Chain Grab
After moving and before attacking with a Drow Chainfighter, you may choose opponent's small or medium figure within 3 clear sight spaces whose base is no more than 6 levels above that Drow Chainfighter's height or 6 levels below that Drow Chainfighter's base. Roll the 20-sided die. If you roll a 9 or higher, place the chosen figure on any empty same-level space adjacent to that Drow Chainfighter. If the chosen figure is engaged when it is moved by Chain Grab, it will not take any leaving engagement attacks.
Chilling Touch
After moving and before attacking, Cyprien Esenwein may attempt a Chilling Touch. To do this, choose a figure adjacent to Cyprien Esenwein and roll the 20-sided die.
• If you roll 1-12, nothing happens.
• If you roll 13-15, the chosen figure receives 1 wound.
• If you roll 16-17, the chosen figure receives 2 wounds.
• If you roll 18-19, the chosen figure receives 3 wounds.
• If you roll a 20 or higher, the chosen figure receives 6 wounds.
Cyprien Esenwein's Chilling Touch does not affect Soulborgs or destructible objects.
Chomp
Before attacking, choose one medium or small figure adjacent to Grimnak. If the chosen figure is a Squad figure, destroy. If the chosen figure is a Hero figure, roll the 20-sided die. If you roll a 16 or higher, destroy the chosen Hero.
Circuity Overload
After moving and before attacking, you must roll the 20-sided die for each Soulborg figure adjacent to any Omnicron Repulsor you control. If the figure is a Squad figure and you roll a 13 or higher, destroy that figure. If the figure is a Hero figure and you roll a 16 or higher, that figure receives a wound. Omnicron Repulsors are not affected by Circuity Overload.
Coil Crush
When attacking a small, medium or large figure, if Wo-So-Ga inflicts at least 2 wounds, roll the 20-sided die. If you roll a 15 or higher, destroy the defending figure.
Commander's Strike
After moving and before attacking with Morgrimm Forgehammer, you may choose any opponent's figure within 5 clear sight spaces that is engaged with any other figure you control. Roll the 20-sided die. If you roll a 15 or higher, the chosen figure receives 1 wound.
Crippling Gaze 15
Before moving, you choose a figure within 5 clear sight spaces of Dund. Roll the 20-sided die. If you roll a 15 or higher, remove all order markers on the chosen figure's army card (or cards if your opponent has more than one common card for that figure).
Disarm Traps
When you roll the 20-sided die for a Treasure Glyph trap with Darrak Ambershard, you may add 4 to your die roll.
Dragon Healing
Before moving, you may choose a wounded Hero within 4 clear sight spaces of Sonlen. Roll the 20-sided die. If you roll a 15 or higher, remove one wound marker from the chosen Hero's Army Card. Sonlen's Dragon can use it Dragon Healing on Sonlen.
Dragon Swoop
After moving and before attacking, you may choose a figure within 4 clear sight spaces of Sonlen. Roll the 20-sided die. If you roll a 15 or higher, the chosen figure receives one wound.
EMP Response
If an Omnicron Repulsor you control successfully defends against an attack by a Soulborg figure, you must roll the 20-sided die. If you roll a 14 or higher, the attacking figure immediately end its turn and all order marker must be removed from its Army Card (or cards if your opponent has more than one Common Army Card for that figure).
Engagement Strike 15
If a small or medium figure moves adjacent to a Nakita Agent, roll the 20-sided die. If you roll a 15 or higher, the opponent's figure receives a wound. Figures may be targeted as they move into engagement with a Nakita Agent.
Engagement Strike 13
If an opponent’s small or medium figure moves adjacent to Arkmer, roll the 20-sided die. If you roll a 13 or higher, the opponent’s figure receives a wound. Figures may only be targeted as they move into engagement with Arkmer.
Enslave 17
When revealing an order marker on this Mind Flayer Mastermind, after taking this Mind Flayer Mastermind's turn, you may choose any Unique Hero figure within 4 clear sight spaces of this Mind Flayer Mastermind. Roll the 20-sided die. If you roll a 17 or higher, take temporary control of the chosen Hero and immediately take a turn with that Hero. At the end of that turn, control of that Hero returns to its previous owner. All order markers that were on a figure's Army Card will stay on the Army Card. Enslave does not Mind Flayers.
Entangling Web
After moving and before attacking, you may choose any one small or medium opponent's figure that is engaged at least three Fyorlag Spiders that you control. Roll the 20-sided die. If you roll a 16 or higher, remove one unrevealed order marker at random from the chosen figure's Army Card (or cards if your opponent has more than one Common Army Card for that figure).
Flail Hurricane
After moving and before attacking with this Ogre Warhulk, you must roll the 20-sided die. If you roll a 1-10, it may attack normally. If you roll an 11 or higher, instead of attacking normally, it must attack every figure adjacent to it, if possible. Roll each attack separately.
Healing Word
After revealing an order marker on a wounded small or medium Hero figure you control that is adjacent to Ana Karithon, and before using any other special powers on any Army Card or Glyph, you may first roll the 20-sided die. If you roll a 13 or higher, remove up to 2 wound markers from that Hero’s Army Card.
Healing Touch
After moving and before attacking, ]choose a wounded friendly hero figure adjacent to Kelda. Then roll the 20-sided die to add or remove wound markers from the chosen figure's card.
- If you roll a 1, add 2 markers.
- If you roll a 2-5, remove 1 marker.
- If you roll a 6-17, remove up to 2 markers.
- If you roll a 18-20, remove all markers.
Helm of Mitonsoul Aura
After moving and before attacking, Runa may use her Helm of Mitonsoul Aura. When using Helm of Mitonsoul Aura, you must roll the 20-sided die for all figures within 3 clear sight spaces of Runa, one at a time. If you roll a 20, destroy the figure. Runa's Helm of Mitonsoul Aura does not affect Runa.
Ice Spikes 15
If an opponent's figure moves adjacent to a Greater Ice Elemental, roll the 20-sided die. If this Greater Ice Elemental is on at least one ice or snow space, add 2 to your die roll. If roll a 15 or higher, the opponent's figure receives 1 wound. Figures can be affected by Ice Spikes only as they move into engagement with this Greater Ice Elemental.
Lay on Hands
After moving and before attacking with Rhogar Dragonspine, you may choose a wounded friendly Hero figure adjacent to Rhogar Dragonspine and roll the 20-sided die. If you roll a 6 or higher, remove 1 wound marker from the chosen figure's Army Card.
Marro Plague
After moving and before attacking, you must roll the 20-sided die for each figure adjacent to any Marrden Hounds you control. If you roll a 16 or higher, that figure receives a wound. Soulborgs and Wulsinu are not affected by Marro Plague.
Mine!
When you roll the 20-sided die for a treasure glyph trap with this Ogre Warhulk, you must subtract 4 from your die roll.
Mind Shackle 20
After moving and before attacking, you may choose any unique figure adjacent to Ne-Gok-Sa. Roll the 20-sided die. If you roll a 20, take control of the chosen figure and that figure's Army Card. You now control that Army Card and all figures on it. Remove any Order Markers on this card. If Ne-Gok-Sa is destroyed, you retain control of any previously Mind Shackle Army Cards.
Mind Shackle 19
After moving and before attacking, you may choose any unique figure adjacent to Kee-Mo-Shi. Roll the 20-sided die. If you roll a 19 or 20, take control of the chosen figure and that figure's Army Card. You now control that Army Card and all figures on it. Remove any Order Markers on this card. If Kee-Mo-Shi is destroyed, you retain control of any previously Mind Shackle Army Cards.
Net Trip 14
After moving and before attacking, roll the 20-sided die. If you roll a 14 or higher, any small or medium figure attacked by Retiarius this turn may roll no more than 1 die for defense.
Paralzying Stare 16
After moving and before attacking, choose any small or medium figure within 6 clear sight spaces of Me-Burg-Sa. Roll the 20-sided die. If you roll a 16 or higher, the chosen figure cannot roll any defense dice if attacked by Me-Burq-Sa this turn.
Poison Weapons
Each time a Deepwyrm Drow attacks a small, medium, or large Hero with a normal attack or a leaving engagement attack and inflicts at least 1 wound, roll the 20-sided die. If you roll a 1-11, nothing happens. If you roll a 12 or higher, add 1 additional wound to the defending figure.
Poisonous Acid Breath
Instead of attacking, you may choose up to 3 different small or medium figures within 4 clear sight spaces of Braxas. One at a time, roll the 20‑sided die for each chosen figure. If the chosen figure is a Squad figure and you roll an 8 or higher, destroy it. If the chosen figure is a Hero figure and you roll a 17 or higher, destroy the chosen Hero.
Searing Intensity
After moving and before attacking, you must roll the 20-sided die once for each adjacent figure to at least one Fire Elemental you control. If you roll a 14 or higher, that figure receives 1 wound. Figures with the Lava Resistant special power are not affected by Searing Intensity.
Self-Destruct
After moving and instead of attacking, Deathwalker 7000 may choose to self-destruct. Roll the 20-sided die to determine if any other figures are wounded. If you roll a 1-3, all adjacent figures are safe. If you roll a 1-3, all adjacent figures are safe. If you roll a 4-15, each adjacent figure receives 2 wounds. If you roll a 16-19, each adjacent figure receives 4 wounds. If you roll a 20, each adjacent figure receives 8 wounds. After using this power, Deathwalker 7000 is always destroyed.
Sharpshooter
Instead of attacking, choose any non-adjacent figure within 10 clear sight spaces of Deadeye Dan. Roll the 20-sided die. If you roll a 19 or 20, the chosen figure is destroyed. If you roll a 1-18, you missed. Deadeye Dan may not use this special power if he moved this turn.
Soul Devour
Before moving, each Shade of Bleakwoode you control may choose an adjacent unique hero figure. Roll the 20-sided die once for each Shade. If you roll a 19 or 20, destroy the Shade of Bleakwoode figure, then take control of the chosen unique hero and remove any Order Markers on its card. You now control of that Army Card.
Stare of Stone
Instead of attacking, choose any figure within 4 clear sight spaces of Sudema. Roll the 20-sided die. If the chosen figure is a Squad figure and you roll a 7 or higher, destroy it. If the chosen figure is a Hero figure and you roll a 17 or higher, destroy the chose Hero.
Throw 14
After moving and before attacking, choose one small or medium non-flying figure adjacent to Jotun. Roll the 20-sided die. If you roll a 14 or higher, you may throw the figure by placing it on any empty space within 4 clear sight spaces of Jotun. The figure must land clear sight of Jotun. After the figure is place, roll the 20-sided die. If you roll an 11 or higher, the thrown figure receives 2 wounds. If the figure is thrown on a level higher than the height of Jotun or onto water, do not roll for throwing damage. The thrown figure does not take any leaving engagement attacks
Toxic Skin
After attacking, you must roll the 20-sided die, once for each figure adjacent to Kee-Mo-Shi. If you roll a 17 or higher, that figure receives one wound. Soulborgs are not affected by Toxic Skin.
Trample Stomp
At any point while moving, Tor-Kul-Na may choose a small or medium figure that is adjacent, on the same-level, and on a empty space where Tor-Kul-Na may end his movement. Roll the 20-sided die. If you roll a 1-7, the figure is safe and Tor-Kul-Na's movement ends. If you roll a 8-20, the chosen figure receives one wound. If the wound destroys the figure, move Tor-Kul-Na onto the space that figure occupied, and you may continue Tor-Kul-Na's movement. If the chosen figure is not destroyed, Tor-Kul-Na's movement ends. Tor-Kul-Na must be on a space where he can end movement each time he uses this power.
Unleashed Fury
Before moving, roll the 20-sided die.
• If you roll a 1, choose an Anubian Wolf you control and destroy it.
• If you roll a 2–6, add 1 to the Attack value of this card.
• If you roll a 7–11, add 2 to the Attack value of this card.
• If you roll a 12–15, add 3 to the Attack value of this card.
• If you roll a 16–19, add 4 to the Attack value of this card.
• If you roll a 20, add 8 to the Attack value of this card.
Whip 12
After moving and before attacking, choose a small or medium adjacent to James. Roll the 20-sided die. If you roll a 12 or higher, the chosen figure cannot roll any defense dice if attacked by James this turn.
Miscellaneous Power - Abilities by Personality
Attack the Wild 2
When attacking a figure who has a Wild personality, Otonashi rolls 2 additional attack dice.
Disciplined Influence
At the start of the game, you may choose any unique Army Card you control. For this game the chosen card's personality is disciplined, regardless of what is listed on the card.
Miscellaneous Power - Abilities by Other
Barge into Battle
After moving and before attacking if a Horned Skull Brute you control ends its movement unengaged, you may choose an engaged small or medium friendly Squad figure within 3 clear sight spaces of that Horned Skull Brute whose base is no more than 2 levels higher or lower than the base of that Horned Skull Brute. You may switch that Horned Skull Brute with the chosen Squad figure. Figures moved with Barge into Battle never take any leaving engagement attacks.
Blend into Shadow
Mika Connour starts each game with up to 2 shadow tile on her Army Card. If Mika Connour ends her turn on a empty land space, you may place a shadow tile from her Army Card onto the space she occupies if the shadow tile fits normally onto that space.
Cold Healing
After taking a turn with this Greater Ice Elemental, if it is on at least one snow or ice space, remove 1 wound marker from this Greater Ice Elemental's Army Card.
Cold Regenerate
After a turn with this Ice Troll Berserker, remove 1 wound marker from the Ice Troll Berserker's Army Card. If it is on a snow or ice space, remove 1 additionall wound marker.
Combat Leader
If at least one order marker is on Morgrimm Forgehammer, you may add 3 to your initiative roll.
Grok Training
Marro Hive cannot rebirth Grok Riders with its Marro Rebirth special power.
Ice Cold
While a Great Ice Elemental is on a water or ice space, that space and all same-level water spaces adjacent to that Greater Ice Elemental are consider ice spaces. Figures do not have to stop their movement on normal ice spaces.
Life Drain
Each time Marcu Esenwein destroys a figure, you may remove a wound marker from this Army Card. Marcu Esenwein cannot Life Drain destructible objects.
Lycanthropy
This Werewolf Lord starts with 3 green Lycanthropy markers on its Army Card. If an opponent's Unique Hero receives at least 1 wound from this Werewolf Lord, you may place a Lycanthropy marker on that figure's Army Card. For the duration of the game, that figure loses its Species, Class and Personality. Instead, it has the following characteristics.
- Species: Hybrid
- Class: Hunter
- Personality: Tormented
Lycanthropy never affects Constructs, Lycanthropes, Soulborgs or Destructible Objects.
Mage Hand
After moving and before attacking, you may choose a Treasure Glyph on a unoccupied space within 4 spaces of Heirloom. You may move that Treasure Glyph onto any empty same-level space adjacent to Heirloom. Symbol-side-up Treasure Glyphs cannot be revealed, and power-side-up Treasure Glyphs must be placed power-side up when moved by Mage Hand.
Mob Attack
When attacking with a Goblin Cutter you control, if the defending figure is engaged with at least 2 Goblin Cutters you control, it subtracts 2 from its defense dice.
Regenerate
After a turn with this Feral Troll, remove 1 wound marker from the Feral Troll's Army Card.
Self-Replicating
Marro Hive cannot rebirth Marro Dividers with its Marro Rebirth special power.
Soul Weapons
Figures attacked by a Death Knight of subtract 2 from their defense dice. Destructible Objects are not affected by Soul Weapons.
Zombies Rise Again
If a Zombie of Morindan that you control destroys an opponent's small or medium figure, replace that figure immediately, if possible, with one of your own previously destroyed Zombie of Morindan. Newly placed Zombies of Morindan cannot attack this turn. Undead are not affected by Zombies Rise Again.