may move Brutus and all Ogre Thugs you control up to 3 spaces each. They must end their Ogre Battle Charge movement on an empty space. Figures move by Ogre Battle Charge will take any leaving engagement attacks.
TOUGH
When rolling defense dice against a normal attack, Brutus always adds one automatic shield to whatever is rolled.
Quote:
Brutus: His boost is certainly helpful in Ogre armies when the initiative is hot. In battle, he never seems to preform as well as his stats would suggest. B-
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:
Reginald: On My Command isn't exactly guaranteed Regiment Bonding, but pulling it off is really rewarding, even if repeated use is tricky. B+
Captain Sheldon:
Spoiler Alert!
Spoiler Alert!
CAPTAIN SHELDON
VOLTHRAX
HUMAN
UNIQUE HERO
PIRATE
RECKLESS
MEDIUM 4
LIFE 6
MOVE 5
RANGE 1
ATTACK 5
DEFENSE 1
60 Points
CURE SCURVY
Instead of attacking with Captain Sheldon, you may either remove one wound marker or one special marker such as Negation from Captain Sheldon's Army Card.
BARGE INTO BATTLE
After moving and before attacking, if Captain Sheldon ends his movement unengaged, you may choose an engaged small or medium friendly squad figure within 3 clear sight spaces whose base is no more than 2 levels higher or lower than the base of Captain Sheldon. Switch Captain Sheldon with the chosen squad figure. Figures moved by Barge into Battle never take any leaving engagement attacks.
Quote:
Sheldon: Barge Into Battle makes him the easiest to set up for Pirate Bonding, and 5 Attack makes him worth it, even if he probably won't be sticking around for too long. B+
Carcass Mutt:
Spoiler Alert!
Spoiler Alert!
CARCASS MUTT
RAGNAR
UNDEAD
COMMON HERO
SCAVENGER
WILD
SMALL 3
LIFE 1
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 2
20 Points
SCENT OF DEATH
Whenever a figure is destroyed by an attack, you may roll the 20-sided die. If you roll a 14 or higher, you may move a Carcass Mutt you control up to 6 spaces. Figures moved by Scent Of Death must end their move on an empty space, and must begin and remain unengaged throughout their move. You may only roll for Scent Of Death once per turn.
SCALE
When moving up or down levels of terrain, a Carcass Mutt may add 2 to its Height.
Quote:
Mutt: Moving up without wasting turns is great, but the enemy only needs one extra attack to spare to put down this Yeller. C+
(figure used = D&D Gravehound)
Casca:
Spoiler Alert!
Spoiler Alert!
CASCA
VOLTHRAX
OGRE
UNIQUE HERO
THUG
MERCILESS
LARGE 8
LIFE 6
MOVE 5
RANGE 1
ATTACK 5
DEFENSE 3
110 Points
WIDE SWING SPECIAL ATTACK
Range 1 Attack 5
Choose a figure to attack. Any figures adjacent to both Casca and the chosen figure are also affected by Wide Swing Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
OVERHEAD SWING SPECIAL ATTACK
Range Special Attack 5
Choose 2 spaces in a straight line from Casca that are on the same level as him. All figures on those spaces are affected by Overhead Swing Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
Quote:
Casca: Although his lack of Tough makes him the squishiest of Volthrax's Ogres, Casca can certainly do some damage when surrounded by enemies. B
Cetus:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
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.
LIFE 5
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 5
190 Points
FIRE LINE SPECIAL ATTACK
Range Special Attack 4
Choose 8 spaces in a straight line from Charax-Na. All figures on those spaces who are in line of sight are affected by Fire Line Special Attack. Roll 4 attack dice once for all figures. Each figure rolls defense dice separately.
FLYING
Standard Flying rules apply.
LAVA RESISTANT
Charax-Na never rolls for molten lava damage or lava field damage, and he does not have to stop on molten lava spaces.
Quote:
Charax-Na: Mimring sure is a lot better when he doesn't have lousy defense. A-
(figure used = Mimring)
Clockwork Titan:
Spoiler Alert!
Spoiler Alert!
CLOCKWORK TITAN
BRAGI
TITAN
UNIQUE HERO
CONSTRUCT
DAUNTLESS
LARGE 8
LIFE 8
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 3
180 Points
MULTI-ARM ATTACK
When Clockwork Titan attacks, it may attack 3 additional times. Reduce the number of additional times Clockwork Titan can attack by 1 for every 2 wound markers on its Army Card.
TRIPLE LASER SPECIAL ATTACK
Range 4+ Special Attack 4
Choose up to 3 figures to attack. You may also choose 3 spaces in a straight line from each of the targeted figures. All figures on those spaces are affected by Triple Laser Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Clockwork Titan cannot be affected by its own Triple Laser Special Attack. A single figure may be affected by Triple Laser Special Attack more than once. This attack can only be used once per game.
Quote:
Clockwork Titan: Difficult to move into position, but the fireworks show makes it all worth it. B
(figure used = Clockwork Reliquary)
Clyde Forthstrider:
Spoiler Alert!
Spoiler Alert!
CLYDE FORTHSTRIDER
FREJYA
HUMAN
UNIQUE HERO
WAYFARER
FEARLESS
MEDIUM 5
LIFE 4
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 4
100 Points
WAYFARER LEADER
After revealing an Order Marker on Clyde Forthstrider's Army Card, before taking his turn, you may take a turn with two other Wayfarers you control.
STAND TOGETHER
All friendly Wayfarers adjacent to Clyde Forthstrider roll one additional die when attacking or defending.
COMMANDER'S STRIKE
After moving and before attacking, you may choose any opponent's figure within 5 clear sight spaces that is engaged with any other figure you control. Roll the 20-sided die. If you roll a 15 or higher, the chosen figure receives 1 wound.
Quote:
Clyde Forthstrider: He's the glue that holds everything together for the Wayfarers, they live or die with him. I'm surprised, Frejya's Army can be solid. B
Commodore Beckburr:
Spoiler Alert!
Spoiler Alert!
COMMODORE BECKBURR
VOLTHRAX
HUMAN
UNIUQE HERO
PIRATE
DISCIPLINED
MEDIUM 5
LIFE 5
MOVE 5
RANGE 6
ATTACK 2
DEFENSE 3
120 Points
HUMAN PIRATE DEFENSE TRAINING 1
All Human Pirates you control, except Commodore Beckburr, roll one additional defense die when defending against normal adjacent attacks.
PIRATE ATTACK AURA
All friendly Pirates adjacent to Commodore Beckburr roll one additional die when attacking an adjacent figure.
Quote:
Beckburr: It hardly makes them Gladitrons, but the Melee Defense buff to Pirates helps them stay alive here or there. B
(figure used = Black Scorpion Pirate)
Comrade Braznyy:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
"CRUMMY" KURT RIENS
VOLTHRAX
HUMAN
UNIQUE HERO
OUTLAW
TRICKY
MEDIUM 5
LIFE 5
MOVE 5
RANGE 7
ATTACK 2
DEFENSE 3
65 Points
BRIBE
Before an opponent's figure within 5 clear sight spaces of "Crummy" Kurt Riens rolls the 20-sided die for a special power on an Army Card or Glyph, you may reveal an "X" Order Marker that is on this card and subtract 5 from the die roll.
QUICKDRAW SPECIAL ATTACK
Range 5 Attack 3
Whenever an opponent's figure attacks "Crummy" Kurt Riens with a normal attack and fails to inflict a wound, you may immediately attack that figure with Quickdraw Special Attack, if possible.
Quote:
Kurt Riens: Honestly it's the Defense of 3 that puts him above most other Cowboys. B
(figure used = Johnny Shotgun Sullivan)
Cunaxa Mercenaries:
Spoiler Alert!
Spoiler Alert!
CUNAXA MERCENARIES -4 man squad-
VOLTHRAX
HUMANS
COMMON SQUAD
MERCENARIES
FICKLE
MEDIUM 4
LIFE 1
MOVE 5
RANGE 1
ATTACK 3
DEFENSE 3
45 Points
FIT THE BILL
When drafting Cunaxa Mercenaries, you may change the personality on their card to anything for the duration of the game.
FAIR WEATHER FRIENDS
At the end of every round, roll the 20-sided die. If you have the same or fewer destroyed figures than your opponent, add 3 to your roll. If you roll a 4 or lower, the that opponent now controls the Cunaxa Mercenaries. Give this card (or cards if you have more than one Common Army Card) to that opponent.
Quote:
Cunaxa Mercenaries: Nice cheap 4-man squad to pad out your armies, but they're difficult to play all that boldly, knowing they could turn on you in a moment's notice and throw the whole game. C
D: Dark Servant:
Spoiler Alert!
Spoiler Alert!
DARK SERVANT
OZIRAEL
LEUZAN
COMMON HERO
CULTIST
DEVOUT
MEDIUM 4
LIFE 1
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 4
55 Points
FANATICAL RESOLVE
Once per turn, after attacking or defending with a Dark Servant you control, you may re-roll all dice that did not show skulls or shields. Fanatical Resolve may only be used once for each roll.
DARKNESS BOND
After revealing an Order Marker on a Dark Servant's Army Card, before taking that Dark Servant's turn, you may first take a turn with any Cultist Hero you control who follows Ozirael.
DISBAND
If you do not control at least one Unique Hero, all Dark Servants you control cannot use any other special powers on their Army Card.
Quote:
Dark Servant: You won't be making fun of Common Heroes again. A-
Death Drudge:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
DEEPWYRM BLACKSPAWN
UTGAR
DEEPDRAGON
COMMON HERO
WARRIOR
TRICKY
MEDIUM 5
LIFE 1
MOVE 6
RANGE 1
ATTACK 5
DEFENSE 5
30 Points
DROW DISGUISE
A deepwyrm Blackspawn does not start the game on the battlefield. Instead, whenever a Common Drow figure you control is destroyed by a normal attack, you may roll the 20-sided die. If you roll a 17 or higher, you may replace that Drow with one of your Deepwyrm Blackspawn, if possible. After placing that Blackspawn, you may move any unrevealed Order Markers from the Drow Army Card to this Army Card.
FRENZY
After you take a turn with a Deepwyrm Blackspawn, roll the 20-sided die. If you roll a 16 or higher, you may take another turn with a Blackspawn.
Quote:
Deepwyrm Blackspawn: Frenzy and strong stats are good, but truth be told it's just difficult to get one out onto the field at all given the Drow's weakness to Special Attacks. C+
Der Spinne Panzers:
Spoiler Alert!
Spoiler Alert!
DER SPINNE PANZERS
UTGAR
ARACHNIDS
COMMON SQUAD
CONSTRUCTS
MILITARISTIC
SMALL 3
LIFE 1
MOVE 4
RANGE 4
ATTACK 3
DEFENSE 4
100 Points
NAZI SPIDER STRATEGIC MOVEMENT
If no Der Spinne Panzers attacked this turn, you may move one Unique Nazi Arachnid Hero you control up to 6 spaces. The chosen Hero must begin and remain unengaged throughout its move.
AA TURRETS
Der Spinne Panzers roll 1 additional die when attacking a figure that has a height advantage on them and 2 additional dice when attacking a figure that has an extreme height advantage on them.
SCALE
When moving up or down levels of terrain, Der Spinne Panzers may add 2 to their height.
Quote:
Panzers: Low Move and Range value puts them at an inherent disadvantage, but once they're in the fray, they're nearly impossible to stop. A
Derelict:
Spoiler Alert!
Spoiler Alert!
DERELICT
VYDAR
WARFORGED
UNIQUE HERO
SAGE
TORMENTED
MEDIUM 4
LIFE 4
MOVE 5
RANGE 1
ATTACK 2
DEFENSE 2
110 Points
ACTIVATION SPECIAL ATTACK
Range 4 Attack Special
The Attack value of Activation Special Attack is equal to the combined Attack value of all figures adjacent to Derelict. After rolling for Activation Special Attack, destroy Derelict.
MAGIC SHIELD 18
After an opponent rolls skulls for a normal attack against a friendly figure within 4 clear sight spaces of Derelict, you may roll the 20-sided die. If you roll an 18 or higher, then that opponent must re-roll all skulls for that attack. Magic Shield 18 does not affect Derelict.
Quote:
Derelict: How good he actually is is up for debate. It's his intimidation factor that makes him dangerous. C
Derthkell Guardian:
Spoiler Alert!
Spoiler Alert!
DERTHKELL GUARDIAN
VALKRILL
UNDEAD
UNCOMMON HERO
GUARD
MENACING
MEDIUM 5
LIFE 5
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 3
100 Points
BLADED ASSAULT
When attacking, this Derthkell Guardian may either attack all opponent's figures adjacent to him or attack the same figure twice. Roll each attack separately.
SHRUG OFF
This Derthkell Guardian rolls one additional die when defending against a normal attack from a figure with an Attack Value of 3 or less.
Quote:
Derthkell Guardian: As long as he's picking on guys smaller than himself, he's something to behold. B+
(figure used = D&D Skeletal Tomb Guardian)
Derthkell Guards:
Spoiler Alert!
Spoiler Alert!
DERTHKELL GUARDS -2 man squad-
VALKRILL
UNDEAD
COMMON SQUAD
GUARDS
DISCIPLINED
MEDIUM 4
LIFE 1
MOVE 5
RANGE 1
ATTACK 2
DEFENSE 4
40 Points
DEADSOUL BONDING
Before taking a turn with the Derthkell Guards, you may first take a turn with any Undead Hero you control who follows Valkrill.
BALANCED STRIKES
When attacking, if your Derthkell Guard attacks the same figure that an Undead figure you control attacked since you last revealed a numbered Order Marker, add one attack die to that Derthkell Guard's attack.
Quote:
Derthkell Guards: Enormous array of bonding options, but their combat uses are somewhat limited. Good thing they're cheap. B
(figure used = D&D Warrior Skeleton)
Drevelec:
Spoiler Alert!
Spoiler Alert!
DREVELEC
UTGAR
DRACOLICH
UNIQUE HERO
CREATURE
TERRIFYING
LARGE 9
LIFE 6
MOVE 7
RANGE 4
ATTACK 4
DEFENSE 3
170 Points
DRACOLICH
Drevelec's Species is also Dragon and Undead.
SWOOP ATTACK 3
When attacking an adjacent figure that Drevelec was not adjacent to at the start of this turn, roll 3 additional attack dice. You may only use Swoop Attack when attacking a figure on a level lower than the level Drevelec began its turn on.
FLYING
Standard Flying rules apply.
Quote:
Drevelec: Great Shark unit with good stats, but once he gets bogged down, he's pretty much done. B
(figure used = D&D Dracolich)
E: Earper Snoops:
Spoiler Alert!
Spoiler Alert!
EARPER SNOOPS -3 man squad-
XENOTHEA
HUMANS
UNIQUE SQUAD
ASSASSINS
TRICKY
MEDIUM 4
LIFE 1
MOVE 6
RANGE 7
ATTACK 3
DEFENSE 3
100 Points
TAIL TARGET
At the start of the game, you may choose one Unique Hero your opponent controls to be the Earper Snoops' Target. For the rest of the game, after your opponent takes a turn with the chosen Hero, you may move the Earper Snoops up to 6 spaces. Earper Snoops must begin and remain unengaged throughout their move.
PRIORITY TARGET
Earper Snoops roll one additional die when attacking or defending against an opponent's most expensive figure (or figures if that opponent has more than one of that figure).
Quote:
Earper Snoops: Tail a high-activation hero and shoot up the enemy's priciest unit, these guys are pretty solid at taking down the big bads. B+
Emerald Scorpion Snipers:
Spoiler Alert!
Spoiler Alert!
EMERALD SCORPION SNIPERS -3 man squad-
ULLAR
ELVES
COMMON SQUAD
SNIPERS
PRECISE
MEDIUM 4
LIFE 1
MOVE 5
RANGE 5
ATTACK 2
DEFENSE 3
65 Points
HYPERPOWERED RIFLES
If an unengaged Emerald Scorpion Sniper did not move this turn, he may add 5 to his Range and 2 to his Attack when attacking a figure in a straight line from that Sniper or any other unengaged Emerald Scorpion Sniper you control that did not move this turn.
Quote:
Snipers: Very tricky to use properly, but they also make moving tricky for your opponent. Emiroon helps some. C
(figures used = Warhammer Eldar Rangers)
Epilzo The Kyrie Warrior:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
ETOR DEFTFEET
FREJYA
HUMAN
UNIQUE HERO
WAYFARER
TRICKY
MEDIUM 4
LIFE 3
MOVE 7
RANGE 5
ATTACK 2
DEFENSE 1
30 Points
WAYFARER'S PACT
After revealing an Order Marker on Etor Deftfeet's Army Card, before taking his turn, may may take a turn with one other Wayfarer you control.
LOOKOUT
All Wayfarers you control roll one additional die when attacking a figure within 7 clear sight spaces of Etor Deftfeet.
SCALE
When moving up or down levels of terrain, Etor Deftfeet may add 2 to his height.
Quote:
Etor: Fast and packing a solid Aura for the Wayfarers. Too bad he's probably the easiest Unique Hero to kill in the game. B
(figure used = Pathfinders Human Ranger)
Euphrates:
Spoiler Alert!
Spoiler Alert!
EUPHRATES
RAGNAR
RAKSHASA
UNIQUE HERO
WARRIOR
FEROCIOUS
MEDIUM 6
LIFE 6
MOVE 5
RANGE 1
ATTACK 2
DEFENSE 3
100 Points
INDOMITABLE
If Euphrates begins his turn unengaged, add 2 to his Move value this turn. If he begins his turn engaged, add 2 to his Attack value this turn.
MAUL
When rolling attack dice against a small or medium figure, if Euphrates rolls a skull on every die, the defending figure receives a wound for every skull, and cannot roll any defense dice.
Quote:
Euphrates: Cat's got no bite. D+
Evidus Rustgunners:
Spoiler Alert!
Spoiler Alert!
EVIDUS RUSTGUNNERS -4 man squad-
LUSELENE
SICARII
COMMON SQUAD
RUSTGUNNERS
RUTHLESS
MEDIUM 4
LIFE 1
MOVE 5
RANGE 4
ATTACK 3
DEFENSE 4
100 Points
COMBAT PROWESS
Evidus Rustgunners may move through all figures who are engaged with a friendly figure and never take leaving engagement attacks from figures engaged with friendly figures. Rustgunners may not be used for other Rustgunners' Combat Prowess.
Quote:
Rustgunners: Although their power is tricky to use, the Rustgunners' solid base stats are strong enough to more than make up for it. Luckily for your opponent, their low Range keeps them on the offensive most games. B+
(figures sued = Warhammer Infiltrators)
F: Fahim:
Spoiler Alert!
Spoiler Alert!
FAHIM
EINAR
HUMAN
UNIQUE HERO
CAPTAIN
PRECISE
MEDIUM 5
LIFE 5
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 3
80 Points
BATTLE TACT 8
After moving, if Fahim is unengaged, you may choose an opponent's figure within 8 clear sight spaces of Fahim and roll the 20-sided die. If you roll an 8 or higher, you may choose an order marker on that figure's Army Card (or cards if your opponent has more than one Common Army Card for that figure) and force your opponent to reveal that order marker until the end of your turn.
SWIFT STRIKE
Fahim may attack before moving instead of after moving.
Quote:
Fahim: Battle Tact is helpful here and there, but Fahim's true worth is that fact that he doesn't cost all that much. B
(figure used = Pathfinder Vraxeris)
Fanya Silvershield:
Spoiler Alert!
Spoiler Alert!
FANYA SILVERSHIELD
SIGYN
HUMAN
UNIQUE HERO
KNIGHT
VALIANT
MEDIUM 5
LIFE 5
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 5
125 Points
RESOLUTE ATTACK AURA
All friendly Resolute figures adjacent to Fanya Silvershield roll an additional attack die.
AVENGER MANEUVER
Whenever a friendly figure is destroyed by a normal or special attack, you may move Fanya Silvershield up to three spaces. Figures moved by Avenger Maneuver will take any leaving engagement attacks. Fanya may be moved by Avenger Maneuver only once per turn.
AVENGER LEADERSHIP
All figures you control, except Fanya Silvershield, move one additional space when moving with the Avenger Maneuver special power.
Quote:
Fanya: She's sturdy, and it's nice not having to waste turns moving her up. SotM Raelin is suddenly looking pretty good in Maiden Armies. B
Fasfus:
Spoiler Alert!
Spoiler Alert!
FASFUS
ULLAR
ELF
UNIQUE HERO
PRINCE
BOLD
MEDIUM 5
LIFE 7
MOVE 5
RANGE 1
ATTACK 5
DEFENSE 2
140 Points
RUNIC BLADE
Figures attacked by Fasfus may not add extra shields or roll extra dice by any special power on an Army Card or Glyph. Destructible Objects are not affected by Runic Blade.
SENTIENCE BOLT
After moving and before attacking, you may choose up to three small or medium figures within 5 clear sight spaces of Fasfus. Roll the 20-sided die for each figure. If you roll and 12 or higher, then every small or medium opponent's figure adjacent to the chosen figure receives a wound. Figures cannot receive more than one wound from Sentience Bolt. Fasfus may attempt to use this power only once per game.
Quote:
Fasfus: Runic Blade is useful, as is Royal Knight Bonding, but Sentience Bolt is where Fasfus' true use lies. The only problem is the 20-sided die. C+
Feylund Vanguard: Squad-4
Spoiler Alert!
Spoiler Alert!
FEYLUND VANGUARD -4 man squad-
ULLAR
ELVES
COMMON SQUAD
VANGUARD
RESOLUTE
MEDIUM 5
LIFE 1
MOVE 5
RANGE 1
ATTACK 3
DEFENSE 3
60 Points
FRONTLINE DEFENSE
Whenever a Feylund Vanguard is adjacent to any friendly Elf Hero, add 1 to the Defense value of that Hero and that Vanguard when defending against adjacent attacks. Figures cannot receive more than 1 extra Defense die from Frontline Defense.
AGGRESSIVE POSITIONING
Feylund Vanguard Soldiers roll an additional attack die when attacking figures engaged with at least one other Vanguard you control.
Quote:
Feylund Vanguard: A decent 4-man squad for the elves with some good boosts, provided you can put up with the obvious Order Marker headache. B-
Fire Tribe Apaches:
Spoiler Alert!
Spoiler Alert!
FIRE TRIBE APACHES
SIGYN
HUMANS
COMMON SQUAD
TRIBESMEN
FEARSOME
MEDIUM 4
LIFE 1
MOVE 6
RANGE 5
ATTACK 2
DEFENSE 2
75 Points
ADVANTAGEOUS CHARGE
If Order Marker 1 is on Fire Tribe Apaches' Army Card, they add 1 to their Move and Attack value that turn.
MELEE ATTACK 1
When attacking an adjacent figure with a normal attack, a Fire Tribe Apache Tribesman rolls an additional die.
Quote:
Apaches: It's nice to have such fast Ranged figures, but the Gorillanators are fast too, and you all know how they are. The Apaches are generally subpar when Advantageous Charge isn't active. B-
Fire Tribe Scouts:
Spoiler Alert!
Spoiler Alert!
FIRE TRIBE SCOUTS -2 man squad-
SIGYN
HUMANS
UNIQUE SQUAD
SCOUTS
TRICKY
MEDIUM 3
LIFE 1
MOVE 6
RANGE 5
ATTACK 2
DEFENSE 2
50 Points
WAIT THEN AIM
If none of the Fire Tribe Scouts move this turn, add 3 to their Range value.
STEALTH MASTERY
A Fire Tribe Scout rolls one additional defense die when standing on a Shadow Space or adjacent to a Jungle Brush or Tree.
TRIBESMAN ADVANCE 1
All friendly Tribesmen who start their turn adjacent to a Fire Tribe Scout may move 1 additional space.
Quote:
Scouts: They provide some nice boosts, and make for decent snipers, but a Unique 2 man squad with 2 Defense is never good, no matter how inexpensive they are. C
First Mate Lucy:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
FLESH GOLEM
ARITIMA
GOLEM
UNCOMMON HERO
CONSTRUCT
FEROCIOUS
LARGE 9
LIFE 8
MOVE 5
RANGE 1
ATTACK 5
DEFENSE 3
130 Points
DETERIORATING RESISTANCES
If there are fewer than 5 wound markers on this Flesh Golem's Army Card, then when this Flesh Golem defends against a normal attack, always add one automatic shield to whatever is rolled. If there are 5 or more wound markers on this Flesh Golem's Army Card, then when this Flesh Golem defends against a special attack, always add one automatic shield to whatever is rolled.
TENACITY
This Flesh Golem can never have special markers such as Negation placed on his card. This Flesh Golem's Move, Attack, and Defense values can never be reduced by special powers on an Army Card or Glyph.
Quote:
Flesh Golem: Even if he's incredibly difficult to take down without a special attack, he still only packs one punch per turn. B-
Flinn Bruckett:
Spoiler Alert!
Spoiler Alert!
FLINN BRUCKETT
FREJYA
HUMAN
UNIQUE HERO
CIVILIAN
STOUT
MEDIUM 4
LIFE 5
MOVE 5
RANGE 1
ATTACK 1
DEFENSE 1
20 Points
FAST LEARNER
Every time Flinn Bruckett destroys an opponent's figure, place a purple Experience Marker on this card. Flinn gains the following bonuses for every Experience Marker on his card:
1 or more: +1 Attack and Defense
2 or more: +1 Move
3 or more: +2 Attack and Defense
4 or more: After attacking, Flinn may attack one additional time.
5 Markers: Immediately remove all wound markers from this card, and Flinn adds 2 to his Life.
A maximum of 5 Experience Markers can be placed on this card.
Quote:
Flinn: The idea of getting Flinn powered up all the way is tempting to pursue, but chances are it just ain't gonna happen. C-
Framed Tucker:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
GEM ARDIZAW
FREJYA
HUMAN
UNIQUE HERO
WAYFARER
FICKLE
MEDIUM 5
LIFE 4
MOVE 5
RANGE 1
ATTACK 3
DEFENSE 1
30 Points
WAYFARER'S PACT
After revealing an Order Marker on Gem Ardizaw's Army Card, before taking his turn, you may take a turn with one other Wayfarer you control.
SPORADIC SPELL SPECIAL ATTACK
Range 5 Attack 3
Before rolling attack dice, you must roll the 20-sided die.
If you roll a 1-3, do not roll attack dice, and Gem Ardizaw receives a wound.
If you roll a 4-6, do not roll attack dice, and remove one wound marker from the defending figure's Army Card.
If you roll a 7-16, roll attack dice normally.
If you roll a 17 or higher, roll attack dice normally, and the defending figure cannot roll defense dice.
Quote:
Gem Ardizaw: Although he breaks the Frejya 2/2 Rule, Gem's got a decent SA. Even if he might blow up in his own face. C+
Gent Taskblade:
Spoiler Alert!
Spoiler Alert!
GENT TASKBLADE
FREJYA
HUMAN
UNIQUE HERO
WAYFARER
STOIC
MEDIUM 4
LIFE 5
MOVE 5
RANGE 1
ATTACK 2
DEFENSE 2
50 Points
WAYFARER'S PACT
After revealing an Order Marker on Gent Taskblade's Army Card, before taking his turn, you may take a turn with one other Wayfarer you control.
POWERHOUSE ATTACK
Gent Taskblade may roll 2 additional attack dice when making a normal attack. Powerhouse Attack may only be used once per round.
MELEE DEFENSE 2
When rolling defense dice against a normal attack from an adjacent figure, Gent Taskblade adds 2 to his defense dice.
Quote:
Gent Taskblade: A sturdy Melee fighter, without Gent the Wayfarers have no shield. B
(figure used = Pathfinders Watch Officer)
Gentle Gegley:
Spoiler Alert!
Spoiler Alert!
GENTLE GEGLEY
FREJYA
GIANT
UNIQUE HERO
CIVILIAN
MERCIFUL
HUGE 9
LIFE 10
MOVE 5
RANGE 1
ATTACK 2
DEFENSE 2
100 Points
SACRIFICIAL GUARD
Whenever a friendly small or medium figure adjacent to Gentle Gegley receives any wounds from a normal or special attack, you may instead place those wounds on this Army Card. If you do, that friendly figure may not attack or use any special powers, and will not take any leaving engagement attacks, until the end of that player's next turn.
Quote:
Gegley: Makes for a nice shelter for units that need some relief from ranged fire, provided you're willing to take the time to move him up at all. Even with 10 Life, he doesn't last as long as you'd think. B-
(figure used = Pathfinder Hill Giant Chief)
Goth Scourge:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
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.
LIFE 5
MOVE 4
RANGE 1
ATTACK 5
DEFENSE 5
140 Points
RICOCHET 15
If this Greater Steel Elemental is attacked by a nonadjacent figure and at least 1 skull is rolled, roll the 20-sided die. If you roll a 1-14, roll defense dice normally. If you roll a 15 or higher, this Greater steel Elemental takes no damage, and you must choose a figure within 4 clear sight spaces, if possible. That figure receives a wound.
STEEL BLOCKADE
Whenever a friendly figure adjacent to this Greater Steel Elemental is targeted for an attack from a nonadjacent opponent, count the minimum number of spaces between the friendly figure and the attacking figure. If this Greater Steel Elemental occupies one of the spaces, that figure must instead attack this Greater Steel Elemental, if possible.
Quote:
Steel Elemental: Makes for a pretty darn good riot shield, save for the abysmal Move value. B-
H: Heart-Of-Clubs-Harlequins:
Spoiler Alert!
Spoiler Alert!
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.
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:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
HELLRIOT CLOWNS -4 man squad-
YRSA
HUMANS
COMMON SQUAD
CLOWNS
INSANE
MEDIUM 6
LIFE 1
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 3
90 Points
SLAUGHTER IS THE BEST MEDICINE
Whenever a Hellriot Clown you control destroys the last figure of an opponent's Army Card with unrevealed Order Markers on it, you may take another turn with Hellriot Clowns.
SHRUG OFF
Hellriot Clowns roll one additional die when defending against a normal attack from a figure with an Attack Value of 3 or less.
BIG TOP 1
Hellriot Clowns roll one additional die when attacking a figure under an overhang.
Quote:
Hellriot Clowns: Pretty pricey, but once Slaughter Is The Best Medicine kicks in, the Hellriot Clowns are terrifyingly destructive. B
Hogung Cide:
Spoiler Alert!
Spoiler Alert!
HOGUNG CIDE
AQUILLA
MARIEDIAN
UNIQUE HERO
FIGHTER
RECKLESS
MEDIUM 5
LIFE 4
MOVE 6
RANGE 6
ATTACK 3
DEFENSE 3
70 Points
BRAVERY
Hogung Cide rolls an additional die when attacking or defending against Heroes whose point value is greater than his.
TUNNEL VISION
If Hogung Cide fails to destroy a figure with his normal attack, he cannot attack any other figure until his original target has been destroyed. If a figure is somehow removed from play without being destroyed, Hogung may target other figures again.
Quote:
Hogung Cide: Once Bravery kicks in, Hogung's a pretty good ranged figure for the cost. If he gets snagged with Tunnel Vision on a hard target, however, you can say goodbye. B-
(figure used = 8th Infantry Pathfinder)
Holler Of Chaos:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
HOLY ONES OF TETHRU -4 man squad-
JANDAR
APEPIANS
COMMON SQUAD
MONKS
DEVOUT
MEDIUM 4
LIFE 1
MOVE 5
RANGE 1
ATTACK 1
DEFENSE 3
80 Points
ENLIGHTENED MOVEMENT BONDING
Before taking a turn with the Holy Ones Of Tethru, you may first take a turn with up to 2 Paladin or Cleric Heroes you control. The chosen Heroes cannot attack during their turn.
DIE BY THE SWORD
When attacking with a Holy One Of Tethru, add half of the defending figure's Attack Value to that Holy One's Attack, rounding up.
Quote:
Holy Ones Of Tethru: A very strong counter to armies with high attack, the Holy Ones still struggle against most other 4 man squads. B
LIFE 6
MOVE 5
RANGE 4
ATTACK 3
DEFENSE 4
210 Points
RAGE BLIZZARD
Hurricane may attack again for each wound marker on his card up to a maximum of 4 additional attacks.
MONSOON
Before moving or attacking, Hurricane may use Monsoon. All small and medium figures adjacent to Hurricane must move 3 spaces away, ignoring elevation. Each figure is moved by the controlling player and may not move adjacent to Hurricane. Falling damage will apply. Monsoon may only be used once per round.
FLYING
Standard Flying rules apply.
Quote:
Hurricane: Krug + Fen Hydra. Any questions? A-
(figure used = Zelrig)
Hyousuke:
Spoiler Alert!
Spoiler Alert!
HYOUSUKE
XENOTHEA
HUMAN
UNIQUE HERO
NINJA
TRICKY
MEDIUM 4
LIFE 4
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 4
130 Points
UTILITY CHAIN
Once per turn, Hyousuke may use Utility Chain to use one of the following abilities:
Utility Chain Special Attack: Range 1 Attack 4: Utility Chain Special Attack affects all figures adjacent to Hyousuke. Roll attack dice one. Each figure rolls defense dice separately.
Reach: Hyousuke may add 3 to his Range number this turn.
Trip: Hyousuke may move through all figures he was engaged with at the start of his move, and those figures cannot take any leaving engagement attacks against Hyousuke this turn.
Bind: After moving and before attacking, choose a figure adjacent to Hyousuke and roll the 20-sided die. If you roll a 15 or higher, remove one unrevealed Order Marker on the chosen figure's Army Card.
Quote:
Hyousuke: He's got a bunch of cool tricks, but none of them can save him from his low Life value. B
(figure used = Pathfinder Reiko)
I: I.:
Spoiler Alert!
Spoiler Alert!
I.
TYRA
VALKYRIE
UNIQUE HERO
WARRIOR
MYSTERIOUS
LARGE 9
LIFE 4
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 2
200 Points
DESUMMON
After moving and before attacking, you may choose any figure within 7 clear sight spaces of I. Roll the 20-sided die. If you roll a 10 or higher, the controlling player must place the chosen figure back in its Start Zone. If that figure cannot be placed back in its Start Zone, destroy that figure. The chosen figure will take any leaving engagement attacks. If I. successfully Desummons a Squad figure, he may choose another figure and roll again for Desummon.
STEALTH FLYING
Standard Stealth Flying rules apply.
Quote:
I.: Possibly the swingiest figure in the game, I. with a ranged pod and a hot 20d can singlehandedly dominate the game. Or he could do nothing and die. C+
Ibis:
Spoiler Alert!
Spoiler Alert!
IBIS
JANDAR
APEPIAN
UNIQUE HERO
PALADIN
MERCILESS
MEDIUM 4
LIFE 6
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 3
140 Points
CONDEMN
Whenever an opponent's Unique Hero that is within 6 clear sight spaces of Ibis destroys a Common Squad figure you control who follows Jandar, you may place that Squad figure on that Hero's Army Card. Ibis rolls one additional die when attacking a Unique Hero for every 2 figures placed on their Army Card from Condemn, up to a maximum of +3 dice.
BANNER OF TETHRU
All opponent's figures within 6 clear sight spaces of Ibis cannot add extra skulls or roll extra dice by any special power on an Army Card or Glyph when attacking normally.
Quote:
Ibis: A strong counter against armies reliant on a single hero as well as armies that rely on attack boosts. For everything else, Ibis is still just another single-attacking Hero. B-
(figure used = Crocodile Games Harbinger of Thoth)
Icarus:
Spoiler Alert!
Spoiler Alert!
ICARUS
EINAR
RAPTORIAN
UNIQUE HERO
CAPTAIN
BOLD
MEDIUM 5
LIFE 5
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 3
90 Points
SWIFT SLASH
When attacking, Icarus may subtract 2 from his Attack value. If he does, he may attack again.
PURSUIT
Whenever a figure breaks engagement with Icarus, after that figure ends its movement, Icarus may immediately move up to 5 spaces.
STEALTH FLYING
Standard Stealth Flying rules apply.
Quote:
Icarus: Pursuit's cool, but who's running from someone this meh? C
Idol Of Klexkor:
Spoiler Alert!
Spoiler Alert!
IDOL OF KLEXKOR
HEKATIANE
IDOL
UNIQUE HERO
CONSTRUCT
MINDLESS
MEDIUM 3
LIFE 9
MOVE 0
RANGE 0
ATTACK 0
DEFENSE 0
110 Points
SUMMON THE ASPECT
When revealing an Order Marker on this Army Card, if there is already a revealed Order Marker on this card, then instead of taking a turn with the Idol Of Klexkor, you may remove it from the battlefield and replace it with the Aspect Of Klexkor. Move all Order Markers, Wound Markers, and special markers such as Negation from this Army Card to the Aspect Of Klexkor's Army Card and immediately take a turn with the Aspect Of Klexkor. At the end of the round, remove Aspect Of Klexkor from the battlefield, replace it with the Idol Of Klexkor, and move all wound and special markers back onto this card.
RESTORE ENERGY
At the end of your turn, remove one wound marker from this Army Card.
Quote:
Idol: Easily the worst figure in the game, an unprotected Idol can be felled in a single turn with some good attack rolls, not to mention the Order Markers it devours before you're allowed to bring out the Aspect. F
(figure used = Pathfinder Anghazan Idol
Ierio Thesh:
Spoiler Alert!
Spoiler Alert!
IERIO THESH
OZIRAEL
APEPIAN
UNIQUE HERO
DEITY
FEROCIOUS
MEDIUM 5
LIFE 6
MOVE 6
RANGE 1
ATTACK 5
DEFENSE 5
130 Points
OZIRAEL BLOODLUST
Ierio Thesh subtracts 1 from his Attack and defense value for every Army Card you control that does not follow Ozirael.
OVEREXTEND FRENZY
After taking a turn with Ierio Thesh, you must roll the 20-sided die. If you roll a 16 or higher, place a wound marker on this Army Card and take another turn with him.
GORGE
Whenever Ierio Thesh destroys a Unique figure, remove one wound marker from his card.
Quote:
Ierio Thesh: Killer stats in an all-Ozirael army, but unless you're fighting a lot of Uniques, he's not gonna last nearly as long as Siege would. B+
Illendrus:
Spoiler Alert!
Spoiler Alert!
ILLENDRUS
JANDAR
APEPIAN
UNIQUE HERO
CLERIC
INSPIRING
MEDIUM 4
LIFE 5
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 4
80 Points
MEDITATIVE DEFENSE AURA
After taking a turn with Illendrus, if he did not attack this turn, you may reveal an unrevealed "X" Order Marker that is on Illendrus' Army Card to activate Meditative Defense Aura for the duration of the round. While Meditative Defense Aura is active, Illendrus may not move or attack normally and subtracts 3 from his Defense value, and all friendly figures within 6 clear sight spaces of Illendrus roll one additional defense die. If Illendrus is moved by a special power on an Army Card or Glyph, Meditative Defense Aura will deactivate.
JAVELIN
After moving and before attacking, you may roll the 20-sided die. If you roll a 16 or higher, add 3 to Illendrus' Range Value for the duration of the turn.
Quote:
Illendrus: A decent beat stick alone for the price, Illendrus' true use is his aura, provided you can keep a good screen up. B+
(figure used = Crocodile Games Tethru Spearman)
Impact:
Spoiler Alert!
Spoiler Alert!
IMPACT
VYDAR
WARFORGED
UNIQUE HERO
SOLDIER
DAUNTLESS
MEDIUM 5
LIFE 4
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 3
110 Points
FIERCE PARRY
Whenever Impact successfully defends against an attack from an adjacent figure, you may move that figure and Impact one space. Figures moved by Fierce Parry never take leaving engagement attacks.
FIRST ASSAULT 2
When attacking with Impact, if the defending figure was not adjacent to Impact at the start of the turn, Impact receives 2 additional attack dice.
WARFORGED RESOLVE
When defending against a normal or special attack, Impact always adds one automatic shield to whatever is rolled.
Quote:
Impact: A better duelist than Valguard, but lack of bonding means he's best suited for 1-vs-1 encounters. B-
J: Jack Nicholson:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
JAKA HOREMHEB
OZIRAEL
APEPIAN
UNIQUE HERO
DEITY
FEARSOME
MEDIUM 6
LIFE 7
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 2
150 Points
SOUL SIPHON
Whenever Jaka Horemheb or any Apepian figure you control within 5 clear sight spaces of Jaka destroys a figure, you may roll the 20-sided die. If Jaka destroyed the figure, add 5 to your roll. If you roll a 16 or higher, remove one wound marker from Jaka's Army Card.
IMMOBILITY SPELL
After moving and instead of attacking, you may choose a Unique Hero within 5 clear sight spaces of Jaka Horemheb and reveal an "X" Order Marker that is on Jaka's Army Card to activate Immobility Spell for the duration of the round. While Immobility Spell is Active, Jaka and the chosen Hero may not move or attack normally. If Jaka or the chosen Hero are moved by a special power on an Army Card or Glyph while Immobility Spell is active, Immobility Spell will no longer affect both figures.
Quote:
Jaka Horemheb: Immobility Spell is pure evil against Heroes, but Jaka falls quickly to Squads. A-
James MacDirk:
Spoiler Alert!
Spoiler Alert!
JAMES MACDIRK
JANDAR
HUMAN
UNIQUE HERO
CHAMPION
DISCIPLINED
MEDIUM 5
LIFE 5
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 4
120 Points
HUMAN WARRIOR DEFENSE TRAINING 1
All Human Warriors you control roll one additional defense die when defending against normal adjacent attacks.
SURROUND TAKEDOWN
After attacking, if James MacDirk is engaged with at least 2 opponent's figures, he may attack one additional time.
Quote:
James MacDirk: He helps the MacDirks a bit--and he's a good Hero in his own right--just not enough. B-
(figure used = Pathfinder Hakon, Human Skald)
Jeckak:
Spoiler Alert!
Spoiler Alert!
JECKAK
VALKRILL
ORC
UNIQUE HERO
WARRIOR
WILD
MEDIUM 5
LIFE 5
MOVE 6
RANGE 1
ATTACK 5
DEFENSE 2
100 Points
ENDESS FEROCITY SPECIAL ATTACK
Range 1 Attack 3
If the defending figure is destroyed by Endless Ferocity Special Attack, you may attack again with Endless Ferocity Special Attack. Add 1 to the Attack value of Endless Ferocity Special Attack for each figure destroyed by Endless Ferocity Special Attack that turn.
DYING SWIPE
If Jeckak is attacked with a normal attack and receives enough wounds to be destroyed, roll 3 attack dice. For every skull rolled, you may inflict 1 wound on any figure adjacent to Jeckak. Figures affected cannot roll any defense dice and can receive more than 1 wound each. After using Dying Swipe, remove Jeckak from the battlefield.
Quote:
Jeckak: A suicide figure to be sure, but a decent one nonetheless. B+
(figure used = D&D Orc Barbarian)
Jeldaren:
Spoiler Alert!
Spoiler Alert!
JELDAREN
ARITIMA
HUMAN
UNIQUE HERO
DESERTER
BRILLIANT
MEDIUM 5
LIFE 7
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 3
120 Points
PLASMA CANNON SPECIAL ATTACK
Range 5 Attack 4
Small and Medium figures roll one less die when defending against Plasma Cannon Special Attack.
ADVANCED SCALING
When moving up or down levels of terrain, Jeldaren may add 2 to his Height, and every two levels moved up or down only count as one space.
DESTRUCTIBLE LIMBS
If Jeldaren has 4 or more wound markers on his Army Card, he cannot use his Plasma Cannon Special Attack. If Jeldaren has 6 or more wound markers on his Army Card, he cannot use his Advanced Scaling special power, and subtracts 4 from his move value.
Quote:
Jeldaren: A decent support unit packing a powerful SA, but Jeldaren falls apart under pressure. B-.
(figure used = Mage Knight Technoshocker)
Jungle Boar:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
KAORI
FREJYA
HUMAN
UNIQUE HERO
NINJA
MERCIFUL
MEDIUM 4
LIFE 1
MOVE 6
RANGE 1
ATTACK 2
DEFENSE 2
10 Points
FALSE SWIPE SPECIAL ATTACK
Range 1 Attack 5
Figures can never be destroyed by False Swipe Special Attack.
SUPER AGILITY
When defending against a normal attack, one shield will block all damage.
PHANTOM WALK
Kaori can move through all figures and is never attacked when leaving an engagement.
Quote:
Kaori: She's interesting for a 10 point ninja since you don't want to save her for last. False Swipe is a good way of buttering up enemy heroes for Kantono's other minions to take down. B
(figure used = Otonashi)
King Kenelm:
Spoiler Alert!
Spoiler Alert!
KING KENELM
JANDAR
HUMAN
UNIQUE HERO
KING
RESOLUTE
MEDIUM 5
LIFE 5
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 5
185 Points
LOYALTY ENHANCEMENT AURA
All friendly Loyal figures adjacent to King Kenelm add 1 to their Attack and Defense values.
KING'S SMITE
King Kenelm rolls 2 additional attack dice when attacking figures who follow Utgar or Valkrill.
MARK OF KENELM
After taking a turn with King Kenelm, you may choose one small or medium Knight you control adjacent to King Kenelm and take a turn with that figure. During the chosen figure's turn, that figure rolls 2 additional attack dice. Mark of Kenelm can only be used once per round.
Quote:
Kenelm: Although he is incredibly expensive, King Kenelm is quite the powerhouse. Mark of Kenelm alone can make a champion out of any Knight. B+
(figure used = Pathfinder King Irovetti)
Klammak:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
KLAST VILRATH
OZIRAEL
ICARIAN
UNIQUE HERO
CULTIST
MENACING
MEDIUM 6
LIFE 4
MOVE 5
RANGE 1
ATTACK 5
DEFENSE 4
120 Points
IMPALE 18
Whenever Klast Vilrath inflicts a wound on an opponent's figure with a normal attack, roll the 20-sided die. Add 2 to your roll if the affected figure is a Dragon. If you roll an 18 or higher, destroy that figure.
SHADOW ORB SPECIAL ATTACK
Range 4 Attack 4
If Klast Vilrath inflicts a wound with Shadow Orb Special Attack, you may choose a same-level space within 6 spaces of Klast. Place Klast on the chosen space. Klast will not take any leaving engagement attacks when moving with Shadow Orb Special Attack.
GHOST WALK
Klast Vilrath can move through all figures.
Quote:
Klast Vilrath: He's got the same problem as Kaemon: feels underpriced when alive too long, feels overpriced when dead too soon. B
(figure used = Anima Tactics High Arbiter Alastor)
Knights Sparier:
Spoiler Alert!
Spoiler Alert!
KNIGHTS SPARIER -4 man squad-
SIGYN
HUMANS
COMMON SQUAD
MECHKNIGHTS
DISCIPLINED
MEDIUM 4
LIFE 1
MOVE 4
RANGE 1
ATTACK 2
DEFENSE 5
110 Points
WRISTGAUGE SPECIAL ATTACK
Range 3 Attack 4
Only one Knights Sparier may use Wristgauge Special Attack in a single turn. Roll 2 less attack dice when attacking Large or Huge figures with Wristgauge Special Attack.
ATTACK FORMATION
A Knights Sparier adds 2 to his Attack when adjacent to at least 2 other friendly Knights Sparier.
Quote:
Knights Sparier: They're like slower but even stronger Knights of Blackgaard. Sheesh. A
(figures used = Warhammer 40K Grey Knights)
Kommandant Acht Beine:
Spoiler Alert!
Spoiler Alert!
KOMMANDANT ACHT BEINE
UTGAR
ARACHNID
UNIQUE HERO
NAZI
MILITARISTIC
LARGE 6
LIFE 8
MOVE 8
RANGE 1
ATTACK 6
DEFENSE 3
200 Points
WEB TRAP
Kommandant Acht Beine starts the game with 3 white Web markers on his Army Card. After moving and before attacking, you may place a Web marker on a same-level space adjacent to Kommandant Acht Beine. Whenever a non-Arachnid small or medium figure moves onto a space with a Web marker on it or onto a space adjacent to a space with a Web marker on it, they must end their movement there. Non-Arachnid figures cannot move through figures affected by a Web Trap. Figures standing on a space with a Web marker on it may roll the 20-sided die instead of attacking. If they roll a 9 or higher, they may remove that Web marker from the battlefield. When attacking a figure affected by Web Trap, all Arachnids you control roll one additional attack die.
Quote:
Kommandant: Despite his good stats, his best use seems to be off to the side, spinning traps around the chokepoints and glyphs he'll get to first. Surprisingly worth the expensive cost most of the time. B+
Kredo The Rigid:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
KREN YEVEN
SIGYN
DARNAN
UNIQUE HERO
CHAMPION
RECKLESS
MEDIUM 4
LIFE 6
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 2
50 Points
FIRST BLOOD
If Kren Yeven is the first figure to attack this game, he rolls 2 additional dice when making his first attack.
CHARGING ASSAULT
Kren Yeven may add 3 to his Move number as long as he is unengaged prior to moving. Kren Yeven must be able to move adjacent to an opponent's figure in order to use Charging Assault.
Quote:
Kren Yeven: He's fun to lob into the enemy's front lines to cause some ruckus, although your time might be better spent moving up your own forces. Probably best reserved for smaller games. C+
Krodha:
Spoiler Alert!
Spoiler Alert!
KRODHA
SIGYN
HUMAN
UNIQUE HERO
ROGUE
RECKLESS
MEDIUM 5
LIFE 6
MOVE 5
RANGE 1
ATTACK 5
DEFENSE 4
140 Points
SPEAR THROW SPECIAL ATTACK
Range 5 Attack 3
Roll one additional die when attacking Squad figures with Spear Throw Special Attack.
RECKLESS CLEAVE
When Krodha wounds a figure with a normal attack, if Krodha is adjacent to any Squad figures, you must choose one of them and that figure receives 1 wound.
TOUGH IT OUT
If Krodha has 4 or more wound markers on her Army Card, she adds 1 to her Attack and Defense values and is never attacked when leaving an engagement.
Quote:
Krodha: Strong and versatile, and Cleave is always good. Still, you might just find yourself missing Tandros' better survivability and Combat Challenge. A-
(figure used = Pathfinder Amiri)
Kyuss The Worm:
Spoiler Alert!
Spoiler Alert!
KYUSS THE WORM
OZIRAEL
LEUZAN
UNIQUE HERO
CULTIST
TERRIFYING
MEDIUM 5
LIFE 4
MOVE 5
RANGE 5
ATTACK 3
DEFENSE 4
110 Points
FESTERING AURA
After taking a turn with Kyuss The Worm, roll the 20-sided die for every opponent's figure adjacent to him. If you roll a 14 or higher, that figure receives a wound, and roll the 20-sided die again if that figure is not destroyed. If you roll a 16 or higher, you may also remove an unrevealed Order Marker at random from that figure's Army Card.
UNDERGROUND TUNNELING
Instead of moving normally with Kyuss The Worm, you may immediately place him on any empty non-water space that is within 4 spaces of Kyuss and is no higher than 1 level above his height or 4 levels below his base. Kyuss will not take any leaving engagement attacks when moving with Underground Tunneling.
Quote:
Kyuss: He ain't half-bad. I'd certainly take him over Kee-Mo-Shi any day of the week. B-
(figure used = D&D Disciple of Kyuss)
L: Laelia Moonrose:
Spoiler Alert!
Spoiler Alert!
LAELIA MOONROSE
EINAR
HUMAN
UNIQUE HERO
CLERIC
MERCIFUL
MEDIUM 5
LIFE 3
MOVE 5
RANGE 4
ATTACK 2
DEFENSE 3
60 Points
DEFENSE BARRIER 1
Laelia Moonrose starts the game with 1 blue Defense Marker on her Army Card. After moving and before attacking, you may move the Defense Marker onto another the Army Card of a Unique Hero within 6 clear sight spaces of Laelia. Any Unique Hero with a Defense Marker on their card adds 1 to their Defense Value. At the end of every round, return the Defense Marker to Laelia's Army Card.
CIRCLE SPELL 12
After moving and before attacking, Laelia Moonrose may use Circle Spell. Roll the 20-sided die. If you roll a 12 or higher, remove 1 wound marker from every friendly small or medium figure adjacent to Laelia.
(figure used = Jorhdawn)
Quote:
Laelia: Surprisingly good, provided you can keep her alive when she's without her Defense Marker. B
Lance the Legend:
Spoiler Alert!
Spoiler Alert!
LANCE THE LEGEND
VOLTHRAX
HUMAN
UNIQUE HERO
PIRATE
TRICKY
MEDIUM 5
LIFE 6
MOVE 6
RANGE 5
ATTACK 3
DEFENSE 3
110 Points
FREELANCER
After attacking, a player may reveal an "X" Order Marker that is on the Army Card of a figure within 5 clear sight spaces of Lance and roll the 20-sided die. If the player is an opponent, they subtract 5 from their roll. If the player rolls an 11 or higher, they may immediately take a turn with Lance. A player may not roll for Freelancer if they attacked Lance this turn.
CUTLASS 2
When attacking an adjacent figure, Lance rolls 2 additional attack dice.
PHANTOM WALK
Lance can move through all figures and is never attacked when leaving an engagement.
Quote:
Lance: He's the most solid Pirate Hero, but his backstabbing tendencies can blow up in your face in the most dire of situations. B
Lavrador Explorers:
Spoiler Alert!
Spoiler Alert!
LAVRADOR EXPLORERS -3 man squad-
BRAGI
HUMANS
COMMON SQUAD
EXPLORERS
FEARLESS
MEDIUM 5
LIFE 1
MOVE 5
RANGE 6
ATTACK 1
DEFENSE 3
50 Points
TRACK COMPANY
An unengaged Lavrador Explorer may add 2 to his Move number as long as he ends his move adjacent to a friendly Explorer.
PERCEIVED THREAT
A Lavrador Explorer rolls one additional die when attacking a figure who destroyed a friendly figure last turn.
Quote:
Explorers: They're cheap, fast, and have decent defense. It's the Attack of 1 that kills it. D+
(figures used = 4th Mass.)
Leep Viper:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
LEUTNAUT INFIZIEREN
UTGAR
ARACHNID
UNIQUE HERO
NAZI
MILITARISTIC
LARGE 4
LIFE 6
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 2
100 Points
DEADLY VENOM 13
Leutnaut Infizieren begins the game with three green Venom markers on his Army Card. whenever Leutnaut Infizieren wounds a Hero, roll the 20-sided die. If you roll a 13 or higher, place a Venom marker on that figure's Army Card. After your opponent reveals a numbered Order Marker, place a wound on that figure's Army Card while they still have the Venom marker on their Card. At the end of the round, return all Venom markers to this card.
SKITTERY MOVEMENT
Leutnaut Infizieren can move through all figures and is never considered to be engaged.
Quote:
Leutnaut: Although his bite can make any Hero waver, Leutnaut just can't measure up to Squads, or the other Nazi Spider Heroes for that matter. C+
M: Madori:
Spoiler Alert!
Spoiler Alert!
MADORI
XENOTHEA
HUMAN
UNIQUE HERO
NINJA
TRICKY
MEDIUM 5
LIFE 4
MOVE 6
RANGE 1
ATTACK 3
DEFENSE 4
100 Points
BLADE OF NEGATION
Madori starts the game with 3 brown Negation markers on her Army Card. Whenever Madori wounds a Unique figure, place a Negation marker on that figure's Army Card. All of that figure's special powers are negated for the entire game.
PHANTOM WALK
Madori may move through all figures and is never attacked when leaving an engagement.
Quote:
Madori: All it takes is one nick of that blade to infuriate your opponent. Unless all they have are Squads. Then you're the one being laughed at. B
(figure used = Mika Connor)
Maidens of Fusuna:
Spoiler Alert!
Spoiler Alert!
MAIDENS OF FUSUNA -3 man squad-
SIGYN
HUMANS
COMMON SQUAD
KNIGHTS
RESOLUTE
MEDIUM 5
LIFE 1
MOVE 6
RANGE 1
ATTACK 3
DEFENSE 4
75 Points
COUNTERATTACK
Whenever a Maiden of Fusuna is attacked with a normal attack and does not receive any wounds, that Maiden of Fusuna may immediately make a normal attack, if possible.
AVENGER MANEUVER
Whenever a friendly figure is destroyed by a normal or special attack, you may move one Maiden of Fusuna you control up to three spaces. Figures moved by Avenger Maneuver will take any leaving engagement attacks. A single Maiden of Fusuna may be moved by Avenger Maneuver only once per turn.
Quote:
Maidens of Fusuna: Knights may be cheaper, more numerous, and come with bonding. But rolling good defense in a melee scrap, few things are more ferocious than the Maidens. B+
(figures used = Pathfinders Gray Maidens, Seelah)
Malleblade Archons:
Spoiler Alert!
Spoiler Alert!
MALLEBLADE ARCHONS -4 man squad-
ARITIMA
ARCHONS
COMMON SQUAD
CONSTRUCTS
TRICKY
MEDIUM 5
LIFE 1
MOVE 5
RANGE 1
ATTACK 3
DEFENSE 3
60 Points
BATTLE ADAPTABILITY
At the start of the game, choose an opponent. Choose the Army Card they control with the highest Range, Attack, or Defense value in that player's army. All Malleblade Archons you control add to their Army Card stats depending on what value is the highest: Range: +2 Move Value
Attack: +1 Defense Value
Defense: +1 Attack Value
If there is not a single highest stat, you may choose which Value to increase. If all figures what that highest stat are destroyed, chose the next highest stat to use for Battle Adaptability.
Quote:
Archons: They're cheap, and they're guaranteed to be good at something, even if what they're good at is out of your hands. B+
Marro Sentries: Squad-2
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
MARRO SHIFTER
UTGAR
MARRO
UNCOMMON HERO
SHIFTER
TRICKY
MEDIUM 5
LIFE 3
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 4
60 Points
HIVE POSSESS
Whenever this Marro Shifter is destroyed by a normal or special attack, you may choose a small or medium Marro Squad figure you control within 5 clear sight spaces of this Marro Shifter and roll the 20-sided die. If you roll a 16 or higher, destroy the chosen Squad figure and replace that figure with this Marro Shifter. Remove all wound markers from this Marro Shifter.
PHASE RUSH
This Marro Shifter can move through all figures and is never attacked when leaving an engagement. After moving, roll the 20-sided die for each figure this Marro Shifter moved through this turn. If you roll a 17 or higher, that figure receives a wound. A figure cannot receive more than 1 wound from Phase Rush each turn.
Quote:
Marro Shifter: Being nice and inexpensive makes up for their inconsistent 20d powers. B
Master Disple:
Spoiler Alert!
Spoiler Alert!
MASTER DISPLE
ULLAR
HUMAN
UNIQUE HERO
MONK
DISCIPLINED
MEDIUM 5
LIFE 4
MOVE 6
RANGE 1
ATTACK 3
DEFENSE 4
100 Points
ADVANCED TRAINING
All Monks you control may move 1 additional space when using the Stealth Leap Special Power.
MASTERFUL ATTACK
When attacking, Master Disple may either attack all opponent's figures adjacent to him or attack the same figure twice. Roll each attack separately.
STEALTH LEAP
Standard Stealth Leap rules apply.
Quote:
Disple: The Shaolin Monks are still pretty bad, but the universal extra Stealth Leap move Disple grants them is their best buff yet. B
(figure used = Shaolin Monk)
Master Juan:
Spoiler Alert!
Spoiler Alert!
MASTER JUAN
AQUILLA
HUMAN
UNIQUE HERO
MONK
WILD
MEDIUM 5
LIFE 5
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 3
120 Points
KNOCKBACK KICK 11
When a small or medium figure is not destroyed by an attack from Master Juan, you may roll the 20-sided die. If you roll an 11 or higher, you may Knockback the figure by moving it 3 spaces away from Master Juan in a straight line. The figure must be on the same level or lower than its current location. A figure moved by Knockback Kick never takes any leaving engagement attacks. Falling damage will apply. If that figure ends adjacent to or stops in front of another figure, roll 4 attack dice once against both figures. Each Figure rolls defense dice separately.
MASTER'S ASSAULT
Master Juan may attack any or all figures adjacent to him. Roll each attack separately.
Quote:
Juan: His kick is difficult to set up, but it sure is cool to see it in action. B-
(figure used = Master Woo)
Mercalak:
Spoiler Alert!
Spoiler Alert!
MERCALAK
VALKRILL
ORC
UNIQUE HERO
CHAMPION
WILD
MEDIUM 5
LIFE 6
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 4
145 Points
ORC TASKMASTER
When choosing a Hero for the Death Chasers of Thesk's Taskmaster Bonding, you may change Mercalak's size to Large 5.
GLORY OF GRUUMSH
Before taking Mercalak's turn, you may reveal an "X" Order Marker on this Army Card to activate Glory of Gruumsh for the duration of the round. While Glory of Gruumsh is active, add 3 to Mercalak's Attack value and all Orcs you control, except Mercalak, subtract 1 from their Defense value. You cannot activate Glory of Gruumsh if Mercalak is the only Orc you control.
Quote:
Mercalak: Attack 7 is awesome. Ignore all your allies dying around you. It's awesome. A-
(figure used = D&D Orc Chieftain)
Mezzodemon Baeljer:
Spoiler Alert!
Spoiler Alert!
MEZZODEMON BAELJER
VALKRILL
DEMON
UNCOMMON HERO
CREATURE
FEROCIOUS
LARGE 7
LIFE 8
MOVE 5
RANGE 5
ATTACK 3
DEFENSE 2
110 Points
POISON CLOUD
When a Mezzodemon Baeljer attacks a Common figure, add 1 to its Attack value.
BOG SALVO
At the start of the game, place 3 green Bog markers on this Army Card. After moving and before attacking, you may choose a Unique Hero within 5 clear sight spaces from this Mezzodemon Baeljer and roll the 20-sided die. If you roll an 8 or higher, you may place a Bog Marker on that Hero's Army Card. A Unique Hero subtracts one from his Move Value for each Bog Marker on its Army Card. Mezzodemon Baeljers can never be affected by Bog Salvo.
Quote:
Baeljer: A few of these things should teach your opponent never to have an entire army focusing around one guy ever again. B-
Mimic:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
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.
LIFE 7
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 3
150 Points
TWO HEADS ARE BETTER THAN ONE
After attacking with this Myrekram Rider, if there are 3 or fewer wound markers on this Army Card, it may attack one additional time.
LUNGE ASSAULT 2
This Myrekram Rider rolls 2 additional dice when attacking a figure that was at least 4 spaces away from this Rider at the start of the turn. Lunge Assault 2 may be used only once per turn.
FLYING
Standard Flying rules apply.
Quote:
Myrekram Rider: Fast and hard hitting, but also expensive and quick to run out of steam. They're better than the Templars, at least. B
(figure used = Pathfinder Red Dragonkin Rider)
N: Nathalya Silvershield:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
NEW WORLD PRIVATEERS -4 man squad-
EINAR
HUMANS
COMMON SQUAD
PRIVATEERS
DISCIPLINED
MEDIUM 4
LIFE 1
MOVE 6
RANGE 5
ATTACK 2
DEFENSE 2
80 Points
CLOSE COMBAT 1
A New World Privateer rolls 1 additional die when attacking or defending against an adjacent figure.
PLUNDER
New World Privateers roll one additional die when attacking figures who are standing on a Glyph or carrying a Treasure Glyph.
FAST SWIMMERS
A New World Privateer does not have to stop when entering the first consecutive water space in his movement.
Quote:
Privateers: Although their powers can come in handy here or there, the Privateers are basically just an offensive version of the 4th Mass or Regiment, and that by default makes them worse. B
(figures used = Black Scorpion Privateers)
Nhah of the Inner Circle:
Spoiler Alert!
Spoiler Alert!
NHAH OF THE INNER CIRCLE
OZIRAEL
ICARIAN
UNIQUE HERO
CULTIST
TORMENTING
MEDIUM 5
LIFE 6
MOVE 5
RANGE 5
ATTACK 4
DEFENSE 4
195 Points
VOID SMITE 17
Instead of attacking, you may choose any figure within 5 clear sight spaces of Nhah of the Inner Circle and roll the 20-sided die. If the chosen figure is a Dragon or Squad figure, add 2 to your roll. If you roll a 17 or higher, destroy the chosen figure and all Squad figures adjacent to the chosen figure.
OZIRAEL DISENGAGEMENT
All figures you control who follow Ozirael are never attacked when leaving an engagement. If Nhah is destroyed, all figures you control who follow Ozirael automatically receive a wound when taking an engagement attack.
DISENGAGE
Nhah of the Inner Circle is never attacked when leaving an engagement.
Quote:
Nhah: Possesses quite the intimidation factor with that insta-kill, but otherwise not the best of the Inner Circle, unless you really want that Disengage! B
(figure used = Anima Tactics High Arbiter Aizen)
Nhah Scirh Elite:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
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.
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:
Spoiler Alert!
Spoiler Alert!
OCREN
VALKRILL
UNDEAD
UNIQUE HERO
NECROMANCER
TERRIFYING
MEDIUM 5
LIFE 6
MOVE 5
RANGE 6
ATTACK 4
DEFENSE 3
160 Points
BLOOD SACRIFICE
Whenever Ocren destroys a non-Undead figure with a normal attack, roll the 20-sided die. If you roll a 12 or higher, you may replace that figure with one of your previously destroyed Common Undead figures, if possible. If you roll a 20, you may instead replace that figure with a Unique Undead figure, if possible. If Ocren destroys a friendly or Unique figure, add 1 to your roll.
FLYING
Standard Flying rules apply.
Quote:
Ocren: Sonlen's a lot better when he can Fly, and rolling a 20 with Blood Sacrifice pretty much guarantees Ocren's worth, even if he is more costly than the best Undead Hero out there. A
(figure used = D&D Lich Necromancer)
Ogre Crusher:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
OGRE RAIDERS -2 man squad-
VOLTHRAX
OGRES
COMMON SQUAD
THUGS
WILD
LARGE 6
LIFE 1
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 3
80 Points
BEAT DOWN
Ogre Raiders roll one additional die when attacking small or medium Squad figures.
TOUGH
When rolling defense dice against a normal attack, Ogre Raiders always add one automatic shield to whatever is rolled.
PLUNDER
Ogre Raiders roll one additional die when attacking figures who are standing on a Glyph or carrying a Treasure Glyph.
Quote:
Ogre Raiders: Even if their Tough did work on Special Attacks, the Ogre Raiders would still suffer from too few activations. B-
(figures used = Pathfinder Ogre, Ogre Brute)
Ol' Yarsferd:
Spoiler Alert!
Spoiler Alert!
OL' YARSFERD
VOLTHRAX
HUMAN
UNIQUE HERO
PIRATE
FICKLE
MEDIUM 5
LIFE 4
MOVE 5
RANGE 1
ATTACK 2
DEFENSE 2
40 Points
MISFIRE SHOT SPECIAL ATTACK
Range 5 Attack 4
Choose a figure to attack and roll the 20-sided die. If you roll a 1-10, Misfire Shot Special Attack does not affect the chosen figure and you must choose a figure adjacent to the chosen figure to be affected by Misfire Shot Special Attack, if possible. Ol' Yarsferd can be affected by his own Misfire Shot Special Attack.
AGED WIT
Ol' Yarsferd is never attacked when leaving an engagement with a figure whose Point Value is equal to or lower than his.
Quote:
Yarsferd: He's cheap enough to put up with his sporadic returns. B-
Osamu:
Spoiler Alert!
Spoiler Alert!
OSAMU
EINAR
HUMAN
UNIQUE HERO
SAMURAI
DISCIPLINED
MEDIUM 5
LIFE 5
MOVE 6
RANGE 1
ATTACK 3
DEFENSE 4
120 Points
CRITICAL STRIKE 16
Before attacking with Osamu, you may roll the 20-sided die. If you roll a 16 or higher, then all skulls rolled for Osamu's attack count for one additional hit.
RUSHING COUNTERSTRIKE
Standard Counterstrike rules apply. If that figure is not adjacent, then Osamu may move two spaces for each excess shield rolled. If Osamu is engaged when he starts to Rush, he will take any leaving engagement attacks.
Quote:
Osamu: Critical Strike is really good albeit inconsistent, and Rushing Counterstrike gives him some edge against the dreaded ranged attacks. B+
(figure used = Izumi Samurai)
Owlbear:
Spoiler Alert!
Spoiler Alert!
OWLBEAR
ULLAR
OWLBEAR
UNCOMMON HERO
BEAST
FEROCIOUS
LARGE 8
LIFE 3
MOVE 6
RANGE 1
ATTACK 5
DEFENSE 4
90 Points
STRIKE AWAY
Either before moving or after attacking with this Owlbear, you may choose one small or medium figure adjacent to this Owlbear and move that figure one space. Figures moved by Strike Away will not take any leaving engagement attacks. Falling damage will apply for non-Flying figures.
TOUGH
When rolling defense dice against a normal attack, this Owlbear always adds one automatic shield to whatever is rolled.
Quote:
Owlbear: Not bad, but Special Attacks are common enough at this point. B
(figure used = D&D Owlbear)
Ozirael:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
PALLATON DARKRIVER
AQUILLA
HUMAN
UNIQUE HERO
TRIBESMAN
PRECISE
MEDIUM 4
LIFE 4
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 2
50 Points
SLEEP DART SPECIAL ATTACK
Range 6 Attack 2
If Pallaton Darkriver inflicts a wound with Sleep Dart Special Attack, remove one unrevealed Order Marker at random from that figure's Army Card (or cards if your opponent has more than one Common card for that figure).
CONCEALMENT 10
If Pallaton Darkriver is targeted and receives one or more wounds from an attacking figure who is not adjacent, you must roll the 20-sided die. Count the minimum number of spaces between the attacker and Pallaton. Add this number to your die roll. If you roll a 10 or higher, ignore any wounds Pallaton just received.
Quote:
Pallaton: His Sleep Dart can be difficult to wound with, but the reward of an automatic OM removal is powerful indeed. With 3 Indian Heroes starting to stack up, however, they're having to wait in line for deployment. C+
Patcher Pumpkinheads:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
PELCROS
XENOTHEA
HUMAN
UNIQUE HERO
PSYCHIC
TRICKY
MEDIUM 5
LIFE 7
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 1
100 Points
CORPSE CONTROL
Whenever Pelcros destroys a figure with a normal attack, before removing that figure from the battlefield, you may immediately take a turn with that figure. Corpse Control does not affect Psychics.
REFLECTIVE ATTACK 15
Whenever an enemy rolls a skull for a leaving engagement attack against Pelcros, you may roll the 20-sdied die. If you roll a 15 or higher, Pelcros does not receive a wound, and the attacking figure instead receives a wound.
GHOST WALK
Pelcros may move through all figures.
Quote:
Pelcros: I could see him causing some chaos against low-defense squads, but in 90% of the other scenarios, he just ain't worth the Order Marker. C-
(figure used = Kantono Diashi)
Peri The Kyrie Warrior:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
PROFESSOR LOMBOT
BRAGI
HUMAN
UNIQUE HERO
SCIENTIST
BRILLIANT
MEDIUM 4
LIFE 4
MOVE 5
RANGE 4
ATTACK 3
DEFENSE 3
60 Points
BREAKTHROUGH 20
When rolling for initiative, if there is at least one Order Marker on Professor Lombot's Army Card and you roll a 20 or higher, you may look at all of your opponent's Order Markers for the duration of the round.
UTILIZE WEAKNESS
After moving and before attacking with any figure you control, you may choose an opponent's figure within 4 clear sight spaces of Professor Lombot. Choose one of that figure's special powers and activate its effect for the duration of the turn. You may activate that special power's effect even if the requirements for activating that power are not fulfilled.
Quote:
Professor Lombot: Although he's sort of stuck as a counterdraft at best, he's surprisingly useful. B
(figure used = Pathifnder Brodert Quink)
Pryce Mercenaries:
Spoiler Alert!
Spoiler Alert!
PRYCE MERCENARIES -2 man squad-
VOLTHRAX
HUMANS
COMMON SQUAD
MERCENARIES
LOYAL
MEDIUM 5
LIFE 1
MOVE 5
RANGE 1
ATTACK 3
DEFENSE 3
65 Points
PAID LOYALTY BONDING
After revealing a numbered Order Marker on the Pryce Mercenaries, you may also revealed an unrevealed "X" Order Marker that is on this card. If you do, then before taking a turn with the Pryce Mercenaries, you may first take a turn with any Unique Hero you control.
MARCH MOVEMENT
After taking a turn with the Pryce Mercenaries, if they did not attack this turn, you may move up to 2 other Mercenaries you control up to 5 spaces. You may only use March Movement on turns in which you did not use Paid Loyalty.
Quote:
Pryce Mercenaries: Although Bonding with Cyprien and Major Q9 is pretty cool, the Mercenaries themselves are subpar at best. C
Puncture:
Spoiler Alert!
Spoiler Alert!
PUNCTURE
VYDAR
WARFORGED
UNIQUE HERO
ASSASSIN
DEFT
MEDIUM 5
LIFE 4
MOVE 6
RANGE 5
ATTACK 4
DEFENSE 3
90 Points
SPEED RELOADER
If Puncture wounds a figure with a normal nonadjacent attack, he may attack one additional time. Speed Reloader may only be used once per turn.
INFILTRATOR 3
If no player has revealed Order Marker 3, then Puncture has no hit zone.
Quote:
Puncture: A fast and powerful assassin, Puncture's high Attack and Speed Reloader makes him a deadly glass cannon, even if he's lacking the Range to keep him safe in battle. B+
(figure used = D&D Warforged Infiltrator)
Q: Quaitus D:
Spoiler Alert!
Spoiler Alert!
QUAITUS D
LUSELENE
SICARII
UNIQUE HERO
RUSTSTALKER
RUTHLESS
MEDIUM 4
LIFE 5
MOVE 4
RANGE 1
ATTACK 4
DEFENSE 4
140 Points
TRANSONIC BLADES
Figures attacked by Quaitus D may not add extra shield or roll extra dice by any special power on an Army Card or Glyph. Destructible Objects are not affected by Transonic Blades.
SILENT ATTACK 3
Quaitus D adds 3 to his Attack when attacking an opponent's figure who is not adjacent to any other opponent's figures.
STEALTH JETTISON 25
Before, during, or after moving, Quaitus D may use Stealth Jettison 25. Stealth Jettison has a move of 3. When counting spaces for leaping, ignore elevations. Quaitus may leap over water, over figures, and over obstacles. Quaitus may not leap more than 25 levels up or down in a single leap. Quaitus will not take any leaving engagement attacks when moving with Stealth Jettison. Stealth Jettison 25 may only be used once per turn.
Quote:
Quaitus D: High mobility and consistent attacks for 7 are good, but Quaitus lacks the range-dodging or multiple attacks that makes his minions so powerful. B-
(figure used = Warhammer Ruststalker)
Quamur:
Spoiler Alert!
Spoiler Alert!
QUAMUR
BRAGI
HALF-ELF
UNIQUE HERO
MAGUS
PRECISE
MEDIUM 5
LIFE 6
MOVE 6
RANGE 6
ATTACK 2
DEFENSE 2
105 Points
BOLT SPECIAL ATTACK
Range Special Attack 6
Choose a Construct figure within 6 clear sight spaces of Quamur. all figures adjacent to the chosen Construct are affected by Bolt Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
Quamur: He makes Constructs a lot more intimidating, just not any better. D+
(figure used = Pathfinder Seltyiel, Half-elf Magus)
Queen Ecterine:
Spoiler Alert!
Spoiler Alert!
QUEEN ECTERINE
JANDAR
HUMAN
UNIQUE HERO
QUEEN
FEARLESS
MEDIUM 4
LIFE 4
MOVE 5
RANGE 1
ATTACK 2
DEFENSE 2
85 Points
ESCORT AURA
All friendly Loyal figures adjacent to Queen Ecterine add 1 to their Defense value. Add 1 to Queen Ecterine's Defense value for every friendly Loyal figure adjacent to her, up to a maximum of +3.
MARTYR INFLUENCE
If Queen Ecterine is destroyed by an opponent's figure, all Loyal figures you control may add 1 to their Move and Attack values for the duration of the round, and you may add 10 to your next initiative roll.
Quote:
Ecterine: 85 points seems like a bit much at first glance, but she's quite useful to the Royal Guard Knights, or any Loyal figures for that matter. B
Quetzus Runners:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
REGINA TIFS
SIGYN
HUMAN
UNIQUE HERO
FIGHTER
RESOLUTE
MEDIUM 5
LIFE 5
MOVE 6
RANGE 1
ATTACK 3
DEFENSE 2
110 Points
PUMMEL SPECIAL ATTACK
Range 1 Attack 3
When Regina Tifs attacks with Pummel Special Attack, she may attack one additional time.
COUNTERATTACK
Whenever Regina Tifs is attacked and does not receive any wounds, Regina may immediately make a normal attack, if possible.
TOUGH
When rolling defense dice against a normal attack, Regina Tifs always adds one automatic shield to whatever is rolled.
Quote:
Regina: She's fantastic against melee and normal attackers. So is Major X17. B-
Renais Assassin:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
RETTUG GARGOYLES -3 man squad-
JANDAR
GARGOYLES
COMMON SQUAD
GUARDS
FEARSOME
SMALL 3
LIFE 1
MOVE 4
RANGE 1
ATTACK 3
DEFENSE 2
90 Points
SUPER ADVANTAGE
When attacking or defending with a height advantage, a Rettug Gargoyle rolls one additional die.
TOUGH
When rolling defense dice against a normal attack, Rettug Gargoyles always add one automatic shield to whatever is rolled.
FLYING
Standard Flying rules apply.
Quote:
Rettug Gargoyles: A solid new faction for Jandar, the Gargoyles are absolutely brutal on height. But as with all units with Tough, Special Attacks take them down pretty quickly. B
Ricel:
Spoiler Alert!
Spoiler Alert!
RICEL
BRAGI
HUMAN
UNIQUE HERO
ALCHEMIST
TRICKY
MEDIUM 5
LIFE 4
MOVE 5
RANGE 6
ATTACK 3
DEFENSE 4
130 Points
TRANSMUTE TERRAIN SPECIAL ATTACK
Range 4 Attack 3
Choose up to three figures to attack. Roll attack dice once for all figures. Each figure rolls defense dice separately. If all defending figures are on the same type of space, then those figures roll one less defense die against Transmute Terrain Special Attack.
TRANSMUTE ENEMY
After moving and before attacking, you may choose a Unique Hero your opponent controls within 6 clear sight spaces of Ricel. You may change either that figure's Species, Class, or Personality to whatever you like for the duration of the game. Transmute Enemy may only be used once per game.
Quote:
Ricel: He might look bland at a glance, but Ricel's Special Attack can do some serious damage with the right terrain. That and turning a Bonding Hero's Class to Buffoon makes Ricel a variable and disruptive Bragi Hero. B
(figure used = Pathfinder Damiel, Iconic Alchemist)
Romoe & Bowser:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
ROYAL GUARD KNIGHTS -4 man squad-
JANDAR
HUMANS
COMMON SQUAD
KNIGHTS
LOYAL
MEDIUM 5
LIFE 1
MOVE 5
RANGE 1
ATTACK 3
DEFENSE 3
65 Points
ROYALTY BONDING
Before taking a turn with the Royal Guard Knights, you may first take a turn with any small or medium King, Queen, or Prince Hero you control.
SWIFT AID
Any or all Royal Guard Knights may add 2 to their Move number as long as they are unengaged prior to moving. Royal Guard Knights must be able to move adjacent to a friendly King, Queen, or Prince Hero in order to use Swift Aid.
Quote:
Royal Guard Knights: They're quite speedy, but they absolutely need their Heroes' buffs to be worth it. B-
(figure used = Knights of Weston)
Rusec Amenhotep:
Spoiler Alert!
Spoiler Alert!
RUSEC AMENHOTEP
OZIRAEL
APEPIAN
UNIQUE HERO
DEITY
RUTHLESS
MEDIUM 5
LIFE 6
MOVE 5
RANGE 1
ATTACK 1
DEFENSE 3
120 Points
UNLEASHED FURY
Before moving, roll the 20-sided die.
If you roll a 1, destroy Rusec Amenhotep.
If you roll a 2-6, add 1 to the attack value of this card.
If you roll a 7-11, add 2 to the attack value of this card.
If you roll a 12-15, add 3 to the attack value of this card.
If you roll a 16-19, add 4 to the attack value of this card.
If you roll a 20, add 8 to the attack value of this card.
OVEREXTEND ATTACK
After taking a turn with Rusec Amenhotep, you may place a wound marker on Rusec and take another turn with him. You may use this power once during a round.
Quote:
Rusec Amenhotep: Pretty good, but believe me when I say that losing Rusec is much worse than losing one Anubian. B
S: Sacred Captain:
Spoiler Alert!
Spoiler Alert!
SACRED CAPTAIN
EINAR
HUMAN
UNCOMMON HERO
CAPTAIN
DISCIPLINED
MEDIUM 5
LIFE 4
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 4
110 Points
SACRED LOYALTY
For every Army Card of Sacred Band in your army, you may change a Sacred Captain's Class to Warlord.
SACRED BAND DEFENSE AURA
All Sacred Band adjacent to this Sacred Captain add 1 to their Defense value.
DEFIANT SUPREMACY
Whenever rolling the 20-sided die for a Warlord you control who follows Einar, you may add 1 to your roll for every Sacred Captain you control.
Quote:
Sacred Captain: An Uncommon Hero sure expands the Sacred Band's bonding choices. Otherwise, not so bad. B-
Sano Hayato:
Spoiler Alert!
Spoiler Alert!
SANO HAYATO
EINAR
HUMAN
UNIQUE HERO
SAMURAI
DISCIPLINED
MEDIUM 5
LIFE 4
MOVE 6
RANGE 1
ATTACK 3
DEFENSE 4
135 Points
ASTRA SPECIAL ATTACK
Range 1 Attack 3
When Sano Hayato attacks with Astra Special Attack, he may attack up to 4 additional times. Sano may attack the same or different figures. If Sano wounds a figure with Astra Special Attack, he may immediately move one space. Sano will take any leaving engagement attacks. You may only use this power once during a round.
COUNTERSTRIKE
When rolling defense dice against a normal attack from an adjacent figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai.
Quote:
Sano Hayato: Although Astra is epic, Sano is subpar for the price when it's spent. B-
(figure used = Pathfinders Hayato Nakayama)
Sapphire Devil:
Spoiler Alert!
Spoiler Alert!
SAPPHIRE DEVIL
UTGAR
KYRIE
UNCOMMON HERO
WARRIOR
WILD
MEDIUM 6
LIFE 3
MOVE 4
RANGE 1
ATTACK 2
DEFENSE 6
110 Points
OBLITERATING STRIKE
When attacking with a Sapphire Devil, all skulls rolled count for two additional hits.
FLYING
Standard Flying rules apply.
Quote:
Sapphire Devil: Heroes beware. B
(figure used = Minion of Utgar)
Scalron:
Spoiler Alert!
Spoiler Alert!
SCALRON
AQUILLA
DRAGONBORN
UNIQUE HERO
PALADIN
INSPIRING
MEDIUM 5
LIFE 6
MOVE 5
RANGE 1
ATTACK 5
DEFENSE 3
110 Points
FLING
At any point before, during, or after moving with Scalron, he may use Fling. To use Fling, choose a small or medium figure adjacent to Scalron and place him 2 spaces away on the opposite end of Scalron, ignoring elevations up to 10 spaces above the chosen figure's base. Figures moved by Fling do not receive leaving engagement attacks. Falling damage may apply to any non-Flying figures. Scalron may only use Fling once per turn.
CURE 12
After moving and before attacking Scalron may choose an adjacent friendly Hero and roll the 20-sided die. If you roll a 12 or higher, you may remove any special markers such as Negation from that Hero's Army Card.
Quote:
Scalron: Cure may have not be useful often, but 5 Attack and Fling ain't shabby. Bonding helps. C+
LIFE 6
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 5
230 Points
MAY OF DEATH SPECIAL ATTACK
Range 4 Attack 3
Choose up to three figures to attack. All affected figures subtract 1 from their defense dice. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. If Sephtis only attacks one figure with Maw Of Death Special Attack, that figure cannot roll any defense dice.
DARK WHISPERS
All Undead Wisps you control move one additional space.
FLYING
Standard Flying rules apply.
Quote:
Sephtis: Even at 230 points, he almost never fails to make back his point value. And even if he doesn't, there's always the chance Ocren could bring him back. A+
LIFE 6
MOVE 6
RANGE 1
ATTACK 5
DEFENSE 3
135 Points
SONIC DASH
Instead of moving normally, Serris may move 12 spaces in a straight line. If Serris moves 5 or more spaces and a figure or destructible object stops Serris' movement with Sonic Dash, Serris must attack that figure, if possible. When attacking with Sonic Dash, Serris adds 3 to its Attack value.
LURK IN WATER
Serris does not have to stop its movement when entering water spaces. Serris has no hit zone while on a water space.
RAPID STRIKE
After attacking with Serris, it may move up to 5 spaces. Serris never receives leaving engagement attacks while using Rapid Strike.
Quote:
Serris: Serris' lightning-fast speed gives it a lot of board control potential, but nothing some good Squads can't handle. B
(figure used = Wo-Sa-Ga)
"Shush" Slickshiv:
Spoiler Alert!
Spoiler Alert!
"SHUSH" SLICKSHIV
FREJYA
HUMAN
UNIQUE HERO
WAYFARER
DAUNTLESS
MEDIUM 4
LIFE 4
MOVE 6
RANGE 1
ATTACK 2
DEFENSE 2
40 Points
WAYFARER'S PACT
After revealing an Order Marker on "Shush" Slickshiv's Army Card, before taking his turn, you may take a turn with one other Wayfarer you control.
DISCREET
If "Shush" Slickshiv is adjacent to 3 or more small or medium figure, he has no hit zone.
SNEAK ATTACK 2
If "Shush" Slickshiv is attacking an opponent's figure that is adjacent to an opponent's figure that is adjacent to at least one other figure you control, add 2 dice to "Shush"'s attack.
Quote:
Shush Slickshiv: "Diet Darrak" can potentially dodge ranged attacks and packs consistent attacks of 4. B-
(figure used = Pathfinders Human Rogue)
Signifiers of Sigyn:
Spoiler Alert!
Spoiler Alert!
SIGNIFIERS OF SIGYN -2 man squad-
SIGYN
KYRIE
COMMON SQUAD
SIGNIFIERS
BOLD
MEDIUM 5
LIFE 1
MOVE 5
RANGE 1
ATTACK 3
DEFENSE 5
110 Points
TOMES OF GLORY
When a figure you control with a Range of 1 attacks normally, roll 1 additional die for every friendly Signifier of Sigyn adjacent to that figure.
SIGYN'S ORDERS
Instead of taking a turn with the Signifiers of Sigyn, you may take a turn with any Kyrie Warrior you control who follows Sigyn.
FLYING
Standard Flying rules apply.
Quote:
Signifiers: Being a 2-man squad makes them trickier to use than other Kyrie. But they sure work great with those Kyrie. B
(figures used = Mage Knight Quavon & Solonavi Domineer)
Skeletal Lancer:
Spoiler Alert!
Spoiler Alert!
SKELETAL LANCER
VALKRILL
UNDEAD
UNCOMMON HERO
RIDER
DISCIPLINED
LARGE 7
LIFE 3
MOVE 7
RANGE 1
ATTACK 3
DEFENSE 5
80 Points
GALLOPING CHARGE
This Skeletal Lancer receives 2 additional dice when attacking any figure that was at least 4 hexes away at the start of the turn.
BACK OFF
If this Skeletal Lancer defends against a normal adjacent attack and does not receive any wounds, you may immediately move this Skeletal Lancer up to 4 spaces. This Skeletal Lancer will not take any leaving engagement attacks when moving with Back Off.
Quote:
Skeletal Lancer: Although highly mobile and a good skirmisher, the Skeletal Lancer is still geared more towards killing Heroes than Squads. And his Derthkell Guards have a hard time keeping up with him. C
(figure used = D&D Skeletal Lancer)
Silidus:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
SIR CLAY
JANDAR
HUMAN
UNIQUE HERO
CHAMPION
VALIANT
MEDIUM 5
LIFE 7
MOVE 4
RANGE 1
ATTACK 4
DEFENSE 3
100 Points
TENACITY
Sir Clay can never have special markers such as Negation placed on his card. Sir Clay's Move, Attack, and Defense values can never be reduced by special powers on an Army Card or Glyph.
RECKLESS CLEAVE
When Sir Clay wounds a figure, if Sir Clay is adjacent to any Squad figures, you must choose one of them and that figure receives 1 wound.
Quote:
Sir Clay: Provided you don't Cleave your own Knights, Sir Clay is a good bonding option with high Life and good Attack. B+
(figure used = Sir Denrick)
Sir Vlad:
Spoiler Alert!
Spoiler Alert!
SIR VLAD
UTGAR
HUMAN
UNIQUE HERO
CHAMPION
RELENTLESS
MEDIUM 5
LIFE 6
MOVE 5
RANGE 1
ATTACK 4
DEFENSE 4
140 Points
KNIGHT LEADERSHIP
All Knights and Death Knights you control move one additional space.
SURGE AURA
All friendly Knights and Death Knights adjacent to Sir Vlad add one to their Attack and Defense value. Surge Aura may only be used on rounds in which you won initiative.
Quote:
Sir Vlad: He's compatible with Westons, Blackgaards, and Death Knights, and offers powerful boosts to all three, even if his Aura is inconsistent. A-
(figure used = Knight of Blackgaard)
Slisserk:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
SOBEK
RAGNAR
APEPIAN
UNIQUE HERO
DEITY
FEROCIOUS
LARGE 7
LIFE 5
MOVE 6
RANGE 1
ATTACK 5
DEFENSE 4
160 Points
RAVENOUS BLOODLUST
Before moving, Sobek must attack all adjacent Squad figures. Roll each attack definitely.
WATER MAUL
Any figure adjacent to or occupying a water or swamp water space rolls 2 less defense dice when attacked by Sobek.
AMPHIBIOUS
While Sobek is on a water space, add 2 to his Defense. If Sobek starts his turn on a water space, add 1 to his movement for that turn. Sobek does not have to stop his movement when entering a water space.
Quote:
Sobek: An absolute beast when fighting on his preferred turf, although his anti-squad capabilities make him useful on dry land too. A-
(figure used = Crocodile Games Harbinger of Sobek)
Solennel:
Spoiler Alert!
Spoiler Alert!
SOLENNEL
JANDAR
GARGOYLE
UNIQUE HERO
SENTINEL
FEARSOME
MEDIUM 6
LIFE 5
MOVE 4
RANGE 1
ATTACK 4
DEFENSE 5
130 Points
STONE TRANSFORMATION
If there are no revealed order markers on this Army Card, Solennel has no hit zone. If there is only one revealed order marker on this card, add 2 to Solennel's Move and Attack value.
HOLY VIGIL
All Demons and Undead within 6 clear sight spaces of Solennel subtract 1 from their Attack value.
FLYING
Standard Flying rules apply.
Quote:
Solennel: A sturdy hard-hitter with a decent anti-Undead aura, but his uses are generally limited to one activation per round. B
Spirit Husks Of Ahnend:
Spoiler Alert!
Spoiler Alert!
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.
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:
Spoiler Alert!
Spoiler Alert!
STICKS 'N' STONES BOYS -2 man squad-
YRSA
HUMANS
COMMON SQUAD
THUGS
RUTHLESS
MEDIUM 4
LIFE 1
MOVE 5
RANGE 1
ATTACK 3
DEFENSE 2
40 Points
ROGUE BONDING
Before taking a turn with the Sticks 'n' Stones Boys, you may first take a turn with any Rogue Hero you control.
GANG BEATDOWN
If the Hero chosen for the Sticks 'n' Stones Boys' Rogue Bonding wounded a figure during its turn, all Sticks 'n' Stones Boys you control roll one additional die for every wound marker on that figure's Army Card when attacking that same figure this turn, up to a maximum of +2 dice.
Quote:
Sticks 'n' Stones Boys: Rogues appreciate the cheap bonding option, but 2 Defense means their offensive output isn't bound to last long. C
(figures used = Pathfinder Tooth Gang Knifer & Brute)
Stonebeasts Of Arctorus:
Spoiler Alert!
Spoiler Alert!
STONEBEASTS OF ARCTORUS -4 man squad-
MINOTAURS
UNIQUE SQUAD
CONSTRUCTS
FICKLE
MEDIUM 5
LIFE 1
MOVE 6
RANGE 1
ATTACK 5
DEFENSE 6
110 Points
STATURE REANIMATION
Only 1 Order Marker can be placed on this Army Card at the start of the round.
Quote:
Stonebeasts: As long as you've got backup, the Stonebeasts can do some damage on their one activation per round. B
Surazal of the Inner Circle:
Spoiler Alert!
Spoiler Alert!
SURAZAL OF THE INNER CIRCLE
OZIRAEL
LEUZAN
UNIQUE HERO
CULTIST
MANIPULATIVE
MEDIUM 5
LIFE 7
MOVE 5
RANGE 4
ATTACK 5
DEFENSE 3
185 Points
FIRE CIRCLE SPECIAL ATTACK
Range 1 Attack 4
All small or medium figures adjacent to Surazal are also affected by Fire Circle Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
OZIRAEL LEADERSHIP
All figures you control who follow Ozirael, except Surazal, move one additional space. If Surazal is destroyed, all figures you control who follow Ozirael move one less space.
CULT CONTROL
After revealing an order marker on Surazal, after taking Surazal's turn, you may move and attack with up to two Common figures you control who follow Ozirael. Figures must be within 6 clear sight spaces of Surazal before moving.
Quote:
Surazal: Decent toolkit and nice boost to movement, not-so-hot on the survivability. And you know how that goes with these Inner Circle guys. B+
(figure used = Anima Tactics The Colonel)
Sylvis:
Spoiler Alert!
Spoiler Alert!
SYLVIS
ULLAR
ELF
UNIQUE HERO
VANGUARD
RESOLUTE
MEDIUM 5
LIFE 6
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 3
120 Points
QUICK COMMAND
After moving and before attacking with Sylvis, you may first attack with all small or medium Elf Squad figures with a Range of 1 adjacent to Sylvis. You may only use Quick Command if Sylvis moved at least 1 space this turn.
UNYIELDING DUEL
If Sylvis inflicts a wound on a figure, that figure rolls 1 less Attack and Defense die until the end of your next turn.
Quote:
Sylvis: Although Quick Command is be tricky to use, Sylvis himself can still hold his own in battle. B
T: Tess Pearlsoul:
Spoiler Alert!
Spoiler Alert!
TESS PEARLSOUL
FREJYA
HUMAN
UNIQUE HERO
WAYFARER
BOLD
MEDIUM 4
LIFE 4
MOVE 5
RANGE 1
ATTACK 1
DEFENSE 2
40 Points
WAYFARER'S PACT
After revealing an Order Marker on Tess Pearlsoul's Army Card, before taking her turn, you may take a turn with one other Wayfarer you control.
SHOCKING GRASP
When rolling attack dice for a normal attack, Tess Pearlsoul always add 1 automatic skull to whatever is rolled.
QUICK HEAL
After moving and before attack, you may choose one friendly wounded Hero figure within 4 clear sight spaces of Tess Pearlsoul and roll the 20s-died die. If you roll a 9 or higher, you may remove one wound marker from that Hero's Army Card.
Quote:
Tess Pearlsoul: The cheapest Healer in the game, Tess is a must if you want the Wayfarers to last. B-
(figure used = Pathfinders Half-Elf Cleric)
Thesk Orc Archers:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
THESK SCOUT
VALKRILL
ORC
COMMON HERO
HUNTER
TRICKY
MEDIUM 5
LIFE 1
MOVE 5
RANGE 6
ATTACK 3
DEFENSE 3
30 Points
AMBUSH
A Thesk Scout rolls one additional die when attacking a figure with no Order Markers on its Army Card.
COORDINATE SHOTS
If no Thesk Scouts moved this turn, then you may attack with up to 2 Thesk Scouts you control.
ORC BATTLE MANEUVER
At the start of every round, after all Order Markers have been placed, you may move all Thesk Scouts you control up to 3 spaces each. They must end their Orc Battle Maneuver on an empty space. Figures moved by Orc Battle Maneuver will take any leaving engagement attacks.
Quote:
Thesk Scout: Better stats than the squad, but simply too slow on the setup. C-
(figure used = D&D Orc Archer)
Tirrus:
Spoiler Alert!
Spoiler Alert!
TIRRUS
HEKATIANE
SERAPH
UNIQUE HERO
ROGUE
NIHILIST
MEDIUM 4
LIFE 7
MOVE 6
RANGE 1
ATTACK 7
DEFENSE 3
120 Points
TOLL OF HERESY
After attacking normally with Tirrus, place a wound marker on her Army Card.
BLOODBATH DRIVE
If Tirrus destroys a Common figure with her normal attack, she may attack again.
Quote:
Tirrus: She always fizzles out before you've had your fill of fun. Bring a healer, or just save up for Xezbeth. C+
(figure used = Pathfinder Nualia)
Tomb Skeleton Infantry:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
TREASURE DRAKE
VOLTHRAX
WYRM
UNCOMMON HERO
HOARDER
GREEDY
LARGE 6
LIFE 5
MOVE 6
RANGE 5
ATTACK 3
DEFENSE 4
130 Points
ZEALOUS GUARD
Add 1 to this Treasure Drake's Attack value for each Glyph and Treasure Glyph within 4 spaces of it, up to a maximum of +3 dice. A Treasure Drake can never pick up any Treasure Glyphs.
FLYING
Standar Flying rules apply.
Quote:
Treasure Drake: Seems gimmicky at first, but actually pretty good at nabbing important glyphs and keeping them safe. B
(figure used = Othkurik)
Twuns:
Spoiler Alert!
Spoiler Alert!
TWUNS -2 man squad-
HEKATIANE
TWUNS
COMMON SQUAD
CONSTRUCTS
MINDLESS
MEDIUM 5
LIFE 1
MOVE 6
RANGE 1
ATTACK 2
DEFENSE 5
55 Points
BALANCED BLOWS
When attacking, if your second Twun attacks the same figure as the first Twun, add one attack die to the second Twun's attack.
LEVEL STABILITY
Two adjacent Twuns on the same level add one to their Attack and Defense value.
HORDE ATTACK
You may attack with any 2 Twuns you control, even Twuns that did not move this turn.
VITAL PARITY
After taking a turn with Twuns, destroy all Twuns you control who are not adjacent to at least one other Twun you control.
Quote:
Twuns: Powerful, but 2 man squads are at an innate disadvantage, especially the ones that die out after one of them goes. B-
(figure used = Pathfinder Wraith)
U: Ulethor the Kyrie Warrior:
Spoiler Alert!
Spoiler Alert!
ULETHOR THE KYRIE WARRIOR
SIGYN
KYRIE
UNIQUE HERO
WARRIOR
FEARLESS
MEDIUM 5
LIFE 4
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 4
120 Points
GLORY AURA 2
All figures within 4 clear sight spaces of Ulethor with a Range of 1 add 2 dice to their normal attack. Glory Aura 2 does not affect Ulethor.
FLYING
Standard Flying rules apply.
Quote:
Ulethor: The absolute chaos he brings to melee fights is good fun, but it goes both ways, and good fun doesn't necessarily translate to victory. B-
(figure used = Mage Knight Lord Varatrix)
Undead Cavalry:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
USTAROF
HEKATIANE
LEUZAN
UNIQUE HERO
WIZARD
MANIPULATIVE
MEDIUM 6
LIFE 5
MOVE 5
RANGE 6
ATTACK 3
DEFENSE 2
90 Points
BLOOD BALANCE
Instead of attacking, you may choose two Unique Heroes who are both within 6 clear sight spaces of Ustarof. Remove all wound markers from both Heroes' Army Cards and then redistribute them evenly between both Army Cards, even if this would destroy that Hero. If there is an uneven number of wound markers, remove one of them before redistributing. Ustarof may not use Blood Balance on himself.
EQUILIBRIUM 6
Before attacking, you may choose one friendly Squad figure and one opponent's Squad figure who are both within 6 clear sight spaces of Ustarof. Roll the 20-sided die. If you roll a 6 or higher, destroy both Squad figures.
Quote:
Ustarof: He's hard to use. C
(figure used = Pathfinder Cruel Conjurer)
V: Vamp Swarm:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
VEL-RA-XI
UTGAR
MARRO
UNIQUE HERO
WARLORD
MENACING
LARGE 5
LIFE 6
MOVE 7
RANGE 1
ATTACK 5
DEFENSE 4
190 Points
MARRO PACK ENHANCEMENT
All friendly Marro and Wilsinu Hunters within 4 clear sight spaces of Vel-Ra-Xi add 1 to their attack defense dice.
SCATTER THE WEAK
All Small and Medium Squad figures within 4 clear sight spaces of Vel-Ra-Xi subtract 1 from their attack and defense dice. Marro and Wilsinu are not affected by Scatter the Weak.
Quote:
Vel-Ra-Xi: A serious boost to the Drudge, Hounds, and Groks, and a force to be reckoned with himself. If he wasn't so dang expensive with the Groks, Vel-Ra-Xi would be a definite A+. A
(figure used = Grok Rider)
Village Defenders:
Spoiler Alert!
Spoiler Alert!
VILLAGE DEFENDERS -4 man squad-
FREJYA
HUMANS
COMMON SQUAD
CIVILIANS
STOUT
MEDIUM 4
LIFE 1
MOVE 5
RANGE 1
ATTACK 2
DEFENSE 1
40 Points
GUERRILLA TACTICS
After taking a turn with the Village Defenders, for each Village Defender you control that attacked this turn, you may move any Civilian figure you control that did not attack this turn up to 3 spaces. A Civilian figure may only be moved by Guerrilla Tactics once per turn.
MOB ATTACK
When attacking with a Village Defender you control, if the defending figure is engaged with at least 2 other Village Defenders you control, it subtracts 2 from its defense dice.
Quote:
Village Defenders: Guerrilla Tactics works better with a 4-man Squad. The Defenders are like Ashigaru Yari if they didn't need Kato. C+
Vilvaas:
Spoiler Alert!
Spoiler Alert!
VILVAAS
VALKRILL
UNDEAD
UNIQUE HERO
MAGUS
TERRIFYING
MEDIUM 5
LIFE 5
MOVE 5
RANGE 5
ATTACK 2
DEFENSE 2
130 Points
AURA
Vilvaas begins the game with one Orange Aura Marker on his Army Card. While the Aura Marker is on this Army Card, Vilvaas cannot receive any wounds, his Move, Attack, and Defense values cannot be reduced, and no other Special Markers can be placed on his card. At any point, if Vilvaas would receive 2 or more wounds, remove the Aura Marker from this Army Card. At the end of the round, if the Aura Marker is not on this Army Card, place it back onto this card.
UNDEATH BOLT SPECIAL ATTACK
Range Special Attack 3
Choose up to three figures to attack who are within 3 clear sight spaces in a straight line from Vilvaas' base. roll attack dice once for all figures. Each figure rolls defense dice separately.
Quote:
Vilvaas: A little matchup dependent for a 130-point figure, but Vilvaas can still be quite the nuisance regardless. C+
(Figure used = D&D Lich)
Vrimsen:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
WAFIYY MILITANTS -3 man squad-
OZIRAEL
HUMANS
COMMON SQUAD
SOLDIERS
LOYAL
MEDIUM 4
LIFE 1
MOVE 5
RANGE 5
ATTACK 3
DEFENSE 2
70 Points
MELEE ATTACK 1
When attacking an adjacent figure, a Wafiyy Militant rolls one additional attack die.
DYING SHOT
When a Wafiyy Militant is attacked with a normal attack and receives enough wounds to be destroyed, roll the 20-sided die. If you roll a 16 or higher, you may attack with that Militant before removing him from the battlefield.
Quote:
Wafiyy Militants: A version of the Stingers with more consistent attack bonuses but lower defense. If you're the guy who almost always goes for the Drain, you'll prefer these. A-
Wafiyy Rocketeer:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
WARGODS OF CROCIS -4 man squad-
RAGNAR
APEPIANS
COMMON SQUAD
WARRIORS
FEARSOME
MEDIUM 4
LIFE 1
MOVE 6
RANGE 1
ATTACK 2
DEFENSE 4
90 Points
RUNNING SMASH
When attacking with a Wargod of Crocis, if the defending figure was not adjacent to that Wargod at the start of the turn, then all skulls rolled for that Wargod's attack count as one additional hit.
PUSHBACK 14
When a small or medium figure rolls defense dice and is not destroyed by an attack from a Wargod of Crocis, immediately roll the 20-sided die. If you roll a 14 or higher, you may Pushback that figure by moving it 2 spaces in a straight line away from that Wargod. The space must be on the same level or lower than its current location. A figure moved by Pushback never takes any leaving engagement attacks. Falling damage will apply for non-flying figures. A single figure may only be moved by Pushback 14 once per turn.
Quote:
Wargods of Crocis: On the move they pack some punch, but they get bogged down easily. Minions are more persistent and more consistent. Hey, that rhymes! B
(figures used = Crocodile Games Sebeki Warriors)
Warforged Phalanx:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
WESTON ARCHERS -3 man squad-
JANDAR
HUMAN
COMMON SQUAD
KNIGHTS
VALIANT
MEDIUM 5
LIFE 1
MOVE 5
RANGE 6
ATTACK 1
DEFENSE 2
45 Points
ARC ARROWS SPECIAL ATTACK
Range 6 Lob 15 Attack 3
Three unengaged adjacent Weston Archers on the same level may combine their attacks to use Arc Arrows Special Attack. Choose a nonadjacent figure to attack. No clear line of sight is needed. Any figures adjacent to the chosen figure are also affected by Arc Arrows Special Attack. Each figure rolls defense dice separately.
ARCHER SIGHTING
When a Weston Archer is attacking with a height advantage, he rolls an additional attack die.
Quote:
Weston Archers: Just like the Romans they're based on, the poor base stats keeps them from being all that great. D+
(figures used = Roman Archers)
Whispers of Sephtis:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
WILD HUNT
AQUILLA
HUMAN
UNIQUE HERO
TRIBESMAN
FEARSOME
MEDIUM 5
LIFE 5
MOVE 6
RANGE 5
ATTACK 4
DEFENSE 1
30 Points
THROWING HATCHET
If Wild Hunt fails to destroy a figure with a nonadjacent attack, Wild Hunt's Range Value is permanently reduced to 1 for the duration of the game.
Quote:
Wild Hunt: He's fun while he lasts. B
(figure used = Brave Arrow)
Wind Eye:
Spoiler Alert!
Spoiler Alert!
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.
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:
Spoiler Alert!
Spoiler Alert!
XEZBETH OF THE INNER CIRCLE
OZIRAEL
SERAPH
UNIQUE HERO
CULTIST
NIHILIST
MEDIUM 5
LIFE 7
MOVE 5
RANGE 1
ATTACK 5
DEFENSE 5
195 Points
HARBINGER
Whenever attacking a Squad figure or a Hero with 3 or more wound markers on their Army Card, Xezbeth rolls 4 additional attack dice.
TERROR STRIKE
Whenever Xezbeth destroys a figure, every figure adjacent to Xezbeth receives a wound.
CHAOS AURA
All friendly figures within 6 clear sight spaces of Xezbeth subtract 1 from their Attack Defense value. If there is not a friendly figure within 6 clear sight spaces of Xezbeth, subtract 2 from Xezbeth's Attack and Defense Value.
Quote:
Xezbeth: He's more intimidating than he is actually all that good, considering what he does to the rest of your army. Dark Servant bonding is pretty useful, however. B+
(figure used = Anima Tactics Dark Cheshire)
XI Legion War Elephant:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
YASHBUCKLER FOREMAN
VOLTHRAX
HUMANS
UNCOMMON HERO
PIRATE
WILD
MEDIUM 5
LIFE 4
MOVE 6
RANGE 5
ATTACK 2
DEFENSE 2
60 Points
CUTLASS 2
Whenever attacking an adjacent figure, this Yashbuckler Foreman rolls 2 additional dice.
PIRATE DEFENSE ENHANCEMENT
All friendly Pirates adjacent to this Yashbuckler Foreman add 1 to their Defense value
FOREMAN'S COMMAND
After taking this Yashbuckler Foreman's turn, if this Foreman did not attack this turn, you may move either two Human Pirate Squad figures or one Human Pirate Hero you control. Figures moved by Foreman's Command must begin and remain unengaged throughout their move. Figures activated since you last revealed a numbered order marker can never be moved by Foreman's Command.
Quote:
Yashbuckler Foreman: The new Foreman keeps the Pirates from running thin on the front lines. B-
Yashbuckler Pirates:
Spoiler Alert!
Spoiler Alert!
YASHBUCKLER PIRATES -4 man squad-
VOLTHRAX
HUMANS
COMMON SQUAD
PIRATES
WILD
MEDIUM 4
LIFE 1
MOVE 6
RANGE 1
ATTACK 3
DEFENSE 1
65 Points
FLINTLOCK SPECIAL ATTACK
Range 4 Attack 3
Up to two Yashbuckler Pirates that were activated but did not attack normally this turn may attack with Flintlock Special Attack.
CAP'N'S COMMAND
After taking a turn with Yashbuckler Pirates, if at least three Pirates you control are engaged, you may immediately take a turn with one Human Pirate Hero you control.
DOUBLOONS!
A Yashbuckler Pirate rolls one additional attack die if there is a Glyph or Treasure Glyph within 4 clear sight spaces.
Quote:
Yashbuckler Pirates: Good once in the fray, but the abysmal defense means you'll be spending more time moving up reinforcements than you will moving up their heroes. C+
Yetche'tem:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
ZAAN
VOLTHRAX
ELF
UNIQUE HERO
BOUNTY HUNTER
PRECISE
MEDIUM 4
LIFE 6
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 3
140 Points
DOUBLE ATTACK
When Zaan attacks, he may attack one additional time.
PRIORITY TARGET
Zaan rolls one additional die when attacking or defending against an opponent's most expensive figure (or figures if that opponent has more that one of that figure).
PURSUE TARGET
Zaan is never attacked when leaving an engagement and may move through all figures. Pursue Target may only be used if Zaan ends his movement adjacent to an opponent's figure.
Quote:
Zaan: Quite the assassin, Zaan usually gets his target before going down, no matter how far back that target is in your opponent's army. B
Zadim:
Spoiler Alert!
Spoiler Alert!
ZADIM
EINAR
HUMAN
UNIQUE HERO
CAPTAIN
DISCIPLINED
MEDIUM 5
LIFE 6
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 3
130 Points
DOUBLE ATTACK
When Zadim attacks, he may attack one additional time.
EINAR CAPTAIN LEADERSHIP
All Captains you control who follow Einar, except Zadim, move one additional space.
EINAR SPEED EVASIVENESS AURA 1
Zadim and all small or medium figures within 4 clear sight spaces of Zadim who follow Einar and have a move Value of 6 or higher roll one additional die when defending against an attack from a nonadjacent figure.
Quote:
Zadim: Like Morgoloth for Einar, Zadim is solid stat-wise, plus the boosts he grants here or there. B+
(figure used = Pathfinder Zadim, Human-slayer)
Zaht:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
Spoiler Alert!
ZERSET WARRIORS -4 man squad-
EINAR
HUMANS
COMMON SQUAD
WARRIORS
WILD
MEDIUM 4
LIFE 1
MOVE 5
RANGE 1
ATTACK 3
DEFENSE 4
80 Points
DESERT SWIFTNESS
If a Zerset Warrior's entire movement is on sand spaces, he may move 2 additional spaces. Any extra move must also be on sand spaces.
HIDEOUT
Any Zerset Warrior adjacent to an obstacle such as a ruin cannot be targeted for a nonadjacent normal attack from an opponent's figure.
Quote:
Zerset Warriors: They're pretty good on their home turf. B-
(figures used = Tarn Vikings)
Alphabetized Index of Glyphs:
Spoiler Alert!
Aura of Sparks:
Spoiler Alert!
Spoiler Alert!
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:
Spoiler Alert!
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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:
Spoiler Alert!
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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:
Spoiler Alert!
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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:
Spoiler Alert!
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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:
Spoiler Alert!
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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.
Other:
Spoiler Alert!
Bilbo Baggins:
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BILBO BAGGINS
HOBBIT
UNIQUE HERO
ADVENTURER
MERCIFUL
SMALL 3
LIFE 4
MOVE 5
RANGE 1
ATTACK 2
DEFENSE 3
55 POINTS
HOBBIT INSPIRATION
All Unqiue Hobbit and Halfling Heroes you control have 1 additional Life.
NATURAL BURGLAR
If there are no opponent's figures within 2 clear sight spaces of Bilbo Baggins, then Bilbo has no Hit Zone.
AGED WIT
Bilbo is never attacked when leaving an engagement with a figure whose Point Value is equal to or lower than his.
FAQs & Errata:
Spoiler Alert!
If Bilbo is destroyed, negated, or Mindshackled, what happens to the additional Life he grants to other Hobbits?
The Life goes away and said Halflings' Life goes back to normal, destroying any if there are sufficient enough wound markers on their card to do so. Not so different from Sonya exploding when Cyprien dies should she be weak enough.
If Bilbo has no Hit Zone then does a clear line of sight within 2 spaces become impossible?
No. Bilbo only has no Hit Zone when the first part of the power is satisfied. If a figure gets within 2 spaces and would be able to see him normally, then he has a Hit Zone.
How does Point Value work with Squad figures?
All Squads are considered their full value listed on the card. All four Knights of Weston are considered to have a Point Value of 70 and would get to make passing swipes at Bilbo.
NEW CONTENT:
Spoiler Alert!
Well, that's all for now folks. I'll probably put more on as more crummy ideas come to my uninspired head. Until then, enjoy.
~TAF, back online!
*Feel free to post any issues—I’m sure there will be many
Last edited by TheAverageFan; June 20th, 2020 at 05:27 AM.
Reason: Any reason!
Some units have a touch of confusing wording with their powers. So here's the answers to some questions that may be confusing and require additional clarity. They're not particularly organized, but whatever.
Units: (questions alphabetized by unit's name)
Spoiler Alert!
Can I Stealth Vault 15 with 4 Adeptus Ruststalkers and then move with 4 separate Ruststalkers? No.
Can Agamemnon target Large or Huge figures with God Thunder? Yes, but the explosive damage to adjacent figures only affects Small or Medium figures.
Does Agamemnon's Defy Death 20 work against any form of destruction? Yes, anytime Agamemnon is destroyed by any means, you may roll for Defy Death 20.
If Agamemnon rolls for Defy Death after being destroyed by wounds, does he remove all wounds or just enough to survive? If Agamemnon is destroyed by an attack and rolls for Defy Death, ignore all wounds inflicted by the attack that destroyed him.
Can Akira attack with Firecrackers Special Attack and then attack normally? No, she must attack twice with her Special Attack.
If Marcus boosts the Romans' move to 5, are they immune to the Andalusian Soldiers' Quick Attack 1? No, because Quick Attack 1 refers to their base Move listed on the card before any modifiers take effect.
If a Elf Hero is adjacent to a Feylund Vanguard and an Aubrien Light Elf, do they receive 2 additional dice from the 2 separate Frontline Defense powers? No, a maximum of 1 die can be received from Frontline Defense, no matter the source.
Can Autumn Vulpine end her movement on a tree or bush with Forest Swiftness? No.
How does the Blood Elemental's Body Traverse work? Move the Blood Elemental like an Arcane Bolt from one figure to the next. Once you've reached your intended target, place the Elemental adjacent to that figure.
Does a Blood Elemental take passing swipes for Body Traversing? No.
Do the stat benefits from the Bloodbath Vipers' Rabid Frenzy stack? Yes, but that resets after you fail to roll for Rabid Frenzy.
Does Rabid Frenzy get the Frenzy Bonus from the Venoc Warlord? No. At least I don't think it would.
Does Bramm Helmsgold's Reckless Powerhouse activate before or after rolling dice? Use it before rolling dice.
Can Brawler 237 be destroyed again while using Overdrive? No, he is technically already destroyed and will continue to Overdrive until the end of the round.
Can Brawler still be affected by other powers such as Swirling Vortex while Overdriving? Yes.
If Calypse of the Inner Circle is under an Overhang, are the tiles above him still Lava Field spaces with Fires of Hell? Yes. All spaces within 4 spaces of Calypse are Lava Field spaces, even those above or below him.
Does the Cannon Golem's Cannon Fire Special Attack affect the closest figure to that Golem in any direction? No, just in the 7-space line you chose when attacking.
Can Captain Sheldon use Cure Scurvy to remove Negation? No, because he is Negated.
Can the Chainsaw Fanatic use Devastation Strike on a figure with 3 defense who is within Raelin's aura or on a height? Yes. As long as their base defense value is 3 or less, Devastation Strike will apply.
If "Crummy" Kurt Riens uses Bribe on Sir Hawthorne's Stab In the Back and he rolls a 2, will the ability still work? Yes, you cannot roll below a 1, just like you cannot roll above a 20 (I think)
Can I have some Cunaxa Mercenaries have a certain personality and others not with Fit the Bill? No, they must all be the same.
If a Hero with Decay's Curse takes a turn via Bonding or Red Flag of Fury, do they still take a wound? Yes, whenever they are activated they receive a wound, Order Marker or not.
If the Der Spinne Panzers use Nazi Spider Strategic Movement, can the chosen Hero move into engagement and stop his move? No, they must remain unengaged throughout the entire move.
After Derelict's Magic Shield 18 works, can I use it again on the rerolled attack? No.
Does the Derthkell Guards' Balanced Strikes apply for their Bonding Hero's attack? Yes.
Does Deadly Shot apply to Epsilcron's Scattershot? No. If you roll a 1 the defending figure will be hit for 2 but figures affected by Scattershot will be hit for 1.
Does Etor's Lookout work on himself? No.
Do I have to roll for every individual figure affected by Fasfus's Sentience Bolt? No, only the initial 3 targets.
Does the Feylund Vanguard's Aggressive Positioning work for any friendly Vanguard or just Feylund Vanguard? Any friendly Vanguard, so Sylvis can trigger Aggressive Positioning.
If a Tribesman is adjacent to both Fire Tribe Scouts, will he get +1 move from both of them for a bonus total of +2 movement? No, it does not stack.
Can Gar-Ru-Nal's Deadly Toxin or Akane's Blade of Fatality be removed by Cure or Cure Scurvy? No. Deadly Toxin and Blade of Fatality wounds are fatal and cannot be removed by any means.
Do Gong-Jien Archers get height advantage if they use Midair Shots while using Stealth Leap? No, unless they are on higher ground during that Leap.
What if there are only friendly figures within range for the Greater Steel Elemental's Ricochet 15? You must wound one of them.
Can the Greater Steel Elemental wound itself with Ricochet 15? No.
When counting spaces for the Greater Steel Elemental's Steel Blockade, what if there are multiple paths of minimum spaces to choose from? You may choose which one to trigger the power for.
Does the Greater Wood Elemental's Entanglement work on figures who begin their move adjacent to the Greater Wood Elemental? Only if they move adjacent to that Wood Elemental again. They are not permanently trapped like with Cyberclaw.
How does Wood Hammer work with height advantage? Height advantage only applies to the Greater Wood Elemental's initial target. For maximum skulls, attack figures you have height on.
Does the figure with Guark's Sickness Plague roll for their own Plague? No, just the figures adjacent to them.
Does Hogung Cide have to attack the same figure with Tunnel Vision? Yes. He may not attack anyone else, even if his Tunnel Vision target is out of range.
Can Hogung Cide take passing swipes while under Tunnel Vision's influence? Yes. He must only attack his target, but he can take leaving engagement attacks against others in the meantime.
Can I. Desummon himself? No.
Do figures like Thorgrim and Finn transfer when the Idol of Klexkor switches with the Aspect of Klexkor? Yes.
Does the Fortress Door still get its Auto-shields against Jack Nicholson's Here's Johnny!? I don't think it does when denied rolling defense dice, but you may wanna check the official FAQ on Auto-shield abilities.
How do I determine a female figure for rolling for Jack Nicholson's Never Rub Another Man's Rhubarb? Check. Read the card. Figure it out. Everyone's either a he, she, or it.
Does Flying count as Normal Movement for Jaka's Immobility Spell Power? Yes.
Does Jywer have to use Galeforce? Yes. As soon as there are three markers you have no choice but to activate it. Jywer cannot save his extra turn.
How does Kaori's False Swipe Special Attack work? It cannot destroy figures, only inflict wounds. If you roll 3 skulls with it on a foe with 3 Life remaining and they roll 0 shields, they will only receive 2 wounds.
Can King Kenelm use Mark of Kenelm on a Knight that will bond with him after his turn ends? Yes, but only that 1 Knight may be activated.
Can King Kenelm use Mark of Kenelm on a whole squad of Knights? No, only one member of that squad may be activated with Mark of Kenelm.
Is Kredo The Rigid affected by his own Strict Conduct Aura? Yes.
If an opponent attacks his own figures as the first attack of the game, will it count towards Kren Yeven's First Blood? Sigh! I guess so! Ruining everything with your loopholes!
If Krodha receives a wound from multiple passing swipe rolls and receives enough wounds for Tough it Out to kick in, do the other passing swipes apply? She will still receive those extra wounds for that roll.
Does Laelia Moonrose Defensive Barrier 1 work on herself? Yes.
How does height work for the Leep Viper's Crash Lunge? Height will only apply to the initial target. For maximum skulls, attack the lowest target.
Does Leutnaut Infizieren's Skittery Movement allow him to be moved next to enemy figures with the Der Spinne Panzers' Nazi Spider Strategic Movement? Yes. He is never considered engaged and may thus move adjacent to enemy figures.
Do abilities that require engagement not activate against Leutnaut Infizieren? No they do not.
Are enemies considered engaged with Leutnaut Infizieren? Yes, but he is not engaged with them.
When Madori wounds a unique figure, do I have to place a Negation marker on that figure's army card? Yes.
If Madori wounds (and therefore destroys) a Unique Squad figure, do I still place a Negation marker on that figure's army card? Yes.
If Madori destroys a figure with her normal attack, do I still place a Negation marker on their army card? No.
Do the Marro Sentries get Provoked Rage if there are 2 opponents and it has been more than 1 turn since the Hive was wounded? No, it only works on the turn previous.
Does Master Disple's Advanced Training enhance Master Woo's Stealth Leap 25? Assumedly.
If a figure cannot be moved by Master Juan's Knockback Kick 11 but still is adjacent to a figure, can I still roll 4 attack dice against them both? No, a figure must be moved at least one space by Knockback Kick 11 in order to activate the additional attack.
Can my Mezzodemon Baeljer use Bog Salvo on another Mezzodemon Baeljer in order for it to use that as ammo for Bog Salvo? What? Why even...? I guess so?
Does the Mimic place its Treasure Glyph power-side down on its card? Yes, and it does not gain the benefit from that TG's ability.
When destroyed, does the Mimic place its Treasure Glyph face-down? Yes.
What happens if the Mimic is destroyed on a space that cannot have a Glyph on it? Then that Glyph is destroyed.
Can the Myrekram Rider save its attack of 6 for its second attack? Yes.
Does an Obsidian Sentinel's Fiery Advance stack? No.
Does the die bonus for Unique and Friendly figures stack for Ocren's Blood Sacrifice? Yes.
Can Ocren resurrect a 2-space Undead figure when killing a single space figure with Blood Sacrifice? It says, "If Possible", so if that double-space figure can fit, then yes.
If Ol' Yarsferd rolls a 10 or lower on Misfire Shot Special Attack, but there's nobody adjacent to the targeted figure, does the targeted figure still get hit? No, the power says that no matter who's adjacent to who, the targeted figure is nonetheless not affected by Misfire Shot Special Attack.
If Osamu moves adjacent to an attacking figure with Rushing Counterstrike and still has excess shields, will those excess shields count as unblockable hits on that figure? Yes.
If Pelcros destroys a Frost Giant, will Dying Swipe trigger before or after Corpse Control? Assumedly after, but some may argue that you roll for it.
Does Professor Lombot's Breakthrough 20 still work if I lose initiative? Yes.
Do I gain control of the figure whose power I activate with Professor Lombot's Utilize Weakness? No.
For Utilize Weakness, what does fulfilling requirements mean? It means that you don't follow what makes the power work, like abilities that only work during your turn, if you are in water, or if Cyprien just died. You only use the effect, not the cause.
What does same type of terrain mean for Ricel's Transmute Terrain? It means the class of space, like you'd see in a map-building instructions. It'd work if everyone was on grass spaces, but not if they were on different land spaces.
Can the Royal Guard Knights use Swift Aid Large or Huge Kings, Queens, or Princes? Yes, but they only bond with the Small or Medium ones.
When I Overextend for Rusec Amenhotep, do I have to roll for Unleashed Fury again? Yes.
Does Serris ignore elevations while using Sonic Dash? No.
Do Tomes of Glory work on other Signifiers of Sigyn? Yes. Keep them in pairs.
Can the SS Zehenglied receive 2 additional attack dice from Long Ranged Fire? Yes.
Can Surazal's Fire Circle Special Attack target Large/Huge figures? A Large or Huge figure may be the target of the attack, but the collateral damage to all adjacent figures only affects Small/Medium figures. If you want to attack a Large/Huge figure, you must choose that figure to be the target of your attack.
Do I have to use Ozirael Leadership on Surazal? Yes. Keep that power in mind when drafting Surazal if you're afraid of losing movement on your Ozirael figures.
With more than 2 players, how long does Sylvis' Unyielding Duel last? Until your next turn, however long that is.
Do Thesk Orc Archers or Wafiyy Militants get Ambush on figures with only the X Order Marker? No. There must be no Order Markers.
Do Thesk Orc Archers or Wafiyy Militants get Ambush on figures with only revealed Order Markers on their card? No. They must have no Order Markers.
Does Level Stability stack if there are more than 2 Twuns adjacent to one another? No.
Do I get Ulethor's Glory Aura 2 when my Ranged unit attacks an adjacent figure? No, their Range number must be 1. Even Tandros Kreel and Agent Carr don't get it.
How does the Undead Immortals Of Bogdan's Life 8 work? Do I need to keep track of each of the individual squad's wounds? No. They all share the life value. Once they amass 8 wounds together, they all die at once.
Does the Undead Cavalry's Trample Charge kill them if they fail on the first attack? No, failing a kill will only result in death for subsequent attacks, meaning the 2nd or 3rd.
Does the Undead Cavalry Archer's Run Down work for all Archers I control? No, only the two you activated.
Does Vain's Warforged Advance affect Warforged Soldiers squad only? It affects Warforged (species) Soldiers (class), which includes the squad of the same name.
Can I use the Warforged Phalanx Tactical Shove to shove a unit into Braced Spear 16? Yes.
If an XI Legion War Elephant is destroyed, what happens to the Archers on its card? They are destroyed.
Can Roman Archers on a XI Legion War Elephant use Arrow Volley? Yes. They are considered adjacent and on the same level.
Can any friendly Pirate be used to activate the Yashbuckler Pirates' Cap'n's Command? Yes. As such, Captain Sheldon may be used to activate Cap'n's Command.
Can Yulador move with Jandar Bodyguard but not attack? No. If Yulador cannot attack with Jandar Bodyguard, then he cannot move either.
If Yulador is destroyed, does his Charge still get -1 Defense? Yes. The -1 Defense lasts for the entire game.
Who qualifies for Zaan's Priority Target? Every figure part of the most expensive Army Card (or Cards).
Does partial card scoring apply for Priority Target? No. Until all units on an Army Card are destroyed, they are still considered full price for Priority Target.
What if there is more than one path of minimum spaces for Zataxe's Molten Breath Special Attack? You may choose which path to use for the Special Attack.
If a special scenario turns all sand tiles into mud tiles, will the Zerset Warriors' Desert Swiftness still apply? Assumedly.
Do Battlements count as obstacles for the Zerset Warriors' Hideout ability? I don't consider them obstacles since they can be scaled, but others do. Sort this out yourself.
Glyphs:
Spoiler Alert!
Does the Emblem of Plaggus affect the Hero carrying it? No, just the figures adjacent to them: just like Marro Plague.
Can the Glyph of Ammunition resupply Markers not given to units like Bloodlust Markers? No, you may only return used markers if possible.
Do I have to use the Glyph of Augers if I want to attack normally? Yes. Unless you drop the Glyph, you'll have to use it as a special attack.
How does the Glyph of Auto-Turret work as a figure? The Auto-Turret is considered a figure just like DeathWalker 8000. With no Size or Personality specifications, it is immune to abilities that require size, uniqueness, etc. The Auto-Turret has 1 life.
Do I roll for Height Advantage with the Glyph of Hyvenous? Only for the figure you're attacking, not those adjacent to you. To maximize skulls, attack figures you have height on.
With the Glyph of Immunity, what if I want a beneficial special marker such as the blue Defense Marker? Technically you can choose not to utilize a Treasure Glyph's power if you want, so technically you could turn it off whenever you actually want a special marker on your card. Technically.
How does height apply for reflected attacks on the Glyph of Reflendas? Since they are attacking themselves, defending figures do not get height advantage against their own attack.
How does Glyph of Survivability work with Heroes with 1 life? The Glyph of Survivability does not work with Heroes with 1 life.
How do I know that the Glyph of Survivability has been activated but not reactivated? Flip the Glyph over on your Army Card if it has not been reactivated yet.
What does the same-size requirement mean for the Glyph of Telepatus? The figures swapped must be the same general size (Medium). They do not have to be the same Height (Medium 5). A Medium 4 Figure may swap with a Medium 5 figure, but it cannot swap with a Small, Large, or Huge figure.
If I destroy a double-space figure with the Throwing Knife, can I choose which space to put it on? Yes.
Can I change my mind which stat I want to raise with the Glyph of Training? No, you choose when you pick it up and that's it.
If the Glyph of Training is enhancing my Life and I drop with with one Life remaining, what happens? You die, because you lose that Life.
When exactly can I use the Glyph of Zephyr? At any time so long as it is not an attack phase. Announce you are using the glyph, stop play and use it, and then continue afterwards.
Can I use the Magic Shield when an ally is being attacked instead of the figure carrying the glyph? Yes. The Magic Shield can be used universally.
If I use the Token of Betrayal on Sir Hawthorne's Stab in the Back and force him to roll below a 1, does it not work? No, it will still work. You cannot roll lower than a 1 just like you cannot roll above a 20 (I think).
Can I use the Silver Shield for an ally's attack? Yes. The Silver Shield can be used universally.
3/4/15: Lowered Cost on Yashbuckler Pirates. Raised cost on Cunaxa Mercenaries and changed Fit The Bill's cost-raising power. Removed Thrall Restriction and Added Order Marker clarity to Derthkell Guards.
3/5/15: Fixed name error on Scalron's Cure and on Epsilcron's Scattershot. Lowered cost on Vain, Impact, and Bloodbath Vipers. Lowered Move to 5 on Xythe'nem.
3/11/15: Changed Surazal's Personality to Manipulative. Lowered Osamu's Life to 5.
3/21/15: Fixed typo on Marro Shifter. Lowered 50LD-13R5 Commandos cost to 90.
3/27/15: Changed engagement requirement on Tod's Head Start power. Lowered Der Spinne Panzers' Move to 4.
4/10/15: Changed Akane and Madori's Class to Ninja. Removed Extended Glossary for space.
4/13/15: Lowered Range and Attack on Wafiyy Rocketeer and raised point value to 40.
5/1/15: Lowered Maw Of Death's Attack to 3 on Sephtis.
6/2/15: Gelotz'chi now has a new sculpt!
9/16/15: Hyousuke's Grab has been replaced by Trip, which gives him temporary Phantom Walk.
9/16/15: Index has been overhauled and downsized, removing some of TAF's not-favorites. If you liked one of the cards that's now missing, let me know and I'll put it back on here, just for you.
9/20/15: Lowered Ol' Yarsferd's cost to 40, added same-level clarity to Casca's Overhead Swing Special Attack
12/30/15: Reduced Whispers Of Sephtis' Defense to 5. Added Non-Undead requirement to Ocren's Blood Sacrifice. Blood Sacrifice now requires a minimum roll of 12 to activate.
1/6/16: Increased Derthkell Guardian's cost to 100. Reduced Sticks 'n' Stones Boys' maximum attack bonus to 2.
1/11/16: Reduced Hurricane's Defense to 4. Reduced Madori's Attack to 3. Increased Sephtis' cost to 230.
1/13/16: Lowered attack bonus and added unengagement requirement to Emerald Scorpion Snipers' Hyperpowered Rifles. Removed Priority Targeting part of Evidus Rustgunners' Combat Prowess.
1/16/16: Lowered Rusec's Attack to 1. Lowered Bloodbath Vipers' Attack to 2. Added Grades to the index, based on personal playtesting experiences so far.
1/23/16: Removed Move option from Malleblade Archons' Battle Adaptability. Reduced Feylund Vanguard's cost to 60.
1/24/16: Added Pirate Attack Aura to Commodore Beckburr. Removed Defense bonus from Fanya Silvershield's Resolute Enhancement Aura. Removed Disengage from Vel-Ra-Xi. Added consecutive movement clarity to New World Privateers' Fast Swimmers.
2/2/16: Reduced Aura Baras of the Inner Circle's Life to 5.
2/8/16: Added elevation restriction to Scalron's Fling. Changed "all" to "any" on Scalron's Cure 12 wording, allowing you to keep desirable special markers.
5/11/16: Reduced the Attack from 5 to 4 on the Knights Sparier's Wristgauge Special Attack.
7/31/16: Lowered Sir Clay's Move to 4. Removed Apep Warriors' Fanatical Advance. Removed Wafiyy Militants' Ambush. Increased Weston Archers' Defense to 2.
9/3/16: Changed Ustarof's Equilibrium 6 from "instead of attacking" to "before attacking".
3/23/17: Changed Nathalya's Warning Shot to include Glyph.
TAF was the Storyteller...
in THE ENEMY'S LAST RETREAT
I didn't know there was a card creator for Mac, I'll have to try it sometime.
Anyway, your figureless cards really brought out some thinking. For the Marro Sentries, I just pictured my own 2 man Marro squad. You captured their feel much, much better though.
I'm going for a closer examination on perhaps my favorite Custom so far: Vel-Ra-Xi. As a bonding option for the Groks and a powerful booster to Marro and Wilsinu Hunters, he's just what the Groks and Drudge were looking for.
Character Bio:
When Utgar absolutely needs an important position taken, he sends in Vel-Ra-Xi. This Menacing Marro Warlord knows no master and knows no fear; rumors say even the Hivelords fear him. Riding in with his disgusting but brutal Grok Cavalry and Marrden Hounds, none survive his wrath. Most Marro Warlords are tricky and deceptive, but Vel-Ra-Xi is straightforward in his tact: destroy the enemy head on. His fearful presence empowers his loyal soldiers and sends all others running in fear, even some of those on his side. Vel-Ra-Xi pays mercenaries and deserters little heed, preferring to ride with his personally drafted troops only.
Vel-Ra-Xi is an immensely expensive but powerful Warlord who can turn even the worst Marro into a battle-hardened steamroller. With 6 Life and 4 Defense, he's fairly durable, and 5 Attack is a nice plus as well. However, it's his Abilities that make him so threatening.
Marro Pack Enhancement gives all Marro/Wilsinu Hunters an extra attack and defense die when they are within 4 spaces of Vel-Ra-Xi. With Mark of the Warlord, that can boost the Groks to a devastating 6 Attack/4 Defense! That's one attack of 5 and three attacks of 6 in a single OM! It also boosts the Marrden Hounds to a powerful 4 Attack/6 Defense, making them all the more difficult to kill. It also helps the Drudge out, since those guys are a bit less than stellar.
Vel-Ra-Xi also has a second aura: Scatter the Weak. Vel-Ra-Xi couldn't care less for weaker soldiers, and all small and medium squaddies within 4 spaces suffer the opposite fate as the Marro Hunters! Under the right circumstances, that's 2 Positive effects and 2 Negative effects all in one Unit! This helps the Groks beat their way to Heroes, and since it doesn't affect Marro, the Drudge are still in the clear. To be honest, though, it's primary purpose is to make Vel-Ra-Xi less of a good Bonding Option for the Romans, who will suffer stat losses if they're too close to him. It's important to remember that, as good as Scatter the Weak is, it affects your own units as well.
Vel-Ra-Xi makes the Groks a force to be reckoned with, boosting them, Hounds, and Drudge whilst also lowering everyone else's stats. He charges straight into the fray, mowing down Squads with Scatter the Weak and then getting his Mark of the Warlord onto a Hero as soon as possible. With him, the Groks and Drudge become much more powerful, able to take on other squads given the extra attack/defense and the opponent's reduced attack/defense. The Hounds benefit greatly as well, but since they can hurt your Marro, they might not want to stick so close.
Vel-Ra-Xi's greatest weakness is long ranged Squads, particularly on Height. If they are more than 4 spaces away, his Aura won't hurt them. Microcorp Agents in particular have long range and can survive any attack no matter how great. A few rounds of Wait Then Fire can whittle him down as well. Lastly, the Templar Cavalry can face him head on, too big to be affected by Scatter the Weak and able to bring him down quickly with Righteous Smite. For 190 points plus 130 at least on Groks, losing Vel-Ra-Xi can be very crippling. Most other units he can steamroll through, however.
I really like this guy, he may be my favorite Custom unit thus far. Expect more soon!
~TAF
TAF was the Storyteller...
in THE ENEMY'S LAST RETREAT
In-Depth Unit of the Day: The Feylund Vanguard and Sylvis
Character Bio: Not all Elves are frail. The Feylund Vanguard are an elite battalion of Elves summoned from a Feylund long before the era of the Nine and Cyprien in a time when no Elf could afford the luxury of frailty or the calm studies of the Magic Arts. Trained to stand in formation around their leaders and each other, the Feylund Vanguard beat their enemies into submission, much akin to the Knights and Roman soldiers of Earth. Their commander, Sylvis, can issue them orders in the heat of battle. This Elf commander finds himself a worthy opponent and engages them relentlessly, never showing signs of stopping until one of them falls.
The Feylund Vanguard are a powerful Elf soldier unit--a squad of 4--that when played correctly can easily transform into a fearsome steamroller unit. While they may not synergize great with the Elven Wizards (especially Jordawn), they can hold their own in battle against other powerful Melee foes.
The idea of this Unit was to make a formation squad similar to the Romans AKA they gain bonuses from sticking together. Frontline Defense ensures that the Vanguard and any Elf Heroes near them will gain an extra defense die from adjacent attacks. This puts them at a much better 4 defense, and it's adjacency requirement means that they can't just stand around Ulginesh and friends while they sit on top of a hill with Haduc and throw fire at people. This power needs you to be in the action.
Similarly, Aggressive Positioning means that Feylund Vanguard must attack in pairs to do their true damage potential. Keep in mind that the power states that any Vanguard may be used to activate this power, so Sylvis will work too, if there is only one Feylund Vanguard fighting. Additionally, with three Feylund Vanguard, an enemy may not escape, making it all that much easier to mow them down with ranged fire or beat them down with Sylvis.
At 70 points, these guys are strong, but without bonding their competitive uses with similar units may be limited. Luckily, Sylvis gives them a bit of bonding, one way or another. With Quick Command, Sylvis may attack with all adjacent Elf Melee squads as he moves in--taking a quick turn with the Vanguard (or WoA) before he begins his assault. While a touch more difficult to set up, this can allow 5 Activations per OM if used correctly.
Lastly, Sylvis' power Unyielding Duel enables him to cripple any unit he wounds, making it all the easier for him to finish them off next time. In a one-on-one fight to the death, this can be incredibly powerful.
At 60 and 120 points, they make a somewhat tidy 180 point combo. They are quite powerful in a group against Melee foes. Ranged fire may be their undoing, however, as Frontline Defense only works against adjacent attacks. As such, these guys might not be the best for charging straight into the fray. They can be useful as a guard to your own ranged Elves, able to protect them and destroy any force that gets too close.
Anyway, these guys are really cool I think. Feel free to leave feedback and stuff.
~TAF
TAF was the Storyteller...
in THE ENEMY'S LAST RETREAT
Today's special unit is one who has some interesting abilities: the fearsome Hurricane.
Character Bio: In a war as diverse as the Valhallan Wellspring War, one must get used to fighting alongside soldiers they don't necessarily agree with. In the war against Utgar, Minutemen must fight alongside Brits, Knights must fight alongside Vikings, and Quasatch must fight alongside Soulborgs. Such is the case of the terrifying ice dragon Hurricane.
This beast hails from the farthest reaches of the North, coming down from the mountains to fight Utgar and Valkrill's hordes. Becoming stronger with each wound he takes, Hurricane fights his way through entire armies, laying waste to all evil around him.
This monster takes a cruel delight in the slaughter of his enemies, fighting with a brutal vigor that matches his foes and unnerves his allies. Battling alongside the dragon, the Valkyrie Einar reminisced of how it reminded him of fighting alongside Utgar's troops at the start of the war. Had he the luxury to be picky with his recruits, Jandar may have reconsidered the decision to summon Hurricane. As it stands now, however, the dragon has his place amongst the Allies' ranks so long as his wrath is directed only against the most evil of enemies.
Hurricane is another ice Dragon for Jandar, albeit a bit different. Hurricane does not rely on Special Attacks like most dragons, but rather uses his normal attack (like Charos). With multiple wounds, however, he gains more and more attacks until he may attack 5 times in a single turn. With height, that is even stronger than a Fen Hydra!
Rage Blizzard is essentially if Krug got more and more attacks in instead of more and more attack dice. With it, Hurricane may wipe out an unbelievable amount of foes in a single turn when he's at full steam. Without a height, it's not as good as Ice Shard Breath, but he can attack the same figure more than once, so there is that. That can also be better than Queglix Gun, but Hurricane needs wounds in order to utilize it fully, so that keeps it balanced. With the maximum 5 attacks, he'll only have 2 Life left (plus he has less defense than Q9).
Luckily he has another ability, Monsoon. This is essentially a take on a glyph I made up, only turned into an ability here. With it, Hurricane can blast away foes before moving to guarantee no passing swipes. He may also use it to boost allies onto Height, giving great mobility. He can also use it at the end of his move to give him some space to attack at a Range, or even get some foes off of nearby allies. It has a great many uses, mostly keeping foes off of him so he may move freely or shoot freely. Since it can only be used once per round, it's not completely broken.
Hurricane has two primary uses: Annihilate Squads and assassinate Heroes. Once he has 3-4 attacks per OM, he can start wiping squads per turn or attacking the same hero multiple times. This makes him very dangerous against pretty much everyone. With Monsoon, Hurricane should also be able to always secure a height advantage. He rarely needs to fear passing swipes, and can use this ability to push other squads off of a hill he's perched onto. From there, he's got 4 Attack, and now he's at his strongest.
Hurricane's biggest weakness is his survivability. You'll likely need a couple of hits in order to be all that useful, and by the time you're at your sweet spot, you don't have much left to go off of. Until then, however, he can truly rampage through nearly any defense, shoving everyone out of the way and taking whatever position he so desires. As long as that 4 Defense holds true, he won't fall easily.
Greenscales aren't the best with him, since he doesn't have too much variety like Nilfheim does. However, he can give them a bit of a berth with Monsoon, and even with Flying he's pretty slow so they can keep up. Plus 8 attacks per OM can be good.
So there you have it! TAF's first Custom dragon! What do you guys think? Anyone? Hello? Oh well, there you have it--Hurricane's added to the OP along with all the other new guys. Check back often and you'll likely see new content.
~TAF
TAF was the Storyteller...
in THE ENEMY'S LAST RETREAT
Wow, you have a lot of stuff, over such a short period of time! I really like Vel-Ra-Xi, and he does. He's very powerful, and makes those around him very powerful, but for a lot of points. I don't really think he needs disengage, but rather an ability that makes you want to charge recklessly into the enemy and kill the crud out of him. As is, I would just play him carefully, like Raelin with bonding. Not necessarily a bad thing, but a bit of a theme break, I think. Still, I love him!
Hurricane is great too. The reuse of Zelrig is fun, especially cuz we all have 2 Zelrigs hanging around, right? The reuse of Frostrager as a class is neato too. With the range glyph, this guy would be insane! Sure he has to get wounds, but then you demolish 5 figures a turn at a decent range. I might suggest lowering the range and possibly point a bit. This may make his abilities and stats contrast a bit better. Still I love him too!
NAZI SPIDERS is a great title for your thread! A real eyed catcher.
Thanks Maklar! I was split between Disengage and Ghost Walk for mobility skills, but his Groks needed to keep up, so Disengage is mostly there to avoid Rats and the like. Hurricane was made to be super-good because I didn't want his points to be too close to Nilfheim. Maybe I'll lower the range so he's a bit less campy. Now onto the next figure!
Character Bio: This terrible beast hails from the far reaches of Icaria, one of the oldest dragons alive. Exiled for a long forgotten crime and stripped of all titles, this monster had no name until Valhalla, where a soldier of Earth named it after the dreaded Ancalagon the Black from the War of Wrath.
Here on Valhalla Ancalagon travels where he pleases, wreaking havoc wherever there are foes to fight. His flames are so hot and so bright that none can bear to look at them, making his attacks impossible to defend against. Paradoxically, the safest place by the beast is right next to him, for it would be easier to survive the attacks of his massive claws that it would be to stand up to his fire.
When left alone or out of battle, Ancalagon is strangely quiet in contrast to the rest of Utgar's horde. Wandering alone for countless years on Icaria, the dragon keeps all thoughts to himself, no one capable of guessing what he might be thinking. To this day his true personality and history remain a complete mystery.
Ancalagon is Utgar's answer to all those 185 and 210 point dragons the allies have summoned. Ancalagon may not be a King, but he commands the attention of all around him nonetheless. At a whopping 640 points, only the strongest of Superheroes can stand up to him.
His powerful stats mirror Charos, only with more Attack, Defense, and Move. Plus 6 range. Felling this monster is no easy task indeed. Despite how good his powers are, his true fear factor lies in his incredible abilities.
Hyper Beam can singlehandedly fell any foe given his 6 Attack. With it, none can approach the dragon all by themselves and hope to survive. Only the healthiest of Heroes can even make it to Ancalagon in a single piece. Luckily, once adjacent to the dragon, Hyper Beam will no longer apply.
Wave of Fire will do the rest, however. Once per round Ancalagon may unleash his terrible Fiery breath upon all small, medium, and large units within 6 clear sight spaces. Only those managing to hide behind LoS-blockers can hope to survive this attack. Once triggered, however, Ancalagon is limited to one attack per OM. It also affects friendly units, so be careful!
Lastly, Enormous Flying is a fun take on such a massive unit. Ancalagon may land on any small/medium Squad figures and stamp them out of existence. This means securing a Height can be easy even with ranged squads turtling up there. Ancalagon goes where he pleases.
Such a unit seems unstoppable even for 640 points, and he nearly is. Even Q9 can be blasted out of existence in a single blow from this monster. Hyper Beam can take care of any Heroes, and Wave of Fire can take care of any Squads. Ancalagon's strategy is simple: fly around and kill all you see. However, there are some ways to counter him.
Sergeant Drake Alexander can do fairly well against this beast. Thorian Speed is the only ability that can hope to defend against Hyper Beam, and once adjacent to Ancalagon, that ability will no longer work. For a little more than a third of the points, Cyprien can also do damage with Chilling Touch, the vampire able to fly in from outside Ancalagon's range. Morsbane, Atlaga, and Sudema can obviously do this dragon in as long as they can make it to him in one turn. Huge figures are immune to Hyper Beam, and can thus last a lot longer against this foe.
Also surpringly useful are the Ashigaru with Kato. Wave of Fire may be able to wipe out many of them in one turn, but after that the dragon can only kill one of these swarmers a turn unless he takes passing swipes to move with Enormous Flying. Getting Ancalagon to waste Wave of Fire can make all the difference. Powerful as Hyper Beam is, it's still only one attack a turn.
Greenscales don't pair well with this loner since he can kill them so easily. This exile does best alone, as any friendly units by him risk death as well. That ought to go without saying, though, given that his cost alone will take out a massive chunk of your army even on 1000 point games. He's immensely powerful, but also immensely expensive.
Thanks for reading! The rest of the new units are in the OP.
~TAF
TAF was the Storyteller...
in THE ENEMY'S LAST RETREAT
I would tone Ancalagon down. He essentially cannot be stopped by any number of squads. I would bet that he could beat 800-900 points of stingers/4th/10th.
If you clump on top of Ancalagon, he can burn huge numbers of points with fire wave. If you don't swarm him, then he lands on you and Hyper beams you.
Its hopeless.
Against heroes, Ancalagon isn't quite as overpowered but he can still fairly easily earn his points.
I'd say he's more like 650-700 points.
Moreover, he looks like he was poorly tested. Ancalagon looks like he was tested against a higher Supers to Classic ratio than he should have been. Drake can do damage sure, but Drake won't be able to kill him. I'd say Drake has a decent chance of earning his points, but not much more. He is only inflicting 1 wound per turn on Ancalagon, while Analagon is inflicting 2. Not to mention that Ancalagon will usually get first strike with +1 move and flying. Also Fire Wave can be used against Drake if necessary. Plus, if you're committing Drake to Ancalagon, then you will have to put plenty of OMs on him. Ancalagon can use this to his advantage and use Fire Wave because he won't be threatened by squads that round.
Plus, if I was Ancalagon I would disengage on non-thorian heroes just for the huge attack buff.
I'd say cut all of his stats (except move and range) and specials by 33%.
I would revise Hyper beam to make it a special attack with only 3 attack dice.
I would eliminate Enormous Flying as well. It is really cool, but really OP.
Basically, I'd say try get him to the 215-225 point range.
I get that you want someone to outshine all other dragons, but in practicality, you can't. I tried it with making a Ultimate Braxas. The problem is, as soon as you do, you just made a super hero level unit, not a classic unit, and the game becomes a kill Ancalagon scenario, which gets old really fast.
Oooooh I like your take on the super dragon of epic doom!
I like what I've read so far Taffy! Your recolored Sir Denrick is pretty neat too, and makes out to be another option for a Theracus Bomb. Cleaving through enemy squaddies simply cannot be ignored, and you can still move in Knights. If you really want to go awol, you can even use the MacDirks as his bonding squad. As the enemy attacks him, you fly him back out and let your MacDirks pummel whatever he didn't chop up.
My customs.
NE Ohio Tourney - TBA
SW Ohio Tourney - NHSD 550 points
AotV - Colliding the minis of AotP with the world of HS.
Maybe I will jack up his points--although none of these Customs are meant for anything other than just fun. Flameslayer's super-cool big dragon's around 600 points; maybe that's a better number. I couldn't resist the idea of having all of his stats (save life) be 6's. 650-700 points sounds more fair, but the threat of instant-kill abilities looms ever-present in the background--that's the risk you run I guess!
And yes, Sir Denrick was fun to recolor into Sir Clay. I try to have a lot of Special Marker abilities for Tenacity, and he's not a bad pick for the Macdirks. Those guys need the help.
~TAF
*edited the points--Ancalagon is unusable for 500 point games now. If you'd ever like to try out these customs but don't necessarily agree with all their powers/points, feel free to edit them as you see fit for your own play. I'm just the idea guy.
TAF was the Storyteller...
in THE ENEMY'S LAST RETREAT
I ain't got no big guide for today, but I will post the new units, save the MacDirks:
Laelia Moonrose is another take on the Cleric role similar to Scalron with the Paladin role. Laelia has a unique Barrier ability, able to give any Hero +1 Defense for the duration of the round. Her durability isn't great, but she can have 4 Defense if she keeps the Defense Marker on herself. She can also heal multiple units with Circle Spell, useful for healing several units at once (something no other official units can do). For 70 points, she's pretty cheap. Only problem is, you've gotta take turns with her, at least 1 turn a round if you want her Defense Barrier. Since Ana doesn't take turns to activate, she's probably better for the extra 30 points, but I digress.
Named after a serpentine monster from an old favorite game of mine, Serris is a snake with a speed problem. As a Predator, it can bond with the Fylorag Spiders, but even they may have a hard time keeping up. With Sonic Dash, Serris can dash 12 whole spaces, albeit in a straight line and collide with any enemy with disastrous results. After every attack, it can move onward with Rapid Strike, avoiding passing swipes in this manner. Lurk in Water only makes it all the more dangerous. When Serris is by a pond, it can jump out and strike and then quickly retreat back into the water, making it difficult to fight at a distance. Don't stand in a straight line from this thing, and take it out with Melee Squads.
These Death Chaser Archers can be ruthless. With 3 Attack and high mobility, they can destroy unsuspecting foes quite easily, especially the sleeping units with Ambush. Similar to the Death Chasers is Orc Battle Maneuver, with is similar except slower and for every turn. It's a decent take on the ability, but with passing swipes being a threat, it's not so useful later on. 1 Defense makes these things little glass cannons in their own right. They're probably better than the Roman Archers for the same price, but a screen of Roman Legionaries is a good defense to stand behind compared to Death Chasers. Maybe they should be 60, I don't know.
TAF was the Storyteller...
in THE ENEMY'S LAST RETREAT