| SPEED- |
|
Square SA Colour Symbols |
| CHARGE: |
This figure may interrupt it`s move to make a free (0 Action Points) close combat attack, then continue moving provided there are no longer any enemies adjacent to the moving figure. In addition, if there is no opposing figure adjacent to this figure for the duration of the turn except on the last hex of movement, the piece may move an additional 4 squares during the turn. |
| QUICKNESS: |
This figure may move his full number of speed points, and it does not cost the player an Activation Point. The figure may do nothing but move or open doors this turn. The player must declare the use of quickness before moving the piece. |
| MAGIC LEVITATION: |
This figure can move any figure (friend or foe) that occupies an adjacent square. Give this figure an activation, but he can not make any other type of movement or attack this turn. Choose a target figure up to 4 squares away (even one in an adjacent square), and move it up to 5 squares in any direction. Treat all terrain as clear terrain while moving, but the target figure can not be moved through an unopened door, blocking terrain or another figure. Place the target figure in any legal terrain. The target figure may not be activated for the remainder of this turn. |
| FLIGHT: |
This figure treats all non-blocking terrain as clear terrain while moving. This figure may not use flight to move through any doorway, open or closed, or to move through blocking terrain. This figure must end its movement in legal terrain. This figure only fails a break away on a roll of 1. |
| AQUATIC: |
This figure treats all water terrain as clear terrain while moving. |
| STEALTH: |
Hindering terrain blocks line of fire to this figure. Any line of fire drawn to this figure that passes through hindering terrain is treated as if it were drawn through blocking terrain. If there are hindering or shadowed terrain squares in the same file as this figure, this figure does not convert Wandering Monster Tokens, unless they are in a square which is adjacent. This figure may add 2 to the dice roll to Disarm Traps. |
| |
| BOUND: |
This figure may make a free ranged attack without spending an Action Point. In addition, add 4 to this figure’s speed value if given an activation (provided it starts the turn with no enemy in an adjacent square). This figure only fails a break away on the roll of 1. |
| |
Circular SA Colour Symbols |
| FORCED MARCH: |
This figure can add to the speed value of a friendly adjacent figure or self. When a friendly figure is given an activation while in an adjacent square, add 1 to the friendly figure`s speed value for this turn. |
| NIMBLE: |
Provided this figure starts the turn with no enemy in an adjacent square - this figure may make a ranged combat attack, move up to 4 squares, and then make a close combat attack. This figure can also add 2 to the dice roll result to Disarm Traps. |
| RAM: |
This figure delivers an automatic click of damage (on one enemy figure) when it moves into a square adjacent to an enemy figure. |
| |
|
|
|
| DAMAGE- |
|
Square SA Colour Symbols |
| STARTING POSITION: |
For non-Hero figures, all warriors must start the game with this square showing. Before playing any figure, click the combat dial to show the green square over the damage value. This square may be split with another special ability colour. For members of the Hero faction, click the combat dial to show the correct level number inside a small green circle, located between the damage and defence values. |
| BERSERK: |
This figure adds 2 to his attack roll but can not make ranged combat attacks. This figure adds 2 to his attack roll when making a close combat attack, but can not make a ranged attack, disarm a trap or gather treasure on a turn in which berserk is used. |
| MAGIC ENHANCEMENT: |
This figure improves the damage delivered by friendly ranged combat attacks. Any friendly figure making a ranged attack while in a square adjacent to this figure inflicts 1 extra click of damage to any enemy figure(s) hit by the attack. Add 1 extra click to damage of own ranged attack if there are no friendly figures adjacent. The added damage from magical enhancement is not a special ability damage effect. |
| BATTLE FURY: |
This figure adds 2 to his attack roll when making a close combat attack. |
| DEMORALIZED: |
This figure can not make any kind of close combat attack. This figure may not move adjacent to an enemy, and must attempt to break away from any enemy figure who move into base contact with this figure. |
| NECROMANCY: |
This figure can bring an eliminated friendly figure back into play. Use this ability to return a friendly figure back into the game. If necromancy is activated by this figure… this figure may not move, open/close doors, disarm traps, look for treasure, or make any other kind of attack this turn. Chooses one eliminated friendly figure; click it`s combat dial to the starting position. If the figure is the member of the Hero faction, click it`s combat dial to it`s level when eliminated.
Roll a six-sided die and turn the figure`s dial a number of clicks equal to the result as if you were applying damage. If the end result does not show three skulls – place the newly returned piece in a square adjacent to the Necromancer figure. If the result shows three skulls, the necromancy attempt fails. Zombies and Skeletons returned to the game do not have to check in this way, and always return to play at full strength. |
| |
| COMMAND: |
This figure may add an activation to your total for the turn. You may either take a second go with an all ready activated figure, or activate an entirely different figure this turn. Either way, you basically receive a free action (except vulnerable figures). |
| |
Circular SA Colour Symbols |
| PIERCE: |
This figure`s ranged combat attacks ignore battle armour, armour, and invulnerability. When this figure is given a ranged combat action, ignore the target figure’s special abilities mentioned above. |
| MAGICAL FREEZE: |
This figure may use a ranged attack to reduce the target`s speed to 2. When this figure makes a ranged combat attack, the damage value is reduced to 1. If the
attack is successful against a single target throw a six-sided die: if the result is a 4, 5, or 6 place a freeze token on the target figure. The target is classed as frozen and may only move 2 squares a turn as long as the token remains in place.
To remove a freeze token, the figure must spend an activation without moving, disarming traps, searching for treasure, or taking part in ranged or close combat for an entire turn. After which, the freeze token is removed from play. |
| MAGICAL CONFUSION: |
This figure may make a ranged combat attack to move an opposing figure. When this figure makes a ranged combat attack, his damage value is reduced to 0. If he makes a successful ranged combat attack against a single target the attacking figure`s player immediately moves the target figure, using any number of speed points up to it`s full speed value. The target figure may not be moved into a square adjacent to a friendly figure, Wandering Monster, Minion or Victim Token. |
| |
| ATTACK- |
|
Square SA Colour Symbols |
| HEALING: |
This figure can heal itself or a friendly figure with a close combat attack. To heal a target figure, make a close combat attack against that figure. Add 2 to the defence value of that figure if either the healer or the target is in a square adjacent to an opposing figure (cumulative). Ignore all other modifiers to the close combat attack. If the attack succeeds, heal a number of clicks of damage equal to the healer’s damage value, or roll a six-sided die and heal a number of clicks of damage equal to the result. The healer may spend 4 speed points and heal himself 1 click of damage without making a die roll. Healing himself ends this figure`s current activation. Healing ignores all special abilities except invulnerability. |
| WEAPON MASTER: |
This figure can use a close combat attack to deliver 1 to 6 clicks of damage. When this figure makes a successful close combat attack, roll a six-sided die. Inflict a number of clicks of damage on the target equal to the result instead of this figure`s normal damage value. |
| MAGIC BLAST: |
This figure can use a ranged combat attack to deliver 1 to 6 clicks of damage. Use this ability to deliver a magical ranged combat attack against a single target within half of this figure`s attack range (round fractions up). The line of fire is never considered blocked or hindered by terrain or figures. When this figure makes a successful ranged combat attack, roll a six-sided die. Inflict a number of clicks of damage (on the target figure) equal to the result instead of this figure`s normal damage value. |
| FLAME/LIGHTNING: |
This figure`s ranged combat attack affects all figures within squares adjacent to the target. A single successful ranged combat attack (a single roll) affects the target figure and every figure in a square adjacent to the target figure. Compare the attack value result to the defence value of each affected figure, and give 2 clicks of damage (instead of this figure`s normal damage value) to each figure successfully hit. |
| SHOCKWAVE: |
This figure`s ranged combat attack can affect every figure within half his range value (round fractions up). A single successful ranged combat attack affects every figure (friend or foe) within half this figure`s attack range use a single die result to resolve the attack(s). Draw lines of fire to every figure within range. Figures do not block line of fire, but terrain blocks line of fire according to standard rules. Compare the attack value result to the defence value of each affected figure. A hit figure will receive 1D3 clicks of damage. i.e. a six-sided die divided by 2:
i.e. 1, 2 = 1 3, 4 = 2 5, 6 = 3. A shockwave attack ignores and is unaffected by all other special abilities. |
| VAMPIRISM: |
This figure can heal himself by making a successful close combat attack. Heal 1 click of damage on this figure whenever he damages a target figure during a close combat attack. |
| |
| MAGICAL HEALING: |
This figure can heal a friendly figure or self by making a ranged combat attack. To heal a friendly figure, make a ranged combat attack against it. Add 2 to the defence value of the figure if either the healer or target is in a square adjacent to an opposing figure (cumulative). Ignore all other modifiers to the ranged combat attack. If the attack succeeds, roll a six-sided die and heal a number of clicks of damage equal to the result, Rather than healing another figure, the healer may spend 4 speed points and heal himself 1 click of damage without making a die roll this is the only way of healing self. Healing ignores all special abilities except invulnerability. |
| |
Circular SA Colour Symbols |
| VENOM: |
This figure inflicts 1 click of damage even if his ranged or close combat attack misses the target. When this figure makes a ranged or close combat attack, add 1 to his damage value. If the attack misses, inflict 1 click of damage on the target figure anyway. This damage venom damage is considered part of the attack damage, and is not a special ability effect. |
| SNEAK ATTACK: |
This figure can deliver double damage with a close combat attack on a target. When this figure is adjacent to an enemy figure and has at least one other friendly figure also in base contact with the same enemy; if this figure makes a successful hit, it will deliver double it`s normal damage value on the enemy figure. |
| SWEEP: |
This figure can hit all opposing figures occupying adjacent squares with a successful close combat attack. When this figure makes a close combat attack (using a single die roll to resolve the attack), each adjacent enemy figure that is successful hit will receive the sweeping figure`s normal damage value. |
| |
| DEFENCE- |
|
Square SA Colour Symbols |
| BATTLE ARMOUR: |
This figure`s defence is improved against all attacks. Increase this figure`s defence value by 2 against ranged and close combat attacks that affect it. |
| POLE ARM: |
This figure will damage opposing figures that enter squares adjacent to this figure. When an opposing figure`s movement puts him in a square adjacent to this figure, the opposing figure takes 1 click of damage and the moving figure`s current activation ends. |
| MAGIC IMMUNITY: |
This figure is immune to magic affects. This figure can not be affected by any other special ability whose name contains the words “Magic” including magic healing. |
| TOUGHNESS: |
This figure reduces damage inflicted on it by 1 click. Reduce by 1 click any damage inflicted on this figure by ranged or close combat attack, to a minimum of 1 (i.e. you can not reduce damage to 0, unless as the result of a critical miss). |
| DEFEND: |
This figure can share it`s defence value with friendly figures in any adjacent square. Any friendly figure in a square adjacent to this figure may use this figure`s defence value instead of it`s own, Increase (or decrease) all adjacent friendly figures to match the new defence value for this turn. |
| REGENERATION: |
This figure can heal itself 0 to 4 clicks. Activate this figure, but he is considered to have 0 speed and can not make an attack or use any special abilities other than this one for the duration of this turn. Roll a six-sided die and subtract 2 from the result (treat a negative total as 0). Heal a number of clicks of damage on this figure equal to the result. |
| |
| INVULNERABILITY: |
This figure`s defence is improved against ranged attacks, and damage delivered to him is reduced. Increase this figure`s defence value by 2 against ranged combat attacks. Reduce 2 clicks of damage inflicted on this figure by ranged or close combat attacks, to a minimum of 1. Invulnerability does not affect critical hit damage. |
| |
Circular SA Colour Symbols |
| DODGE: |
This figure avoids damage from attacks. When this figure is hit by a ranged combat or close combat attack, roll a six-sided die, On a result of 5, or 6 the attack misses. |
| MAGIC RETALIATION: |
This figure delivers 1 click of damage if damaged in an attack. When this warrior takes damage from a ranged or close combat attack, the attacker also receives 1 click of damage. |
| LIMITED INVISIBILITY: |
This figure may not be the target of a ranged combat attack. This figure may not be the target of any ranged combat attack, and does not convert Monster Tokens unless they are in a square adjacent to this figure. |
| |
| |
|
--------------------------------------------- |
| |
|
BERSERK
(HeroClix version): |
This figure adds 2 to his ranged or close combat attack roll. This figure adds 2 to his attack roll when making a ranged or close combat attack. |