Symbols
– Hero
– Character
– Activate
– Shot
– Magical Shot
– Throwing
– Prosperity
– Class Building
– Armour
– Stealth
,
… – Durability
,
… Multiple Uses
– First Word
– Last Word
– Minion
– Healer
Dice
1-2 3-4 5-6Basic Attributes
– Strength – Movement – HealthAbilitys
-
-Х from attacks
-Х from attacks, passive ability, modifier — the creature receives X damage less from the current attack.
A
Agile
Agile, passive ability — the creature cannot be a target for Backstab when leaves contact by movement or placement with one or more opponent’s creatures not moving or placing into contact with opponent’s creatures.
Passive ability – The creature can move through hexes occupied by allied creatures.
Ambush
Ambush: add [die]-Passive ability – If the creature does not move before the attack, it gains [dice] to the attack.
Armour
Armour (
)Х, triggered ability — When the creature is summoned to the Battlefield, it receives X Armour tokens.
Armour token: Whenever a creature with Armour tokens receives damage from non-magical attack or Backstab, that creature loses 1 Armour token per 1 damage instead of receiving Wounds. If one attack deals more damage than Armour tokens the creature has, this damage removes all Armour tokens and the rest damage deals Wounds. If any card or ability gives +X Armour to the creature, it means that creature receives X Armour tokens.
Armour token: Whenever a creature with Armour tokens receives damage from non-magical attack or Backstab, that creature loses 1 Armour token per 1 damage instead of receiving Wounds. If one attack deals more damage than Armour tokens the creature has, this damage removes all Armour tokens and the rest damage deals Wounds. If any card or ability gives +X Armour to the creature, it means that creature receives X Armour tokens.
Armour – unit ignores one
on the opponent’s dice roll in melee.
Armour Х – Triggered ability – When you play this card, place X Armour tokens
on it.
Token – Whenever a creature with Armour tokens receives damage from a non-magical attack or other effect, that creature loses 1 Armour token per 1 damage instead of getting wounds. If an attack deals more damage than the number of Armour tokens the creature has, this damage removes all Armour tokens, and the rest damage deals wounds. A creature can have an unlimited number of Armor tokens. If an effect indicates that a creature gets wounds but not damage, Armour cannot prevent them.
If any card or ability gives the creature +X , that creature receives X additional Armour tokens. When the relic with Armour no longer has Armour tokens, it is destroyed and the Hero loses all its effects.
If any card or ability gives the creature +X , that creature receives X additional Armour tokens. When the relic with Armour no longer has Armour tokens, it is destroyed and the Hero loses all its effects.
Assassin
passive ability – When a creature attacks a
of a higher rank, its Crit effect always activates.
Aura
Aura Х: [text], ability — all creatures, unless indicated otherwise, at a distance within X receive an ability or effect described in [text]. The source of Aura doesn’t receive the abilities that own Aura provides.
Aura X: [text] – [text] is applied at a distance within X hexes from the source of the Aura.
(Terrain) Aura: [text] – the efect afects the unit located within the X radius from the hex.
(Terrain) Aura: [text] – the efect afects the unit located within the X radius from the hex.
Aura Х: [Text] – Passive ability – All creatures in a hex with the source of the Aura and in X hex from it has [text] as long as they are in an Aura. If any creatures affected by the Aura has a unique effect, it is specified in text. If the source of the Aura is a creature, it does not receive the Aura effect.
B
Battle mage
Battle mage, passive ability — the creature can declare
(Magical Shot) even if it already moved during its activation.
Beast
Beast, passive ability — the creature cannot be targeted by Control or any abilities of buildings.
Berserk
Berserk Х, ability — while the creature is wounded (has Wound tokens on its card) it receives +X
(Strength).
Passive ability – As long as this creature is wounded (has Wound tokens on its card), its Crit effect always works.
Blocks Line of Sight
Blocks Line of Sight, terrain ability — players cannot draw a Line of Sight through this terrain template.
Blocks the Line of Sight
Blocks the Line of Sight – If the terrain is blocking the Line of Sight, it means that a Line of Sight (LoS) cannot be drawn through it.
Brave
Brave – the unit ignores one
on the opponent’s dice.
Passive ability – Ignore 1 [Push] of the opponent’s attack.
Brute
Passive ability – Cannot be affected by Building effects.
Cannot receive relics in Tournament mode and Solo mode.
Cannot receive relics in Tournament mode and Solo mode.
Buckshot
Buckshot, triggered ability — if
(Shooting) has dealt at least 1 damage and if the target is within M distance, the target creature is moved backward from the shooter at S distance along the line drawn from the centre of the attacker’s base to the centre of the target’s one. If it leaves a contact, it does not receive a Backstab. If a target of this shot cannot be moved for the full distance, it receives an additional 1 point of damage.
C
Cautious
Cautious Х, passive ability — the creature with this ability must assign at least X dice into defense in melee combat, but no more than the creature’s
(Strength).
Charge
Charge: [text], triggered ability — the creature gains [text] till the end of the current turn, if it moved before attacking in melee, once per turn.
Charge X – when the unit attacks in melee after movement, it has X additional dice for this attack, once per activation. Charge cannot be performed if the unit is attacking the enemy next to which it started moving.
Triggered ability – The creature gains Text while attacking if it was moving before the attack. The ability doesn’t work if the creature started moving next to the creature it’s attacking.
Clinch
Passive ability – An opponent’s creature cannot move if it is in contact with this creature.
This does not apply to forced moves, such as Spell card effects or Push effects.
This does not apply to forced moves, such as Spell card effects or Push effects.
Concentration
Concentration Х, activated ability — when the creature is summoned to the Battlefield, it receives X Concentration tokens. The creature with Concentration has: “
(Activate): gain 1 Concentration token”. The creature cannot have more than X Concentration tokens. You can spend the Concentration tokens anytime during your turn.
Contract
Contract X
triggered ability – At the beginning of this creature’s activation, you can pay X
[prosperity] to immediately fulfill the text.
Contract Х: [Text] – Triggered ability – On activating this creature, the active player can pay X
to make this creature gain all effects specified in the [Text] until the end of the active player’s turn.
Some effects can be permanent. It’s specified in the Text.
Contract
Contract: [text], triggered ability — at the start of the activation of any creature with Contract, the active player can pay 1
(Prosperity point) and a creature will receive all effects indicated in [text] until end of the active player’s turn.
Control
Control Х, activated ability, impact — the character can take control of an opponent’s character or minion. Choose a target for Control within XL to the character taking into account the Line of Sight; roll X dice — if there is the same number of
(Bullseye) rolled as the current target’s health, you gain control of the target until the end of turn. You can activate this character or minion this turn.
Counterblow
Counterblow – when the unit is attacked, it can make a defense roll even if it hasn’t declared Defense.
Counterblow [dice] – Triggered ability – When the creature with this ability is under the Melee Attack, it can declare its own Melee Attack with strength [its dice] afterward, if it’s still alive and within the distance of attack. All Critical effects could be activated following usual rules.
A creature cannot declare a Сounterblow in response to a Сounterblow.
A creature cannot declare a Сounterblow in response to a Сounterblow.
D
Defender
Defender, ability — if an opponent’s creature declares attack in melee combat while in contact with the creature, it must select the creature as the target. If there are several creatures with this ability in contact with the attacker, it can choose which one to strike.
Defender – if an enemy unit announces a melee attack on your unit which is next to the unit with this ability, you can redirect the attack to this unit
Passive ability – If an opponent’s creature declares Melee Attack while in contact with the creature with this ability, it must choose this creature as the target of the attack, even if there are other your allied creatures within its Attack Range. If there are several creatures with this ability in contact, it can choose which one to attack.
Defense against shooting
Defense against shooting, terrain ability — if a creature is currently standing in contact with the terrain template with this ability and becomes the target of ranged attack, or that template is on the Line of Sight, the owning player can reroll any failed rolls to defend against
(Shot) or
(Throwing) one time per each successful ranged attack. In case of a
(Magical Shot), the creature receives a single defense die, as if it were a target of
(Shot), following standard ranged attack rules.
Difficult target
Difficult target, ability — when performing a ranged attack against a target with this ability, the attacker must reroll all successful hits.
Difficult terrain
Difficult (Difficult terrain), terrain ability — if a creature without Flight touches the template of this terrain during movement, its movement distance decreases to S. Creatures that already have a movement distance of S are not slowed down by difficult terrain. Running through such terrain is not possible. If a creature has already moved beyond S distance before touching the terrain template, it must immediately stop upon contact. If a creature starts its turn in Difficult terrain, its movement distance is S until the end of its activation.
Difficult Terrain — when a unit enters a Difficult Terrain hex from a different terrain type, it must end its activation immediately.
If a unit without the Flight ability uses the Run rule, it can enter the Difficult Terrain using Stamina.
Units with the Flight ability can freely cross hexes with Difficult Terrain, but if they end their movement in such a hex, they immediately terminate their activation.
Difficult/Difficult terrain – Terrain ability – If a creature enters the terrain with this ability by performing a move or running, its activation ends immediately.
If a creature is forced to shift into such terrain by a Push effect, it takes 1 damage of the same type as the attack.
If a creature is forced to shift into such terrain by a Push effect, it takes 1 damage of the same type as the attack.
Disease
Disease, triggered ability, indicated by Disease token — the creature receives 1 Wound if declares attack; at the start of its activation, it can skip its activation to lose Disease.
Dominance
Dominance – when the unit attacks, the
it rolled is always considered successful.
Drill
Drill, triggered ability — when the character is summoned to the Battlefield, you can summon a minion of your faction into contact with each of your creatures with Drill
Durability Х
Durability (
) Х, relic ability — when a relic with Durability is played, it receives X Armour tokens. Any non-magical attack at the hero deals damage first to relics with this effect. When the relic no longer has Armour tokens, it is destroyed and the hero loses all its effects.
E
Enchantment
Enchantment (Spell type) passive ability – Place this card next to the object of enchantment. Enchantment remains in play until the enchanted object leaves the Battlefield.
Executioner
Executioner: [text], triggered ability — if the creature enters the Battlefield or the previous victim is eliminated, the creature can choose a character to be its victim: When attacking its victim, the character gains [text] until the end of attack.
Exhaustion
Exhaustion X: [text], triggered ability — at the start of the creature’s activation, you can deal it 1 Wound to gain [text].
Expert of Attack
Expert of Attack X, triggered ability — if a creature assigns all available dice to attack in melee combat, it receives additional X attack dice.
Expert of Defense
Expert of Defense X, triggered ability — if a creature assigns all available dice to defense in melee combat, it receives additional X defense dice.
F
First word
First word (
): [text], triggered ability — when the card is played, [text] must be immediately applied.
– Triggered ability – When the card is played, Text should be applied immediately.
Flank
Passive ability – When the creature declares a Melee Attack against a target that is in contact with allied creature, the attacker gains [Text] until the end of attack.
Flight
Flight (Flying), ability — the creature can ignore obstacles when moving across the Battlefield, including other creatures and terrains. Creatures with this ability still can’t end their movement in Impassable areas.
Flight – the unit can move ignoring obstacles. And run into Difficult Terrain without getting a Fatigue token. If a unit with Flight stops its movement at a certain terrain, it can use its properties. This unit cannot stop its movement on hexes of other units and impassable terrain.
Passive ability – The creature can ignore obstacles, including other creatures and terrains, while moving across the Battlefield. Nevertheless, the creatures with this ability cannot end their movement on Impassable areas or on the hexes with other creatures.
Forged
Passive ability – Forged creatures cannot be healed and cannot receive Poison or Disease tokens. They also ignore all [flag] in the opponent’s attack. Creatures with Vampirism cannot be healed if they attack Forged creatures.
Forged
Forged, passive ability – Forged cannot be healed and cannot gain Poison or Disease. Creatures with Vampirism cannot be healed if deals wounds to Forged.
Forged– When the unit is under attack, it ignores all
on the opponent’s dice roll. The Vampirism and Marauder abilities do not affect this unit.
Formation
Formation – if the defending unit is in contact with two or more allied units, it ignores one for every two allied units. The same is true for the attacking unit if the defending unit has a Defense Token, Counterblow, or any other opportunity to roll the defense dice
Fortitude
Fortitude, ability — creatures with this ability always hit its target in melee when rolling
(Axe) or
(Shield) whether they are wounded or not.
Fortitude– the unit cannot be Weak
H
Hammerblow
Hammerblow, ability — when attacking in melee combat, every successful hit deals 2 points of damage.
Healer
Passive ability – Instead of attacking, choose a creature within [Дистанция] and roll printed attack dice only. Heal the targeted creature by 1 for [sword] or [crit].
Healer Х
Healer (
) Х, activated ability, impact — when activating, choose a target, roll X dice and remove as many Wound tokens as there are successful rolls. In contact with the target,
(Axe) and
(Shield) are considered successful rolls. If a target is away at a distance within XL, only rolled
(Bullseye) results are considered successful.
Healing
Healing (Heal) Х, activated or triggered ability, impact — remove X Wound tokens from a target of healing. If there are less Wounds than the ability can heal, they all are removed and a creature is considered fully healed. Healing cannot be declared if the target of Healing doesn’t have Wounds or if there is any factor that restricts Healing.
Hook
Triggered ability – Instead of movement, creature can move an opponent’s creature within X or less into the contact with itself, if it has LoS to it. The creature must move along the shortest available path.
Horde
Horde – When attacking in melee combat with “Support”, gains a
for each supporting unit
Howl
Howl X: [text], activated ability — all creatures within X receive an ability or effect described in [text] unless otherwise stated. Effects of Howl last until the end of turn, if [text] doesn’t imply a different option. The source of Howl cannot receive these benefits.
Hunter
Passive ability – When creature attacks [Text], its Critical effect always works.
I
Impassable
Impassable, terrain ability — creatures without Flight cannot cross this type of terrain when moving. The creatures cannot be placed on Impassable terrain template.
Impassable(terrain) – units cannot cross or end their movement on Impassable terrain
Passive ability – Creatures without Flight cannot cross this type of terrain when moving. Creatures cannot be placed on Impassable terrain templates.
Infantry
Infantry, passive ability – you can put up to 6 copies of the Сharacter card with the same name with the Infantry ability in your deck.
Initiative
Initiative, ability — players assign their
(Strength) dice following common rules. The creature with Initiative strikes first. Its target can defend as normal, but it attacks second and will not attack if it is killed by this creature with Initiative. If both combatants have Initiative, melee combat occurs according to common rules.
Inspiration
Inspiration, passive ability – If a creature with Masterpiece is activated within its
[Speed], it can roll only 1 dice, then choose any effect where there is a rolled value.
J
Jump
Jump, passive ability — when moving, the creatures can ignore other creatures on the Battlefield. The Jump can take place only in a straight line at any distance no more than the creature’s
(Movement). The creature can’t finish its movement on other creatures.
L
Last word
Last word (
), triggered ability — must be applied once the already played character or support card goes to the Graveyard.
– Triggered ability – Must be applied when this card goes to the Ancestral hall.
Long shot
Long shot Х: [Dice] – Passive ability – Instead of attacking, the creature can declaire
at range X with strenth [dice].
The critical effect does not activate.
The critical effect does not activate.
Lunge
Lunge, passive ability — the creature can declare melee combat within S distance away from its target if it’s possible to draw Line of Sight between the attacker and the target. If during this attack the target is not in contact with the attacker, the target should assign all of its
(Strength) dice to defense only.
M
Magical Shot
Magical Shot – calculated in the same way as a regular Shooting, except that the enemy unit cannot defend against this attack. Therefore, during Magical Shot, the attacking player rolls the dice and all the damage is dealt immediately.
Magical Shot Х
Magical Shot (
)Х, activated ability — a magical ranged attack within XL distance, that allows you to roll X dice. The dice of Magical Shot are considered successful if
(Bullseye) is rolled. The target of Magical Shot cannot defend itself, so each successful die instantly becomes a successful hit dealing 1 Wound each.
Magical Strike
Magical Strike Х, magical melee attack — magic melee attack. The creature can declare it to a creature in contact, after the creature’s movement or not moving during its activation. When performing Magical Strike, you roll X dice. Dice are considered successful if
(Axe) or
(Shield) are rolled. If the attacker already has Wounds and doesn’t have Fortitude ability, only
(Shield) are considered successful. Each successful Magical Strike die deals 1 wound. The target of Magical Strike cannot defend itself.
Marauder
Marauder– when the unit deals damage, it loses one Fatigue token, once per attack.
Master of Attack
Master of Attack Х, ability — the creature can reroll up to X different dice that it assigned to attack in melee combat.
Master of Attack X– when the unit attacks in melee, it can reroll X dice of the player’s choice.
Master of Attack
Master of Attack Х – Triggered ability – When the creature attacks, it can reroll up to X dices, but not [Crit].
Master of Defense
Master of Defense Х, ability — the creature can reroll up to X different dice that it assigned to defense in melee combat.
Master of Defense X– when the unit defends against melee or ranged attacks, it can reroll X dice of the player’s choice.
Master of Healing
Master of Healing Х, ability — the creature can reroll up to X different dice that it used for healing.
Master of Magic
Master of Magic Х, passive ability — the creature can reroll up to X different dice that it used for a
(Magical Shot).
Master of Ritual
Master of Ritual Х, passive ability — the creature can reroll up to X unsuccessful dice that it used for Ritual.
Master of Shooting
Master of Shooting Х, passive ability — the creature can reroll up to X different dice that it used for a
(Shooting) or
(Throwing).
Master of Shooting X – when the unit performs a ranged attack, it can reroll X dice of the player’s choice.
Masterpiece
Masterpiece, triggered ability – At the beginning of the activation, if there is another creature within
[Speed], a creature can roll 2 dice.
/ – deal 1 damage to a creature within [Speed].
/ – gain 1 .
/ – Heal a creature within [Speed] by 1.
All other combinations are a failure.
/ – deal 1 damage to a creature within [Speed].
/ – gain 1 .
/ – Heal a creature within [Speed] by 1.
All other combinations are a failure.
Monster
Monster, passive ability — cannot be healed; cannot be returned to hand; cannot be brought under control; cannot search ruins; cannot be affected by any effects of support cards.
Monster
Passive ability – It cannot be healed, or returned to the Camp from any other zone, or brought under the opponent’s control. Also cannot be activated by your opponent or affected by any effects of Support cards, including Buildings. It ignores [[Push]].
Multiple Attack
Multiple Attack – When the unit performs a Multiple Attack, it attacks against each enemy unit in contact in turn. It may get the Fatigue token and +1
until the end of the turn. The player chooses in which order to attack enemy units. During and after the Multiple Attack you cannot perform Advance. If the attacking unit panics, the Multiple Attack is interrupted. A Multiple Attack counts as one attack for all effects, such as Marauder and Vampirism.
Multiple uses
Multiple uses (
) Х, relicability — Every time you use Multiple Uses ability, mark it. Once the number of marks equals the number of initial Multiple Uses of the relic, this relic is discarded and all of its bonuses are no longer applied.
Relic ability – The Relic bonuses can be used as many times as specified there. When a card with Multiple Uses is played, collect the number of markers indicated in the Multiple Uses stat and place them on the card. Every time the player uses a Relic with Multiple Uses, one of the markers on the Relic Card should be removed. Just as the number of markers equals zero, all effects applied for the last time. Then the Relic is discarded.
N
Necromancy
Necromancy – when the unit destroys an enemy unit, you can summon a Zombie Warriors conscript unit under your control to its hex.
P
Parasite
Parasite Х, triggered ability — whenever the creature eliminates a character, roll X dice: If at least 1
(Bullseye) is rolled, summon a minion of your faction into contact with the eliminated character before removing it from the Battlefield.
Pathfinder
Pathfinder, passive ability — the creature ignores Difficult terrain ability.
Persecution
Persecution Х, triggered ability — when the creature eliminates an opponent’s creature, the creature can declare another attack in melee combat, X times per your turn. The creature can move within S into contact with another opponent’s creature before each of these additional attacks.
Persecution X – having performed the Advance, the unit can declare another melee attack. After the Advance, the unit can move additional X hexes. While using Persecution, the unit cannot return to the same hex from which it declared the first attack, and cannot move to a hex from which it cannot declare melee combat, cannot perform it while moving over the Difficult Terrain. The unit can perform Persecution once per turn.
Triggered ability – When the creature eliminates an opponent’s creature with Melee Attack or Push it, this first creature can declare another Melee Attack, once per turn. The creature can move within X into contact with any opponent’s creature before additional Melee Attack. During this movement, the creature cannot enter Difficult Terrain.
Poison
Poison, triggered ability, indicated by Poison token — at the start of the creature’s activation, roll a dice: on
(Bullseye) the creature receives 1 Wound. The creature with Poison has: “
(Activate): lose Poison”.
Predator
Predator, triggered ability — if the creature enters melee combat with a wounded opponent’s creature, the creature gains +1
(Strength) until the end of melee combat.
Triggered ability – If the creature declares a Melee Attack at a wounded opponent’s creature, its Crit effect always works.
Protector
Passive ability – This creature can take damage instead of an allied adjacent creature.
Q
Quick
Quick, passive ability — the creature can declare melee combat after using ability of Run.
Quick shooter
Quick shooter, ability — a creature can declare
(Shooting) or
(Throwing) even if it moved in its turn, if Run was not used.
Quick Shooter– the unit can declare Range Attack after moving, but not after running.
R
Rain of Arrows
Rain of Arrows, triggered ability — whenever the creature declares
(Shooting), the target character gains -1
(Strength) until the end of the opponent’s turn. The effect cannot be accumulated.
Ranger
Ranger – the unit ignores the Difficult Terrain ability. If this unit attacks, the enemy unit on a certain terrain doesn’t receive bonuses from it.
Reckless
Reckless Х, passive ability — in melee combat, this creature must assign at least X dice into attack, but no more than its
(Strength) value. If the creature is in melee combat again during the opponent’s turn, after the first attack it must assign all its dice to defense.
Recruitment
Recruitment, activated ability — when a building is constructed in your city zone, you can summon a minion of your faction into contact with each of your creatures with Recruitment.
Regeneration
Regeneration Х, triggered ability — at the start of its activation roll X dice. This creature is healed by 1 for each rolled
(Bullseye).
Regeneration – at the beginning of the unit’s activation, it restores 1 miniature or heals 1 wound.
Regroup
Regroup – when the unit is attacked, it can replace one point of damage with Panic. Only if it can retreat.
Requiem
Requiem, triggered ability — when the character dies, before the miniature is removed from the Battlefield, roll a die individually for each other creature within S from it: On
(Axe) or
(Shield) that creature receives 1 Wound.
Resurgent
Resurgent, passive ability — Resurgent cannot be healed and cannot gain Poison or Disease. Creatures with Vampirism cannot be healed if they deal Wounds to Resurgent.
Resurgent –
deal damage instead of Panic to that unit. The Formation works as usual. The Vampirism and Marauder abilities do not
affect this unit.
affect this unit.
passive ability – Resurgent cannot be healed and cannot receive Poison or Disease tokens. Creatures with Vampirism cannot be healed if they attack Resurgent. All
in the attack on Resurgents deal 1 damage in total, instead of Push effect activation. When the player eliminates the opponent’s character during their turn and this character’s card must go to History, they can immediately summon their Resurgent of the same rank or lower from their camp or History on the place of eliminated character. They don’t need to pay its cost. The eliminated character’s card instead of going to History should be placed under the Resurgent card untill Resurgent leaves the Battlefield. The eliminated character shouldn’t be Resurgent, Forged, Undead, or Mech.
Ritual
Ritual X, activated ability — roll X dice, if at least one
(Bullseye) is rolled, summon one minion of your faction into contact with the creature.
Run
Run X – Passive ability – On declaring a Run, a creature can move through X additional hexes instead of 1.
Rush
Rush, triggered ability — the creature can be activated right away after being summoned to the Battlefield, only in your turn.
Rush – if there are at least 1
rolled during the attack, it moves the target 1 hex towards the direction of the attack; if the target cannot move, it receives 1 wound instead. If the unit panics, instead of the above, its retreat distance is increased by 1.
Passive ability – On your turn the creature can be activated right after being summoned to the Battlefield. It cannot attack, though.
S
Shield against
Shield against [text], ability — the creature cannot be the targeted by [text].
Shield Strike
Shield Strike, passive ability — Each
(Shield) on the creature’s attack die blocks 1 additional damage.
Shooting
Shot/Shooting
) Х, activated ability — non-magical ranged attack within XL distance and with a Line of Sight that allows you to roll X dice. Dice of Shooting are considered successful if
(Bullseye) is rolled. The target of Shooting can defend itself by rolling the same number of dice as the number of successful dice the shooter rolled. Each successful hit deals 1 damage.
Shooting – The shot is performed at the distance of the shooting distance range indicated in the unit’s card. The shooting distance is indicated by two numbers. The base shooting range is indicated by the first number and can be performed without any penalties. After checking the LoS, the Range
Attack is performed according to the general rules for melee attacks. Except that the attacking player determines the number of their dice for Range Attack using their unit’s Range Attack stat.
Slow
Slow, ability — a creature with this ability cannot use Run.
Passive ability – The creature can’t declare Run.
Sniper
Sniper, triggered ability — a creature with this ability can reroll any of its
(Shooting) dice when shooting at the distance of L and more. At the same time, each successful hit when
(Shooting) at this distance deals 2 points of damage.
Stamina
Stamina, ability — the creature can assign its melee combat dice into attack no matter how many melee combats it was engaged in.
Stealth
Stealth (
), activated ability — allows to receive a Stealth token. For this, the creature with Stealth ability should activate not being in contact with the opponent’s creatures and not being a target for ranged attacks at the previous turn of the opponent.
Stealth token: When a creature with Stealth is summoned to the Battlefield, it gains a Stealth token. The creature with a Stealth token is considered hidden and cannot be targeted by attacks or abilities of the opponent’s creatures, but still can be targeted by support cards. The creature cannot have more than one Stealth token.
Stealth token: When a creature with Stealth is summoned to the Battlefield, it gains a Stealth token. The creature with a Stealth token is considered hidden and cannot be targeted by attacks or abilities of the opponent’s creatures, but still can be targeted by support cards. The creature cannot have more than one Stealth token.
Steam Engine
Steam Engine: [text], triggered ability — is triggered when the creature declares an ability or effect indicated in [text], once per turn. The player must roll a die for Steam Engine and carry out [text] before doing the ability or effect itself. If the creature gains a bonus from Steam Engine, that bonus lasts until the end of turn.
Sting
Sting: [text], passive ability — when the creature declares attack on a creature without Poison, the attacked creature gains Poison. When the creature declares attack on a creature with Poison, the creature with Sting gains [text] until the end of attack.
Stun token
Token – If a creature must be activated, it loses a Stun Token instead.
A creature cannot have more than 1 Stun Token.
A creature cannot have more than 1 Stun Token.
Superior
Passive ability – When a creature attacks a
below its rank, its Crit effect always works.
Survivable
Survivable – when the unit is attacked, it cannot lose more than two models or receive more than two wounds in one attack.
T
Terrifying
Terrifying– when the unit attacks in melee, it has 1 extra
result added to its roll.
Throwing X
Throwing (
) Х, activated ability — non-magical ranged attack that can be declared on a target within L distance and within Line of Sight, allows you to roll X dice. Dice of Throwing are considered successful if
(Axe) or
(Shield) are rolled. The target of Throwing can defend itself by rolling the same number of dice as the number of successful dice the thrower rolled. Each successful hit deals 1 damage.
V
Vampirism
Vampirism, triggered ability — when the creature deals Wounds in melee combat, it can be healed by 1.
Vampirism – when the unit deals damage, it restores 1 miniature or heals 1 wound, once per battle. The feature is triggered after damage is dealt, but before determining which squad died and which panicked.
Vampirism restores 1 miniature, even if there are no miniatures left in the squad after counting the losses. Damage received by the enemy unit in the panic process does not count as damage dealt.
Vampirism restores 1 miniature, even if there are no miniatures left in the squad after counting the losses. Damage received by the enemy unit in the panic process does not count as damage dealt.
Veteran
Veteran, passive ability — when attacking a creature with Veteran in melee combat, the attacker must reroll all successful dice results.
Vision
(Nothing blocks LoS for this creature.) Instead of activating the Malachron, you may play a spell card for free.
Vulnerability
Vulnerability, passive ability — when receiving damage, the creature receives 1 extra damage.