Glossary
A
Active Miniature
Miniature that is currently activating.
Ambush
Miniature with the Ambush ability may not be deployed on the battlefield at the Deployment step. Instead, the player can place a Miniature with an Ambush at the end of any Turn (Phase VI: End of Turn), placing it in an adjacent Hex from any Volume Landscape on the battlefield. If there is not a one Volume Landscape on the battlefield at the end of the Turn, then the Miniature cannot exit. If the Miniature has not been placed on the battlefield by the end of the game, it is considered dead.
Ally
Miniature is controlled by the player. If a miniature property describes an ally or allies, it mean any allies that satisfy the condition of the property or effect, but not the Miniature itself-the bearer of this property or ability.
Area Attack
Target of the attack is not only the Miniature chosen by the target of the Attack, but also all the Miniatures (both enemies and allies) located in the same Hexon. Thus, even Miniatures that are out of visibility of the attacker become the target of the Attack. When making an attack, the player rolls all the necessary dice to check the success of the attack once, and then each of the Miniatures that became the target of the attack rolls Defense Dice against Attack Roll. Target of an Area Attack can only be an enemy Miniature within range and within visibility. Rule of "Ranged Attack in a group of Miniatures" is not used when making an Area Attack.
Add Life / Restore Life / Gain Life / Heal Life / +1 Life
If the effect indicates that the model can Add Life/Restore Life/Get a Life / Heal a Life / +1, then in this case we are talking about the already lost miniature wounds. All these effects cannot increase the value of the miniature's wounds beyond the maximum, unless otherwise stated.
Armor Piercing
The target of the attack rolls 1 less Defense Dice (but not less than 1) when making Defense Rolls against an Armor-piercing Attack. If the target of the attack has abilities that add Defense Dice to it, then all bonuses (from the target's property) and penalties (from Armor Piercing) are added together until the final result is maked.
Assault
Miniature can make a Ranged Attack with the Assault rule, even if there is an Enemy Miniature in an adjacent Hex from it. In this case, only Enemy Miniatures in adjacent Hexes can become the target of a Ranged Attack.
Miniature can choose a Ranged Attack with the Assault rule to making a Counter Attack. Parry cannot be applied to an Attack with Assault rule.
Assistant
Miniature specified in the Assistant's ability can perform the Actions specified in the ability by measuring the distance to perform the Action from the Miniature with the Assistant's ability.
Attack by Region
Target of the attack is not only the Miniature chosen by the target of the Attack, but also all Miniatures located within two adjacent hexes (in the diagram below), unless otherwise specified. That mean even Miniatures that are out of visibility and range for the attacker can become the target of an Attack. When making an attack, the player rolls all the necessary dice to check the success of the attack once, and then each of the Miniatures that became the target of the attack rolls Defense Dice against Attack Roll. The target of Attack by Region can only be an enemy Miniature within range and within visibility. The rule of "Ranged Attack in a group of Miniatures" is not used when making an Attack by Region.

Attack without Visibility
Miniature can attack targets out of visibility. Legal targets for an Attack are any targets within the range of the attack, regardless of whether the target is within sight or not. Attack targets that are out of visibility get +1 Defense Dice to Defense rolls. Targets of the attack do not get the "Advantage of Large Miniature" from the "Attack without Visibility".
Aura of Bravery
A miniature with the Aura of Bravery ability and all allies within 1 Hexon of it ignore the effects of the Fear ability and gain +1 Dice Roll when passing the Panic Test.
B
Battle Madness
If there are one or more Enemies within the range of a Melee Attack during activation (in Step 5: Declare Action), the Miniature must spend its Activation Time Marker on a Melee Attack if it can. The exception is the Concentration action — at the player's want, Miniature can first declare Concentration, after which it can make a Melee Attack.
Blurred Appearance
Enemies rreoll all successful Attack Dice, making a Ranged Attack to the model with this rule. If a model with the Blurred Appearance rule becomes the target of a ranged attack with the Area Attack, Attack by Region, or Field Attack rule, then the Blurred Appearance rule does not apply.
Brander
If there are no Successes or Critical Successes when performing an Attack Roll with the Brander rule, then attack the Active Miniature with values noted in the rule. Weapon with the Brander rule cannot declare a Counterattack.
Breach
When performing the Attack Action with the Breach rule, if a Critical Success rolld on the Attack Dice, the player controlling the attacking Miniature can reroll one of the successful Defense Dice against the defending Miniature. If any number of Critical Successes rolled on an Attack Dice, the player can roll only one enemy Defense Die. Dice roll from Breach makes after the opponent's Agility Dice are applied.
Breach Master
At the end of the Deployment, the player controlling the model with this rule can move up to two Infantry Miniatures to the distance of their Move. If both players have a model with this rule, then the player who wins the Initiative roll is the first do it.
C
Careful
Miniature automatically fails any Panic Tests. If any property or effect is added to this Miniature by Defence Dice to pass the Panic Test, then the Miniature passes it by usual rules. Example: Miniature with "Careful" gets +2 Defence Dice to pass the Panic Test. Player rolls 2 Defense Dice to determine the success of the Panic Test.
Cavalry Onslaught
If the Miniature made a Move or Run Action during this Activation, add +1 Attack Die and +1 Skill Die when rolling the Dice to the Attack results. According to the result of the roll (after using Agility Dice), all successful Attack Dice will be Critical (but the player does not receive Faith Tokens for them) for the defending Miniature.
Chain Attack: Large
After the original target of the attack takes damage, make an attack on the nearest Miniature (allied or enemy) within a distance of 1 Hexon from the first target, reducing the number of Attack Dice by one from the starting one. If the second target of the attack takes damage, attack the nearest Miniature (allied or enemy) within a distance of 1 Hexon from the second target (this Miniature can also be the first target of the Attack), reducing the number of Attack Dice by two from the starting one. If two or more Miniatures are at the same distance from the target, the attacking player chooses which of the Miniatures becomes the target of the attack. The second and third targets do not bonus from cover and do not use the rule of visibility in relation to the attacking Miniature. Miniatures with the property "cannot be targeted by remote attacks" can be selected as the second or third target for a "Chain Attack".
If an attack has the "Damage with effect" property, then when dealing critical damage to the second or third target, they also receive effect markers. When using the "Ranged attack into a group of Miniatures" rule, if the original target of the attack is not damaged and even if the Miniature adjacent to the original target is damaged, the "Chain Attack" does not work.
Chain Attack: Small
Property works the same way as the "Chain Attack:Large", but at a distance of 2 Hex (instead of 1 Hexon).
Chronicler
At the end of the game, if a Miniature with the Chronicler ability remains on the battlefield, the player controlling it receives +1 Victory Point (VP) when counting Victory Points.
Circular Attack
When making an attack with the Circular Attack property, the Miniature must choose all Miniatures within range as the target of the attack. When making an attack, the player rolls all the necessary dice to determine the success of the attack once, and then each of the Miniatures that became the target of the attack rolls Defence Dice against this Attack Roll.
If there are allies within range during a Circular Attack, they also become the target of the attack.
Come to the Surface
Miniature is placed on the battlefield within the distance from ability from the Hex or Hexon in which it used the Go Underground action. A miniature wich can eject (for example, a Large Miniature) can be placed on a Hex or Hexon occupied by Miniatures, ejecting them according to the usual rules.
Concentration
When a Miniature uses Concentration, it adds the dice specified in the Tile (usually one Attack Dice) to the pool of dice it will roll when it takes its next Action during that Activation.
Connected: Miniature Name (L) + Miniature Name (Quantity)
The Linked ability combines a Miniature-leader of the bundle, marked with the letter (L), and its Miniatures, marked with a number that indicates the maximum number of Miniature data available for creating a link. Miniatures in a single link are referred to as Connected.
Miniature (L) — the leader of a link, can be taken by the player into a Squad and as a single Miniature. In this case, the Connected ability does not work. Miniatures that can be added to a link leader cannot be taken into a Expedition Squad without a Miniature (L) link leader and cannot be present in a Expedition Squad as single Miniatures, unless the Squad Sheet says otherwise. Connected Miniatures are placed on the battlefield during the Deployment Step so that all connected Miniatures are located in an adjacent Hex from the leader of the link.
Connected Miniatures are activated together. Player chooses in which sequence he will activate the Miniatures as part of one link. Connected Miniatures are activated sequentially, one after the other, without passing turn to the opponent, until all the miniatures in one link are activated. Each of the Connected Miniatures performs a combination of actions of the player's choice, without regard to the choice of actions of other Miniatures from the same link.
Regardless of whether the lider of link are alive or not, the Connected Miniatures are activated together.
Controlled
After receiving Critical Damage, a model with this rule rolls 2 Agility Dice. If he doesn't get any success as a result, he transforms into his second version, having the same supply of wounds and Conditions Markers as before the transformation.
Counter Charge
If an enemy, making a Miniature Melee Attack with a Counter Charge, does not receive any successful (including Critical) Attack Dice (the result is evaluated after applying Agility Dice), then he becomes the target of the Attack described in the ability.
Cover of Shadows
It can only be the target of an Attack from a distance of 1 Hexon or closer. If a Miniature with a Cover of Shadows is located in a Hexon, which is occupied by a Miniature that has become the target of an Area Attack or an Attack on a Region, then the Miniature with a Cover of Shadows also becomes the target of the attack. If the target of a Ranged Attack is a Miniature in an adjacent Hex from a Miniature with a Cover of Shadows, then unsuccessful dice can be roll again to make an Attack on a Miniature with a Cover of Shadows according to the rules of "Ranged attack in a group of Miniatures".
Critical Damage
Damage that the Miniature deals to the target with an unblocked Attack dice that has a critical success is critical. Damage done when a Critical Success is scored on the defense dice is not critical.
D
Deadly Step
After killing an enemy during activation, a model with this rule can moves to a Move distance if it no longer has Time Markers.
Defender of the Weak
Enemies cannot target allies located in the same Hexon as a Miniature with the Defender of the Weak property if they can target the Miniature itself with the Defender of the Weak property.
Example 1: A Miniature want to make a Melee Attack. Within the range of her weapon, there are two Miniatures in one Hexon, one of which has the Defender of the Weak property. The attacking Miniature can only target a Miniature with the Defender of the Weak property, even if it is located further than the second Miniature.
Example 2: A Miniature with the Defender of the Weak property is out of visibility of an enemy Miniature making a Ranged Attack. The attacker can choose to attack allies of. Defender who are on the same Hexon as him.
Defender of the Weak does not work when use Area Attack, Attack by Region, Field Attack, and Circular Attack.
If the target of a Ranged Attack is a Miniature with the Defender of the Weak property, which has other Miniatures allied to it in adjacent Hexes, then unsuccessful dice are not rill again to attack allies in adjacent Hexes (according to the rules described in the chapter "Ranged attack in a group of Miniatures".
Defense
An action is a Reaction, after which the Miniature adds the dice specified in the Action tile to the Defense Rolls until the end of Activation.
Displacement
Target of the attack or effect moves to the distance specified in the ability. If Dice symbols are present in the action or effect, the Displacement is triggered only when a Successful Attack Die is rolled. If the Displacement is part of an Action: An Attack that deals damage, then the Displacement is triggered only when damage is dealt. The player controlling the Displacement target can make an Evade roll, upon successful completion of which he can choose which of the available adjacent Hexes the Miniature is shifted to.
Example: Large Miniature became the target of a no-damage attack with the Displacement: 1 Hexon ability. The defending Miniature does not make a Defense Roll. If the attacking Miniature has received at least one success, then it's time to Displacement. The defending player now makes an Evade roll, which is unsuccessful. The player controlling the attacking Miniature shifts the enemy by 1 Hex in the selected direction (when a Large Miniature is shifted by 1 Hex, it shifts to an adjacent Hexon).
Dying
Miniature loses all its remaining wounds, after which it is removed from battlefield. If, having lost last wound, Miniature can Transform, it performs a Transformation.
E
Ejection
Allows you to Eject against Miniatures of the same size as the Miniature itself.
Example 1: An Infantry Miniature with an Ejection can make a movement on a Hex occupied by an Infantry Miniature (allied or enemy) by moving the ejected Miniature to an adjacent Hex (according to the rules of "Ejection".
Example 2: A Large Miniature with an Ejection can make a movement on a Hexon occupied by a Large Miniature (allied or enemy) by moving the ejected Miniature to an adjacent Hexon (according to the rules of "Ejection").
Enemy
Property or effect mean a miniatures of the opponent.
Explore
Roll the number of Dice specified in the Action Tile, applicable to the item that can be explored and which is within the range specified in the Action Tile. If there is at least one success, the Explore is successful.
Ether's Sense
A miniature with the Ether Sense ability does not cause effects when entering an Ether Vortex. Vortex Stability check does not make, and the player does not take Ethereal Wonders Cards.
Getting into a Vortex is considered:
Miniature begins Activation while in the Ethereal Vortex.
Miniature ends the Activation while in the Ethereal Vortex.
Miniature moves through the Vortex
Ether's Sense ability does not work if the Miniature falls into an Ether Vortex with a devotion to a Domain hostile to the Miniature.
F
Fanatic
Miniature never receives a Panic marker and can't declare Movement action when it is Engage.
Fear
Enemies cannot use additional dice gained from the Concentration Action by making Miniature Attacks with the Fear ability. Miniatures with the ability of Fear, Terror, or Immunity to Mental Sources ignore the Fear rule.
Fast Attack
Fast Attack Action ignores the rule that a Miniature cannot perform more than one Attack Action per Activation. Miniature can declare an Attack Action with the Fast Attack rule, even if it has already used another Attack Action during this activation.
Fatal Ending
Fatal Ending (property or effect of an Action)
After using an Action with this effect, the Miniature dies.
Fatal Ending (Miniature property)
In case of death, the Miniature can make attack specified in the property description before leaving the battlefield. If there are no Miniatures within range, then the attack is not performed. If the attack specified in the property description is Ranged, then the presence of enemy Miniatures in adjacent Hexes does not prevent it from being make.
Favorite of Gods
Miniature with the Favorite of the Gods ability cannot become the target of the opponent's God Cards. It can still fall under the effect of the God Cards if another Miniature is chosen as the target.
Favorite of Otraax
When Miniature should receive a Faith Marker, it gets 1 more Faith Marker.
Field Attack
All Miniatures on the battlefield (enemies and allies) become the target of the attack. When making an attack, the player rolls all the necessary dice to check the success of the attack once, and then each of the Miniatures that became the target of the attack rolls Defence Dice against Attack Roll. Rule of "Ranged Attack in a group of Miniatures" is not used when making an Field Attack.
Flair of Life
When the model with this rule contact with the Ether Vortex (a successful or unsuccessful research attempt), at the end of activation, the vortex receives a Devotion: Life.
Flight — Level 1 (Levitation)
When moving, it can move through Landscape elements without receiving effects from them.
Flight — Level 2 (Flight)
When moving, it can move through Landscape elements without receiving effects from them. When moving, it can move through Miniatures (allied or enemy). Moving through enemy Miniatures or Hexes adjacent to enemy Miniatures does not receive Free Attacks from them.
First Strike
When making a Melee Attack, Miniatures with the First Strike ability attack before Miniatures without the First Strike. This ability is triggered while playing "Reaction: Counter Attack". If the First Strike has a Miniature that declares a "Counter Attack", then if it successfully kills the Attacker without the First Strike, it does not receive Attacks from him. If the attacking Miniature has the First Hit, then if it successfully kills the target without the First Strike, it does not receive Attacks from the "Counter Attack"./p>
Forest Ambush
Miniature with this rule may not be deployed on the battlefield at the Deployment Step. Instead, it can enter the playing field at the end of any Turn, placing herself in an adjacent Hex from any Volume Landscape or a Great Guardian Aint./p>
G
Giant
A miniature with the Giant ability gives Cover to Miniatures in adjacent Hexes, like Landscape elements that provide cover.
Going underground
After making action of Going Underground, the Miniature is removed from the battlefield. The player marks the Hex or Hexon that she occupied before performing the action. A Hex or Hexon is considered free after the action is performed and may be occupied by other Miniatures. During its next Activation, Miniature first action should be to Come to the Surface. As long as the Miniature is off the battlefield, it cannot be targeted for abilities and effects. If the Miniature is out of the battlefield at the time of the end of the Scenario, it is considered killed.
Scenario Markers (including Prisoners), Condition Markers, and Equipment Cards attached to the Miniature remain attached to it and are also removed from the battlefield (if present) until the Miniature is returned. Condition markers are triggered at the beginning of the next Miniature activation, even though it will not be on the battlefield at "Step 4: Condition Markers".
H
He/She
He/She — a property or effect mean a miniature that is the carrier of this property or effect.
Healing
Recover the number of lost wounds according to the property or effect. Healing cannot add more wounds than the maximum value indicated on miniature card. If the number of healable wounds is determined by rolling a Die, then after receiving the Critical Success value, the player can use this value instead of healing to remove one Condition Marker. Healing is able to recover the lost wounds only in Miniatures with the Keyword: Living. Healing cannot be applied to a target that has a full supply of wounds. Exception: Healing with rolling a Die, for a target with a full wounds reserve and a Condition Marker. The Miniature can choose to healing only itself or an Ally.
Healing: Zombie
Recover the number of lost wounds according to the property or effect. Healing cannot add more wounds than the maximum value indicated on miniature card. If the number of healable wounds is determined by rolling a Die, then after receiving the Critical Success value, the player can use this value instead of healing to remove one Condition Marker. Healing: Zombies are able to recover lost wounds units only in Miniatures with the Keyword: Zombies. Healing cannot be applied to a target that has a full supply of wounds. Exception: Healing with rolling a Die, for a target with a full wounds reserve and a Condition Marker.
Huge Ejection
Allows you to eject Infantry and Large Miniatures.
Huge Ejection
After deployment, choose an enemy Miniature on the battlefield (worth at least 10) as the target of this Hunter. After killing her by the Hunter who chose her as a target, you will receive 2 tokens of Faith.
I
Immunity to…
Miniature does not take Damage and ignores any effects from sources of the specified type. Does not receive a Condition Marker of the specified type. If Miniature has a Condition Marker, then after gaining Immunity to the source to which Condition Marker belongs, it is reset.
Example: A miniature with Immunity to Mental Sources does not receive damage from attacks with "Mental Damage", is not affected by actions and Cards of Gods with a "Mental source", cannot receive the "Panic" marker.
There are the following types of "Immunity to..."
• Immunity to Physical damage
Can't get the "Bleeding" marker.
• Immunity to Fire
Can't get the "Burning" marker.
• Immunity to Cold
Can't get the "Slowed" marker.
• Immunity to Electricity
Can't get the "Stunned" marker.
• Immunity to Poison
Can't get the "Poisoned" marker.
• Immunity to Mental sources
Can't get the "Panic" marker.
• Immunity to Melee Attack
• Immune to Ranged Attacks
• Immunity to Ether
J
Joint Activation
All Miniatures with the same name and the Joint Activation property are activated together. Player chooses in which order he will activate the Miniatures. Miniatures are activated sequentially, one after the other, without passing the turn to activate the Miniature to the opponent, until all the Miniatures in one Joint Activation are activated. Each of the activated Miniatures make a combination of actions of the player's choice, without regard to the choice of actions of other Miniatures from the same Joint Activation. Miniatures with Joint Activating can declare Reactions like others. In this case, it is activated and skips the next Joint Activation that will be performed on this turn.
K
Knowledge the Ether
After performing a Miniature action and selecting an Ethereal Vortex within the range of the action, the player rolls two Attack Dice, after which the Vortex tile moves 1 Hexon in the direction corresponding to the rolled combination. By moving the Vortex, the player can turn it in any direction.
L
Language of Beasts
Enemies with the keyword "Beast" reroll successful Attack Dice by targeting a Miniature with the Language of Beasts. If, as a result of an Area Attack, the Miniatures with and without the Language of Beasts become the target of the attack, first apply the final result of the roll to the Miniatures without the Language of Beasts, and then reroll all the successful Attack Dice to determine the results of the roll on the Miniature with the Language of Beasts.
Last Blow
When making a Melee Attack, Miniatures with the Last Strike ability attack after Miniatures without the Last Strike. This ability is triggered while playing "Reaction: Counter Attack". If the attacking Miniature has the Last Strike, then if it dies from the Miniature without the Last Strike, which has declared a Counter Attack, it does not make an Attack. If the Last Strike has a Miniature that declared a Counter Attack, then if the attacking Miniature dies without the Last Strike, the attacker does not receive Attacks from the "Counter Attack".
Life Guide — Level 0
Can be targeted by allies with the Guide of Life ability.
Life Guide — Level 1
By gaining or losing wounds, it can pass on one of lost or gained wound to one Ally with a Life Guide within a distance of 1 Hexon. Only 1 wound can be pass on at a time when a wound was lost or gained.
Effect is triggered after the Miniature has lost or gained wounds. A miniature cannot pass on the loss of a wounds after its Wound Count has dropped to zero. When receiving the healing effect, you cannot pass on those points of wounds that have exceeded the maximum value indicated on the miniature card.
If several Miniatures with the Life Guide ability need to gain or lose wounds at the same time, first apply all the damage or healing received, and then play back their effects from the Life Guide sequentially, choosing the order at your wish.
Life Guide — Level 2
This ability works the same way as the Life Guide — Level 1 ability, except that by gaining or losing wounds, it can transfer up to 2 points of lost or gained wounds per Ally with a Life Guide within a distance of 1 Hexon.
Lightning Armor
Miniature cannot be selected as the second or third target for the Chain Attack ability if the type of damage of this attack is Electricity. Miniature can still be choose as the original target for this attacks
Lightning Reflexes
After becoming the target of a Ranged Attack, a model with this rule can pass the Evade test using its Agility dice. Upon success, the model ignores the effect of this ranged attack and moves to any of the free adjacent hexes. If it fails, it receives all the damage and effects without making defense rolls.
Light Steps
Miniature with this rule never gets Free Attacks from enemies.
Living “Gate”
If you control a summoned Miniature, Monk cannot activate or react. At the start of a summoned Miniature's activation, spend 1; if you do not or the Monk dies, destroy it.
Loss of Control
When activated, the model with this rule attacks the nearest enemy (always using Concentration whenever possible). If there are no enemies within the attack range, then it moves to the nearest enemy, after which it attacks him if can. Whenever possible, he always declares a Counter Attack.
Low Visibility Zone
When you make a Ranged Attack on a miniature in a Low-Visibility Zone, reroll all successful rolls of attack dice (after applying agility dice)
M
Marauder
After killing a miniatures, may take a token it was carrying or linked with Taking the Marker takes place immediately after killing Miniature and does not need the Markers Time. If the killed enemy transforms, the player controlling it first rolls an Attack Die to determine if there is a Marker with a new Miniature. In case of failure, a Miniature with the Marauder ability, who killed the Miniature before the transformation, receives a Marker or becomes linked with it.
Multiattack
Before making an Attack, the Miniature can split a pool of Dice among several targets. The maximum number of targets is number indicated after the colon. Each of the enemies that become the target of the attack makes Defense Rolls and can launch a Counter Attack if they are able. If the enemies are at different distances from the attacker, then the player must select the nearest enemy before choose next one standing further away when choosing multiple targets.
Example: A miniature with a Multiattack: 3 and an attack range equal to Hexon has three enemies within the attack range. Enemy A is in an adjacent Hex, enemy B is within 2 Hexes, and enemy C is within 3 Hexes. If a player decides to split the dice pool into two targets, then he can choose enemies A and B, but he cannot choose A and C or C and B.
O
Officer
In his activation can declare a Group activation with one or two Allies with the keywords (Х) and (Х)
Onslaught
If the Miniature performed a Move or Run Action during this Activation, add the Dice specified in the ability when rolling the Dice to determine the results of the Attack.
Onslaught of the Forest
Model with this rule does not receive free attacks from enemies using Ejecting rule.
Opponent
A property or effect mean the opponent of the player whose miniature or card is the source of this property or effect.
Overload
At the beginning of activation, Miniature can apply the Condition Marker from ability to itself in order to obtain the effects described in the ability. Overload effects can be got at the beginning of activation for free if the Miniature already has a Condition Marker specified in the ability.
P
Parry
If a Miniature attacking with the Parry becomes the target of a Counter Attack, then the player controlling the Miniature with the Parry may rreoll one of the successful dice of the enemy Miniature making the Counter Attack.
If the Miniature makes a Counter Attack with a Parry, the player controlling the Miniature with Parry can reroll one of the successful dice of the attacking enemy Miniature.
Dice reroll from the Parry makes after the opponent has applied the Dice of Agility.
Parry cannot be applied to an Attack with Assault rule.
Parry cannot be applied to an Attack if its damage value is equal to or higher than the value of the maximum Number of wounds of the Miniature that wants to apply Parry.
Partners
If the allied Miniature specified in the ability name is within 1 Hexon, the Miniature receives the benefits described in the ability.
Poison Cloud Level 1
If an Attack with the Poison Cloud rule has at least one Success or Critical Success, place the Poison Cloud marker in any hex of the hexon where the target of attack is located. Immediately after that, all miniatures in this hexon lose 1 wound and receive a Poisoned marker. Also, if a miniature begins or finish activation in a hexon with a Poison Cloud marker, or enters and leaves a similar hexon during one activation, it immediately receives Poisoned marker. Until the end of the turn in which the Poison Cloud marker was placed, the hexon in which it is located is considered a Low Visibility Zone. Poison Cloud marker is not Portable or Linked; it does not take up space on the battlefield - miniatures can be placed in the same hex in which it is located. At the beginning of Phase V of the game's turn: Movement of the Ethereal Vortexes, remove all markers of the Poison Cloud markers from the battlefield.
Poison Cloud Level 2
This property works the same way as the " Poison Cloud Level 1", but if miniature Poison Cloud marker is successfully placed in hex with it, they lose 2 wounds, not 1.
Presence of Leader
When successful roll of the "Panic Test" all allies in this ability that are within the rule range are considered to have successfully passed the "Panic Test".
Protection from ... - Level 1
Add +1 Defence Dice when make Defenсe Roll from Attacks with damage of the this type (for example, Protection from Fire - Level 1 adds +1 Defence Dice from Attacks with "Fire Damage") or from Attacks of the specified type (for example, Protection from Ranged Attacks - Level 1 adds +1 Defenсe Dice from Ranged Attacks).
Does not receive an Conditions Marker from Damage Attacks of the specified type or Attacks of the specified type. For example, a Critical Succsess from an Attack with "Poison Damage" and the "Damage with effect" property does not apply the "Poisoned" effect to a target with Poison Protection - Level 1.
There are the following types of "Protection from..." :
• Protection from Physical damage
• Protection from Fire
• Protection from Cold
• Protection from Electricity
• Protection from Poison
• Protection from Mental damage
• Protection from Melee Attack
• Protection from Ranged Attack
• Protection from Ether
If a Miniature that has both Protection and Vulnerability gets into a situation where one of the rules contradicts the other, then the rule described in the Protection is considered a priority. For example: A miniature that has Ether Protection and a Vulnerability: Fire takes damage from an Ethereal Fire Attack.He does not receive a Burning Marker from this attack.
Protection from ... - Level 2
Add +2 Defence Dice when make Defence roll from Attacks with damage of the specified type or from Attacks of the specified type. Does not receive an Condition Marker from Damage Attacks of the specified type or Attacks of the specified type.
Pull
If an attack with this rule deals damage, you may move target to the thrower to the distance specified in the rule
At the same time, the movable model will not receive Free Attacks if it was engaged up in melee or moves through hexes/hexons adjacent to occupied enemies. Movable model moves along the shortest path to the attacker, if there are several of them, then the arrow controller chooses the path that the model will follow. Also, the model cannot eject out other models in its path and get on already occupied hexes/hexons
Push
If you get at least one Success on the Attack Die when making rolls to determine the success of the action, perform a push. Move the target to the distance specified in the ability in the direction of the Miniature that made the Push, usually one of three Hexes for the pusher to choose from. The player in control of the pushing target can make an Evade roll, upon successful completion of which he can choose which of the available Hexes the Miniature is move onto.
For an Infantry Miniature, the target of a Push can only be an Infantry Enemy, for a Large and Huge Miniature, the target of a push can be an Infantry or a Large Enemy.
R
Reactivation
Player selects a Miniature that has already been activated in this turn, and it is activated again, as if it had not yet been activated in this turn. If Reactivation makes as a result of an action or effect from another Miniature, then start activating the Reactivated Miniature immediately after completing activation of the first one, without pass activation turn to the enemy. Miniature cannot be Reactivated more than once per turn. If the target of the Reactivation rule is a model with the Joint Activation rule, then the Reactivation effect will be applied only to this model - other similar models will not be reactivated.
Regeneration — Level 1
At the beginning of the Miniature Activation, the player rolls 1 Attack Die. For each success, the Miniature recover 1 wound. If a Critical Success rolled, the player can use this value instead of healing to remove one Condition Marker.
The Regeneration effect is triggered during "Step 3: Activation Start" before the Condition Markers are triggered, which make at "Step 4: Condition Markers". This rule does not work if the Miniature has the maximum wounds reserve and there are no Condition Markers.
Regeneration — Level 2
This effect is the same as that of the Regeneration — Level 1 ability, except that the player rolls 2 Dice.
Regeneration — Level 3
This effect is the same as that of the Regeneration — Level 1 ability, except that the player rolls 3 Dice.
Return to Non-Life
Ability get you to transform living allies who die within the range specified in the ability into the Miniature specified in the ability. If a living ally (of the type specified in the ability) dies within range, the player rolls the Attack Dice in the amount specified in the ability. When success happens, a transformation makes. Ability to Return to Non-Life is triggered only once per Activation and can attempt to transform only one dying Miniature during a single Activation.
S
Shadow Step
Miniature can move to the distance specified in the action, with the ability to pass through enemies and not receive Free Attacks until the action is completed.
Shield Wall
When making a Defense reaction, a Miniature with the Shield Wall ability gets +1 Agility Dice for each ally with the Shield Wall ability in an adjacent Hex.
Serum of Non-Life
If the Miniature must die, roll 1 Defense Die. When a Critical Success rolled, it does not die, remains with 1 wound and is activated on this Turn. This ability is triggered only once per Turn.
Small Displacement
Infantry target of an attack or effect moves to the distance specified in the ability. Small Displacement works the same way as the Displacement, but it only works on Infantry Miniatures.
If Dice symbols are present in the action or effect, then a Small Displacement is triggered only when a Successful Attack Die is rolled.
If a Small Displacement is part of an Action: An Attack that deals damage, then a Small Displacement is triggered only when damage is dealt.
A player controlling a Small Displacement target can make an Evade Roll, upon successful completion of which he can choose which of the available adjacent Hexes the Miniature is shifted to.
Example: A miniature has become the target of a damage attack with the ability of Small Displacement: 1 Hex. After making an Attack Dice Roll, the defending player makes a Defense Roll, as a result of which the target of the attack receives damage.The defending player now makes an Evade roll, which is successful. He must move his Miniature to an adjacent Hex of his choice
Single-Charge
After making the action, miniature receives the Discharged Marker. As long as Miniature has the Marker Discharged, it cannot perform actions with the Single-Charge property.
Smoke charge
If you have at least one Success or Critical Success during an attack with the Smoke Charge rule, place a smoke charge marker in any hex within the range of the attack. Until the end of the turn in which the smoke charge marker was placed, the hexon in which it is located is considered a losing Landscape and Low Visibility Zone. The smoke charge marker is not Portable or Linked; it does not take up space on the battlefield - models can be placed in the same hex in which it is located. At the beginning of Phase V of the game's turn: Movement of Ethereal Vortices, remove all smoke charge marker from the battlefield.
Solid Stance
A Miniature with the Solid Stance ability cannot be moved or shifted as a result of an effect or ability from a player who does not control a Miniature with a Solid Stance. A Miniature with the Solid Stance ability cannot be ejected by Eject away from enemy Infantry and Large Miniatures. Huge Miniatures can eject enemies with a Solid Stance ability.
Spore Cloud
After receiving damage, it attacks all other models within a distance of 1 Hex.
Stealth
Range of Miniature Ranged Attacks with Stealth is reduced by 1 Hexon.
Strong Jaws
Enemies killed by a Miniature with the Strong Jaws ability cannot use Zombie abilities, Non-Life Serum, and cannot be replaced with another Miniature using the Transformation rule.
Summon
Summon enter to the battlefield Miniature from this rule. Unless otherwise indicated, the summoned Miniature is placed on the battlefield in an adjacent Hex from the Miniature that performed the Summoning. Summoned Miniature is considered activated in the turn in which it enter on the battlefield. Killing summoned Miniatures is taken into score when calculating the total cost of the killed Miniatures at the end of the game.
Sworn Enemy
When attacking a Miniature that has a property, keyword, or condition specified in the name of the Sworn Enemy ability, add Dice from ability when rolling the Dice for results of the Attack.
Example 1: Sworn Enemy ability: Wounded adds Dice if the target of the attack is a Miniature that does not have a full supply of wounds.
Example 2: Sworn Enemy Ability: Ethereal Guide adds Dice if the target of the attack is a Miniature with the keyword "Ethereal Guide".
T
Take an Item
By making the Action to Take an Object, Miniature can do the following: If Miniature does not yet carry a Marker or is not linked to the Marker:
• Take a Scenario Marker within the distance in the Action Tile, located on the battlefield (you cannot take a Marker on the Playing Field with which the enemy is linked).
• Take a Scenario Marker within range from an Ally who is carrying the Marker.
If Miniature already carries a Marker or is linked with a Marker:
• Put the Marker of the Scenario that is being carried or linked with within the distance on the free hex of battlefield.
• Pass the Marker to an Ally, if he is not already carrying the Marker and is not linked to the Marker, within range. Ally must have the Action to Take the Item.
Target gets a marker…
If Miniature action has the ability The Target gets a marker..., then the specified Condition Marker is given on the target regardless of the success of the attack at the end of "Step 7: Dealing Damage". When the rule "Ranged Attack in a group of Miniatures" or properties that allow attacks on other targets (for example, "Area Attack") is triggered, only the original target of the attack gets a marker.
Target of the attack is dying
If the Dice values specified in the ability are dropped, when attacking, at the end of "Step 7: Dealing Damage", the target must die regardless of his Defense Rolls. The only way to save a Miniature that is about to die is to gain "Immunity" to the source of damage indicated in the attack tile or an ability that allows you to avoid death (for example, "Zombie" or "Non-life Serum").
Telekinesis
This ability allows you to pick up or throw a Marker within the range specified in the action tile. Declare Action of Telekinesis, the Miniature can do the following:
If Miniature does not yet carry a Marker or is not linked with a Marker:
• Take a Scenario Marker within the distance specified in the Action Tile, located on the battlefield (you cannot take a Marker on the battlefield with which the enemy is linked).
• Take a Scenario Marker within range from an Ally who is carrying the Marker.
If Miniature already carries a Marker or is linked with a Marker:
• Place the Marker of the Scenario that it carries or is linked with within the distance on the free Hex of the battlefield.
• Place the Marker of the Scenario that it carries or is linked with within the distance on the free Hex of the battlefield. Ally must have the Action to Take an Object or Telekinesis.
Terror
An enemy who is within 1 Hexon of a Miniature with the Terror ability must pass a Panic Test at end of Activation if, at the beginning of this Activation, he was further than 1 Hexon from a Miniature with the Terror ability. Following can provoke passing the Panic Test: movement of an ally towards an enemy Miniature with the Terror ability, movement of an enemy Miniature with the Terror ability towards an ally, movement of an ally towards an enemy Miniature with the Terror ability (or vice versa) as a result of an effect or ability. Miniatures with the ability to Fear, Terror, or be Immune to Mental Sources ignore Horror rule.
Transformation
Transformation ability allows the player to replace one Miniature with another as a result of the conditions or events described in the ability.
New Miniature has the full number of wounds, unless otherwise specified in the ability. For each Portable Marker, Prisoner, Condition Marker, and Equipment Card that were attached to the Miniature before the Transformation, the player rolls one Attack Die at the time of the Transformation. When a success rolled (including a Critical, for which the player receives a Faith Token), it is applied to a new Miniature. Otherwise, Condition Marker is reset, the Equipment Card is reset, and the Scenario Marker is placed in an adjacent Hex on the battlefield. New Miniature is considered activated on this Turn. If the Transformation made during the activation of the Miniature, then after replacing one Miniature with another, its activation is completed (Step 8: End of Activation). If, after the Transformation, the Miniature does not meet the conditions of the Equipment Card, then it is discard.
If the Large Miniature transforms into an Infantry Miniature, place the Infantry Miniature in any Hex of the Hexon that the Large Miniature occupied. If an Infantry Miniature transforms into a Large, it occupies the Hex in which the Infantry Miniature stood, ejecting all other Infantry Miniatures out of this Hex (receiving Free Attacks from ejected enemies).
V
Vanguard — Level 1
During the "Step: Deployment", Miniature can be deployed within 1 Hexon of the Deployment Area.
Vanguard — Level 2
During the "Step: Deployment", Miniature can be deployed within 2 Hexon of the Deployment Area.
Vanguard — Level 3
During the "Step: Deployment", Miniature can be deployed within 3 Hexon of the Deployment Area
Veteran
Miniature rolls two Defence Dice when passing the Panic Test.
Visions of the Ether
Once per turn, if the Miniature with the Vision of the Ether is to get Effect of the Ethereal Wonders Card, the player can discard the taken Card and take another one instead. At the end of Activation, the discarded Card (along with those whose effects have been played) is mixed back into the deck of Ethereal Wonders.
Vortex Resistance
If the Miniature is to receive a negative effect from the Ethereal Vortex, it rolls 1 Defense Die. When a success rolled, the Miniature ignores its effect.
Order is as follows: first, a Card of an Ethereal Wonders is taken from the deck, its negative effect is read out, and then a die is rolled. If successful, the negative effect described on the card does not work.
Vulnerability to ... - Level 1
A miniature or effect that attacks a target with a Vulnerability to a type of damage (For example: Fire Damage) or an attack type (For example: Ethereal Attack) gets +1 Skill Dice when making Attack Rolls.
In addition, if an Attack Action has the "Damage with effect" property, then a target with Vulnerability to this attack gets a Condition Marker for any damage from this attack.
When Burning and Poisoned Condition Markers are triggered to a Miniature with Vulnerability, the effect does not receive an additional Skill Dice.
Example 1: A Miniature with a Vulnerability to Poison becomes the target of a Poison Damage Attack. Attacker adds 1 Skill Dice to the Attack Dice roll.
Example 2: Several Miniatures have become the target of an Attack with the Area Attack and Fire Damage property. One of them has a Vulnerability to Fire - Level 1. Attacking player must roll an additional Skill Dice separately from the others and apply it only to Miniatures with Vulnerability to Fire.
Vulnerability to ... - Level 2
A miniature or effect that attacks a target with a Vulnerability to a type of damage (For example: Fire Damage) or an attack type (For example: Ethereal Attack) gets +2 Skill Dice when making Attack Rolls.
In addition, if an Attack Action has the "Damage with effect" property, then a target with Vulnerability to this attack gets a Condition Marker for any damage from this attack.
When Burning and Poisoned Condition Markers are triggered to a Miniature with Vulnerability, the effect does not receive an additional Skill Dice.
W
Wall of Spears
When making a Counter Attack, a Miniature with the Wall of Spears ability gets +1 Attack Dice (no more than 2) for each ally with the Wall of Spears ability, if the enemy is within range of their attacks.
Within the distance
"Within X Hex distance" means the Hex that occupies the object plus any Hexes that are within X Hexes distance from it. "Within X Hexon distance" means the Hexon that occupies the object plus any Hexons that are within X Hexons distance of it.
Y
You
A property or effect mean a player controlling the source of the property or effect.
Z
Zombie
If the Miniature must die, roll 1 Defense Dice. If there is a success (including Critical) it does not die, remains with 1 wound, and is considered activated on this Turn. This ability is triggered only once per Turn.