The new swamp water got me to thinking about this one. Corrections and additions are, as always, valued. Updated 6/16/08 through Waves 8 and 8.5.
Terrain Influenced Special Abilities
DUMUTEF GUARD – Road Strength – Add 1 to Dumutef Guard’s attack and defense while on a road space.
MARRO DRUDGE – Swamp Water Strength – When a Marro Drudge is on a swamp water space, add 1 to its attack and defense.
MARRO DRUDGE - Swamp Water Tunnel - If a Marro Drudge ends its normal movement in a swamp water space, you may immediately place it on any empty same-level swamp water space within 5 spaces. If a Marro Drudge is engaged when it starts to tunnel, it will take any leaving engagement attacks.
MARRO WARRIORS – Water Clone – Instead of attacking with all of the Marro Warriors, one at a time, roll the 20-sided die for each Marro Warrior in play. If you roll a 15 or higher, place a previously destroyed Marro Warrior on a same-level space adjacent to that Marro Warrior. Any Marro Warrior on a water space needs a 10 or higher to Water Clone. You may only Water Clone after you move.
NERAK THE GLACIAN SWOG RIDER – Snow Strength – Add 1 to Nerak’s attack and defense while on a snow space.
OBSIDIAN GUARDS – Lava Resistant – Obsidian Guards never roll for molten lava damage or lava field damage and they do not have to stop on molten lava spaces.
OBSIDIAN GUARDS – Lava Throw – When an Obsidian Guard is on a molten lava space it may add 2 to its range.
OBSIDIAN GUARDS – Water Weakness – An Obsidian Guard on a water space rolls 2 fewer defense dice.
BRUNAK – Lava Resistant – Brunak never rolls for molten lava damage or lava field damage and he does not have to stop in molten lava spaces.
DZU-TEH – Glacier Traverse – If a Dzu-Teh is adjacent to a Glacier Mountain, the Dzu-Teh may Glacier Traverse instead of moving normally. You may do this with any or all Dzu-Teh you control each turn. To Glacier Traverse, move to any unoccupied space adjacent to that Glacier Mountain.
DZU-TEH – Glacier Camouflage – If a Dzu-Teh is adjacent to a Glacier Mountain, opponents’ figures must be adjacent to that Dzu-Teh to attack it with a normal attack.
DZU-TEH – Snow and Ice Enhanced Movement – Slippery Ice and Heavy Snow only count as 1 space when moving.
VENOC VIPERS – Slither – Venoc Vipers do not have to stop their movement when entering water spaces.
ARMOC VIPERS – Slither – Armoc Vipers do not have to stop their movement when entering water spaces.
ELITE ONYX VIPERS – Slither – Elite Onyx Vipers do not have to stop their movement when entering water spaces.
VENOC WARLORD – Slither – Venoc Warlord does not have to stop his movement when entering water spaces.
MICROCORP AGENTS – Water Suits – Microcorp Agents do not have to stop their movement when entering a water space. Add 2 to a Microcorp Agent’s defense while he is on a water space.
WO-SA-GA - Slither - Wo-Sa-Ga does not have to stop her movement when entering water spaces.
note: when flying, figures do not have to stop when entering a water space
Terrain Influenced Special Abilities
DUMUTEF GUARD – Road Strength – Add 1 to Dumutef Guard’s attack and defense while on a road space.
MARRO DRUDGE – Swamp Water Strength – When a Marro Drudge is on a swamp water space, add 1 to its attack and defense.
MARRO DRUDGE - Swamp Water Tunnel - If a Marro Drudge ends its normal movement in a swamp water space, you may immediately place it on any empty same-level swamp water space within 5 spaces. If a Marro Drudge is engaged when it starts to tunnel, it will take any leaving engagement attacks.
MARRO WARRIORS – Water Clone – Instead of attacking with all of the Marro Warriors, one at a time, roll the 20-sided die for each Marro Warrior in play. If you roll a 15 or higher, place a previously destroyed Marro Warrior on a same-level space adjacent to that Marro Warrior. Any Marro Warrior on a water space needs a 10 or higher to Water Clone. You may only Water Clone after you move.
NERAK THE GLACIAN SWOG RIDER – Snow Strength – Add 1 to Nerak’s attack and defense while on a snow space.
OBSIDIAN GUARDS – Lava Resistant – Obsidian Guards never roll for molten lava damage or lava field damage and they do not have to stop on molten lava spaces.
OBSIDIAN GUARDS – Lava Throw – When an Obsidian Guard is on a molten lava space it may add 2 to its range.
OBSIDIAN GUARDS – Water Weakness – An Obsidian Guard on a water space rolls 2 fewer defense dice.
BRUNAK – Lava Resistant – Brunak never rolls for molten lava damage or lava field damage and he does not have to stop in molten lava spaces.
DZU-TEH – Glacier Traverse – If a Dzu-Teh is adjacent to a Glacier Mountain, the Dzu-Teh may Glacier Traverse instead of moving normally. You may do this with any or all Dzu-Teh you control each turn. To Glacier Traverse, move to any unoccupied space adjacent to that Glacier Mountain.
DZU-TEH – Glacier Camouflage – If a Dzu-Teh is adjacent to a Glacier Mountain, opponents’ figures must be adjacent to that Dzu-Teh to attack it with a normal attack.
DZU-TEH – Snow and Ice Enhanced Movement – Slippery Ice and Heavy Snow only count as 1 space when moving.
VENOC VIPERS – Slither – Venoc Vipers do not have to stop their movement when entering water spaces.
ARMOC VIPERS – Slither – Armoc Vipers do not have to stop their movement when entering water spaces.
ELITE ONYX VIPERS – Slither – Elite Onyx Vipers do not have to stop their movement when entering water spaces.
VENOC WARLORD – Slither – Venoc Warlord does not have to stop his movement when entering water spaces.
MICROCORP AGENTS – Water Suits – Microcorp Agents do not have to stop their movement when entering a water space. Add 2 to a Microcorp Agent’s defense while he is on a water space.
WO-SA-GA - Slither - Wo-Sa-Ga does not have to stop her movement when entering water spaces.
note: when flying, figures do not have to stop when entering a water space