Keywords

Keywords

These are the Keywords available in Super Dungeon.

Version
PlayMode
Keyword
Definition
1.0
Default
9 Lives
When a model with 9 Lives takes their last wound, immediately roll +1r . Remove one wound for every star rolled. If no stars are rolled the model is destroyed.
1.0
Default
Alchemy
Turn any hearts rolled into potions.
1.0
Default
Area Effects
Some abilities can hit multiple models all at the same time.
These are called, area effects. Area effects have a special set of
rules to govern how they function:
* First determine which models are in the squares that will be
affected by the area effect. This will vary depending on the
type of area effect being used.
• Burst X requires that you select a single model, in line of sight
to the model using the effect, as the action’s target. The area
effect is centered on that target.
• Cross X, Wave X, and Aura X are centered on the user. In this
case the user is considered the target but it is not affected by
its own area effect unless the effect states otherwise (such as
in the case of Augment).
•Lance X, Spray X, and Sweep X require that you choose one
square that is adjacent (but not diagonal) to the model using
the effect. Then determine the remaining squares affected
from the initial square chosen, using the area effect’s rules
and diagrams as a guide. Unlike other effects the initial square
chosen may be empty.
• If the area effect is part of an attack, make a single attack roll
and apply it to every model affected. Each model affected
makes their own defense roll, comparing their result to the
attack roll separately.
• All models affects by an area effect are considered to be hit
simultaneously.
• Friendly models, including the user, are not affected by area
effects unless the area effect specifies otherwise (such as in
the case of Augment).
• Area effects do not affect squares that the user cannot draw
line of sight to unless the area effect specifies otherwise.
• Some area effects cover a different area if the model using
them is on a large base. When this is the case, use the example
diagram as a guide.
• If a model is affected by two area effects simultaneously the
effects are cumaltive as long as the abilities are different --
even if their effects are the same.
• Some area effects replace the distance portion of a model’s
special ability ie Magic X, Missile X, or Range X. In this case
ignore the ‘X’ portion of the ability that allows them to target
distant models and replace it with the area effect. The model
may still use the attribute specified by that ability when
making an attack roll.
1.0
Default
Augment
Abilities with Augment may only target or affect friendly models that are hit, including the user.
1.0
Default
Aura
An Aura effect follows the same rules as Wave X with one important difference -- Auras remain in play, centered on and moving with the user, until the beginning of their next activation.
1.0
Default
Backlash
If a model with Backlash exceeds an attack roll with their defense roll the attacker takes one wound. Wounds caused by Backlash do not advance the Power Gauge.
1.0
Default
Bane
A model suffering Bane discards the highest result rolled anytime it makes an offense roll.
1.0
Default
Berserk
During its activation a model with Berserk may make a single a single Melee Attack costing no action points.
1.0
Default
Bind
A model or effect with bind places a bind counter on any model it damages. A model suffering bind may not use any of its Special Actions.
1.0
Default
Black Ice
Enemy models that end an activation within 2 squares of this model are moved two squares directly away from the model with Black Ice.
1.0
Default
Blessing
A tile effect with Blessing bestows a positive effect, specified on the tile effect's card, to models within the tile. Blessings only effect Hero, elite and minion models.
1.0
Default
Blood Drinker
When a model with Blood Dinker rolls a heart they gain one heart in exactly the same manor as a Hero.
1.0
Default
Bone Pile
When this model is destroyed leave a Bone Pile counter in the same square it occupied. This counter is ignored for purposes of movement and line of sight. A model may spend two points of speed to stomp on a Bone Pile counter in their square to remove it from play.
1.0
Default
Boo Booty
Boo Booty cannot by spawned, instead they enter play when their treasure card is drawn.
1.0
Default
Boo!
You may not spawn Boo Booty. Boo Booty may only enter play when the Boo Booty relic card is drawn from the Treasure Deck.
1.0
Default
Born of Fire
Heroes that move into a square adjacent to any spawning point on the dungeon map immediately suffer Fire.
1.0
Default
Burning Blades
All minions and denizens gain the Fire ability as though it were printed on their stat card.
1.0
Default
Burrow
Instead of moving normally this model may choose to Burrow. Remove all status effect counters. Place the model with Burrow in any empty square within six squares of its current square.
1.0
Default
Burst
A Burst effect occurs as part of a ranged attack or ability. When a target is hit by a ranged effect with Burst X,the effect hits the target and every model within X squares of the target.
1.0
Default
Burst
Determine a Burst effect’s target as normal using the model’s
inherent distance ability ( Magic X, Range X, Missile X) or the
one listed in the area effect action. After the target has been
selected it and every model within X squares of the target and
in the target’s line of sight are hit by the effect.
If a large model is targeted by a Burst effect choose one square
occupied by its base as the square targeted and determine who
is hit from it as normal.
1.0
Default
Choke
A model or effect with choke places a choke counter on any model it damages. A model suffering Choke may not use or benefit from the effect of Potions.
1.0
Default
Choke
A model or effect with Choke places a Choke counter
on any model it damages. A model suffering Choke
may not drink potions.
1.0
Default
Cola
Once per activation roll 1b. For every star rolled place a potion counter on Candy’s card.
1.0
Default
Cold
A model or effect with Cold places a Cold counter on any model it damages. A model suffering Cold discards the highest result rolled anytime it makes a roll using its DEX attribute.
1.0
Default
Cross
A Cross effect is centered on the user’s square and hits the user
and every model within X squares of the user, but does not affect
any diagonal squares. Crosses replace the distance portion (X) of a
distance effect, but do not replace any other aspect of the ability.
1.0
Default
Cursed
[Equipment with Cursed] must be immediately equipped when drawn and cannote be discarded.
1.0
Default
Dangerous
Abilities with Dangerous damage both enemy and friendly models that are hit.
1.0
Default
Difficult Terrain
Each square of difficult terrain a model enters costs two points of speed. If a model does not have enough speed remaining to move into a square with difficult terrain it may not do so.
1.0
Default
Distance Effects
The abilities Magic X, Missile X, and Range X are called distance
effects. A model with a distance effect may target another
model up to X squares away with any of its actions. If a distance
effect is part of an attack it will specify an attribute you must
use when making your attack roll.
A model with a distance effect listed in its special abilities may
use the listed distance effect in combination with any actions it
makes, unless specified otherwise. For example: If a model has
a distance effect listed on their card (e.g. Missile) and an action
listed on their card uses a different distance effect (e.g. Magic),
then “Magic” (i.e. WILL) would be used for that action instead
of “Missile” (i.e. DEX).
1.0
Default
Dodge
A model with Dodge may use their Dex when making defense rolls unless they are suffering from Knockdown, Immobile, Slow.
1.0
Default
Each Egg Clutch comes with
1 Egg Clutch (Spawning Point)
2 Hatchlings
2 Whelps
2 Wyrmlings
1.0
Default
Fiery Escape
All models in a square adjacent to Starfire suffer Fire.
1.0
Default
Fire
A model or effect with Fire places a Fire counter on any model it damages. A model suffering Fire takes one wound at the beginning of its activation every round until the Fire counter is removed. Wounds caused by Fire do not advance the Power Gauge.
1.0
Default
Fire Aura
Monsters with Citrine affinity that are within 2 squares of Lava Whirl gain Fire.
1.0
Default
First Stone, The
A model with The First Stone gains +1b to all offensive rolls for each wound it is suffering, to a maximum of +3b.
1.0
Default
Fixed Form
Once shapeshifted into X form it may not shapeshift back to its original form.
1.0
Default
Fly
A model with Fly may ignore and move through squares containing enemy models, difficult terrain, and tile effects.
1.0
Default
Forced Shift
Instead of being destroyed as normal it instead automatically Shapeshifts into its X Form.
1.0
Default
Fragile
A model or effect with Fragile places a Fragile counter on any model it damages. A model suffering fragile discards the highest result rolled anytime it makes a roll using its ARM attribute.
1.0
Default
Halloween
When Von Drakk enters play, replace all Bone Pile counters in the dungeon with Rattle-Bones as though they have been targeted by the Raise ability. You may only Raise as many Rattle-Bones as you have models available, regardless of the number of Bone Pile counters in the dungeon.
1.0
Default
Heal
A model affected by Heal may remove a number of wound counters or a number of status effect counters equal to the value of X.
1.0
Default
Healer
When a model with Healer rolls a Heart on an attack roll they gain two Hearts instead of one if they successfully inflict a wound.
1.0
Default
Hidden Lever
When a spawning point is destroyed, the Heroes must rotate the tile 90 degrees in a direction of their choosing.
1.0
Default
Holy
A model with Holy may reroll a single dice when making an attack roll versus undead or demons.
1.0
Default
Hookshot
A Hookshot is a special type of ranged ability that allows the user to target a model it does not have line of sight to.
1.0
Default
Hookshot
Hookshot may be used in combination with any distance
effect. Hookshot allows the user to target a model it does not have line
of sight to.
1.0
Default
Host
When a model with HOST is spawned you may immediately place an additional model with Host in an empty, adjacent square. You may activate two models with Host for every skull value. Each model must fully complete its activation before the second is activated.
1.0
Default
Hubris
Basic Melee Attack action against a Hero that is equipped with one or more pieces of equipment, and grants +1b STR per piece of equipment on the Hero.
1.0
Default
Immobile
A model or effect with Immobile places a Immobile counter on any model it damages. A model suffering Immobile may not move during its turn.
1.0
Default
Immobile
A model or ability with Immobile places an Immobile
counter on any model it damages. A model suffering
Immobile may not move during its turn. If a model
suffering from Immobile takes damage from any
source (even one that normally causes Immobile), it
gains Immune: Immobile until the beginning of it’s
next activation.
1.0
Default
Immune
A model with immune ignores and imediately removes all counter or affects of the abilty listed as X.
1.0
Default
Immune: Bind
A model with Immune: Bind ignores and immediately removes all counters and/or the affects of Bind.
1.0
Default
Immune: Choke
A model with Immune: Choke ignores and immediately removes all counters and/or the affects of Choke.
1.0
Default
Immune: Cold
A model with Immune: Cold ignores and immediately removes all counters and/or the affects of Cold.
1.0
Default
Immune: Fire
A model with Immune: Fire ignores and immediately removes all counters and/or the affects of Fire.
1.0
Default
Immune: Fragile
A model with Immune: Fragile ignores and immediately removes all counters and/or the affects of Fragile.
1.0
Default
Immune: Immobile
A model with Immune: Immobile ignores and immediately removes all counters and/or the affects of Immobile.
1.0
Default
Immune: Knockdown
A model with Immune: Knockdown ignores and immediately removes all counters and/or the affects of Knockdown.
1.0
Default
Immune: Pacify
A model with Immune: Pacify ignores and immediately removes all counters and/or the affects of Pacify.
1.0
Default
Immune: Poison
A model with Immune: Poison ignores and immediately removes all counters and/or the affects of Poison.
1.0
Default
Immune: Slow
A model with Immune: Slow ignores and immediately removes all counters and/or the affects of Slow.
1.0
Default
Immune: Status Effects
A model that is Immune: Status Effects can never suffer the negative effects of status effects. If a model that is suffering a status effect gains Immune: Status Effects remove all status effect tokens immediately.
1.0
Default
Immune: Stun
A model with Immune: Stun ignores and immediately removes all counters and/or the affects of Stun.
1.0
Default
Immune: Weak
A model with Immune: Weak ignores and immediately removes all counters and/or the affects of Weak.
1.0
Default
Inferno
When Starfire enters play place a Fire counter on every Hero.
1.0
Default
Insignificant
When a model inflicts a wound in melee against a model with insignificant, that model may immediately make a free melee attack. Inflicting a wound on an insignificant model does not advance the Power Gauge.
1.0
Default
Jagged Earth
All squares adjacent to spawning points are considered Difficult Terrain for Heroes.
1.0
Default
Knockdown
A model suffering Knockdown may not move or perform any other action until it spends all of its action points OR all of its movement points to remove the Knockdown counter.
1.0
Default
Knockdown
A model suffering Knockdown may not move or perform any other action until it spends 1 action point or all of its movement points to remove the Knockdown token.
1.0
Default
Kobold Warrens comes with
2 Kobold Warrens (Spawning Points)
1 Dragon Priest
2 Ironscales
2 Flingers
3 Knuckleheads
3 Gougers
1.0
Default
Lance
A Lance effect draws a straight line directly away from the user's square along a distance of X. Every model along this line is hit. Lance effects may not be used along diagonals.
1.0
Default
Lance
A Lance effect draws a straight line directly away from the user’s
square along a distance of X. Every model along this line is hit. Lance
effects may not be used along diagonals and replace the distance
portion (X) of a distance effect, but do not replace any other aspect
of the ability.
1.0
Default
Lance
A Lance effect draws a straight Line in any direction, directly away from the user's base along a distance of X. Every model along this Line is hit. Lance effects may not be used along diagonals.
1.0
Default
Lava
A model entering a Lava square suffers Fire. Difficult Terrain.
1.0
Default
Lava
A model which enters oen or more Lava squares suffers FIRE at the end of the current activation.
1.0
Default
Lava Whirl comes with
1 Lava Whirl (Spawning Point)
1 Blaze Beetle
2 Ember Hounds
3 Burning Gels
6 Fire Gels
1.0
Default
Line of Sight
Models require line of sight to target a model with their actions
and abilities. Models are considered to have line of sight to any
squares they are adjacent to. A model has Line of Sight when it can
draw a straight line from any point of its square to any point on
the intended targets square. This line cannot contact walls. (This
includes where walls meet squares on a corner. See line of sight
diagram below). Models and counters do not block line of sight.
1.0
Default
Little Splurt
Fire Gels cannot be spawned. Instead they enter play as a result of the Burning Gel's Splurt ability.
Fire Gels are Insignificant.
1.0
Default
Luck
A model with Luck may gain a Potion instead of a Heart when rolled on the dice and vice versa. In addition when opening a treasure chest they may draw two cards from the treasure deck and equip one, discarding the other.
1.0
Default
Lycanthropy
Wounded models that are not removed from play gain +1 red att and suffer Vulnerable Magic.
1.0
Default
Magic
This ability allows a the model to attack an enemy up to X squares away. In addition a model making a Magic attack must use their WILL attribute when attacking. A model may use any of its ability or special actions using Magic X, unless specified otherwise.
1.0
Default
Magic
A model with Magic X may target a model up to X squares
away. If a model is making an attack using Magic X they must use their
WILL attribute when making their attack roll, unless specified otherwise.
1.0
Default
Massive Damage
When an attack with Massive Damage inflicts a wound it instead inflicts two wounds.
1.0
Default
Massive Damage
When an offensive action with Massive Damage inflicts a wound it instead inflicts two wounds.
1.0
Default
Missile
This ability allows the model to attack an enemy up to X squares away, as long as the model is not adjacent to an enemy model. In addition, a model making a Missile attack must use their DEX attribute when attacking. A model may use any of its abilities or special actions using missile X, unless specified otherwise.
1.0
Default
Missile
A model with Missile X may target a model up to X squares
away. If a model is making an attack using Missile X they must use their
DEX attribute when making their attack roll, unless specified otherwise.
1.0
Default
Mob
Add +1b ATT to this model's melee attack for every other model with Mob in melee with the target, up to +3b ATT.
1.0
Default
Molten Core
Roxor enters play in Rock Form. At the beginning of every activation choose one form for Roxor to assume. Roxor gains the form's bonuses until the beginning of his next activation.
1.0
Default
Nice List
At the beginning of the game, shuffle all Hero cards except Kringle and draw one card. The Hero drawn gains +1b on offensive rolls for the entire game.
1.0
Default
Offensive Potion
Offensive Potions are indicated by a (Green Potion icon).\n\nAn Offensive Potion provides a model with a single use special action (Blue Action Icon) or special attack (Red Action Icon). These effects follow all normal rules for resolving special actions and attacks, including being able to target enemies and requiring attack and defense rolls (is the potion provides a special attack). They require no action points to use and are instead used by spending a potion token in the same manner as a normal potion, but may only be used during a models activation.
1.0
Default
Pacify
A model or effect with Pacify places a Pacify counter on any model it damages. A model suffering Pacify may not use any special Attacks.
1.0
Default
Pile-On
+1r ATT if target is suffering Knockdown.
1.0
Default
Pirate Hoard
This model may equip Loot and Treasure cards. When spawned, draw one Treasure card and equip it on this model. When defeated, Heroes gain all Loot and Treasure cards this model has equipped.
1.0
Default
Poison
A model or effect with Poison places a Poison counter on any model it damages. A model suffering Poison loses one action point its activation.
1.0
Default
Potion
When a model with Potion X enters play place a number of bonus potion counters on their card equal to X. The model may spend these counters in the same manner as normal potion counters, but once they have been spent they can not be regained by dice rolls.
1.0
Default
Pounce
Choose an enemy model anywhere within 5 squares, and line of sight. Place the model with Pounce adjacent to this target, then roll to attack as normal.
1.0
Default
Precious Metals
Once per round Heroes may discard two unequipped loot cards and immediately draw another.
1.0
Default
Privateer
If a Hero with Privateer destroys one or more enemies during its activation, the party draws one additional loot during power-up.
1.0
Default
Pull
A model targeted by Pull may be moved a number of squares up to the value of X toward the attacker. A model moved by pull must end its move closer to the attacker than it began.
1.0
Default
Pull
A model targeted by Pull may be moved a number of squares up
to the value of X towards the attacker. A model moved by Pull
must, after each square moved, be closer to the attacker than it
began. Once the two models are adjacent, the target model may
then be moved the remainder of X squares so to be still adjacent
to the attacker.
1.0
Default
Pumpkin Patch comes with
1 Pumpkin Patch (Spawning Point)
1 Crypt Spider
2 Curse Coven Witches
6 Skullbats
1.0
Default
Push
A model targeted by Push may be moved a number of squares up to the value of X away from the attacker. A model moved by Push must end its move farther away from the attacker than it began.
1.0
Default
Push
A model targeted by Push may be moved a number of squares up
to the value of X away from the attacker. A model moved by Push
must, after each square moved, be further away from the attacker
than it began.
1.0
Default
Push
A model targeted by Push may be moved a number of squares up to the value of X away from the model using Push. Each square moved must increase the distance between the two models. If the target model cannot be moved further away, such as from contact with a wall, the model immediately stops.
1.0
Default
Raise
Replace target Bone Pile counter with a model with the Risen ability. The counter is then removed from play. If a model is in the same square as target counter Raise has no effect.
1.0
Default
Range
This ability allows the model to attack an enemy up to X squares away.
1.0
Default
Range
A model with Range X may target a model up to X squares
away. If a model is making an attack using Range X they must use their
ATT attribute when making their attack roll, unless specified otherwise.
1.0
Default
Reach
This ability allows the model to target an enemy with a melee attack up to X squares away. A model may use any of its abilities or special actions using Reach X, unless specified otherwise.
1.0
Default
Red Stuff, The
All Heroes gain the following potion type:
Dragon's Blood: Take one wound. +1R ATT, Fire
1.0
Default
Regenerate
Roll 1b dice for every wound token on the models card and remove one token for each star rolled.
1.0
Default
Remedy
A model affected by Remedy may immediately remove all status Effect counters.
1.0
Default
Remedy
A model affected by Remedy removes all status effect tokens.
1.0
Default
Resurrect
Choose a model that has been destroyed. Roll 1b dice for every heart on its stat card. Remove one wound counter for every star rolled. After the roll, If the target model has more hearts than wound counters, return it to play adjacent to the start marker. The model retains any equipment and potions that it had when it was destroyed.
1.0
Default
Risen
Models with the Risen ability may not be spawned. They may only enter play as a result of the Raise ability.
1.0
Default
Rock Pile comes with
2 Rock Piles (Spawning Points)
1 Crusher
2 Bombardiers
2 Rollers
6 Slowpokes
1.0
Default
Sentinel
Models that are adjacent to a Sentinel structure add +1st to all defense rolls.
1.0
Default
Shadows & Fog
All ranged attacks and effects targeting spawn points reduce their range by 2.
1.0
Default
Shallow Grave comes with
2 Shallow Graves (Spawning Points)
1 Dust Coven Necromancer
2 Dread Knights
2 Dust Mages
6 Boneheads
6 Rattle-Bones
1.0
Default
Shapeshift
Shapeshift basic action to transform into the X whenever it chooses.
1.0
Default
Sidestep
Move 1 square anytime the model successfully makes a defense roll.
1.0
Default
Slow
A model or effect with Slow places a Slow counter on any model it damages. A model suffering Slow halves its speed (Rounding Up) during its activation.
1.0
Default
Slow
A model suffering Slow halves its Movement, rounding up.
1.0
Default
Small
Small models may only be targeted by melee attacks.
1.0
Default
Smoke
Squares affected by Smoke block line of sight. Models within a square affected by Smoke are considered to have Stealth.
1.0
Default
Smoke
Models affected by Smoke gain Stealth.
1.0
Default
Smooches
This model may Shapeshift back to is original form if a friendly model moves into an adjacent square and spends 1 Action Point to give it a kiss.
1.0
Default
Splurt
When Burning Gel is destroyed, before removing the model, place two Fire Gels into play in any adjacent empty squares.
1.0
Default
Spray
A spray effect hits multiple models in a \"V\" pattern up to X squares away.
1.0
Default
Spray
A Spray effect hits multiple models in a \"V\" pattern up to X
squares away. Spray effects may not be used along diagonals
and distance portion (X) of a distance effect, but do not replace
any other aspect of the ability.
1.0
Default
Squirrely
When a model with Squirrely makes a defense roll, it may choose one of its dice and reroll it.
1.0
Default
Static Charge
Static Charge grants +1b dice to both STR and ARM for every wound token on card.
1.0
Default
Status Effects
Some attacks or abilities in the game will cause the models hit to
suffer status effects if they successfully deal damage to a model.
When a model suffers a status effect, place the appropriate
counter on their card. A model with a status effect counter suffers
its effects at all times until the counter is removed.
Sometimes a special action will cause a status effect. Since
special actions do not typically deal damage, instead any model
hit by the special action suffers the status effect listed. Note that,
unlike a special attack, a special action must specifically say that
it causes a status effect.
When a model gains a heart, they may choose to remove a status
effect counter from their card instead of removing a wound counter.
Typically, a model may only have one status effect counter of
each type on their card at once, but may have multiple status
effect counters.
1.0
Default
Steal
When a model with Steal inflicts a wound, it may discard one random card from the party’s backpack.
1.0
Default
Stealth
When a model with Stealth is targeted by a ranged affect they may immediately make a DEX roll. Subtract the number of stars rolled from the attacker's range. If the roll causes the attacker to be out of range the attack is considered to have failed.
1.0
Default
Stocked
A model with Stocked begins the game with its maximum number of potions.
1.0
Default
Structure
Models cannot draw line of sight across or move through structures.
1.0
Default
Stun
A model or effect with Stun places a Stun counter on any model it damages. A model suffering Stun discards the highest result rolled anytime it makes a roll using its WILL attribute.
1.0
Default
Sturdy
A model with Sturdy may only be damaged by melee attacks. Wounds caused by Backlash do not advance the Power Gauge.
1.0
Default
Sturdy
A model with Sturdy may only be damaged by melee attacks.
1.0
Default
Surefoot
Each square of difficult terrain a made with Surefoot enters costs one speed instead of two.
1.0
Default
Sweep
A Sweep effect hits every model within X squares of a single side of the users square, along a straight line.
1.0
Default
Sweep
A Sweep effect hits every model within X squares of a single
side of the user’s square, along a straight line. Sweep effects
may not be used along diagonals and replace the distance
portion (X) of a distance effect, but do not replace any other
aspect of the ability.
1.0
Default
Tail Sweep
During his activation King Starfire may make a single attack, costing no action points with the following profile: Sweep 2, Knockdown, Tail Sweep does not cause Fire.
1.0
Default
Teleport
A model that Teleports may move to any empty square within ten squares and line of sight of their current square.
1.0
Default
Tough
At the beginning of their activation a model with tough may remove a single wound counter before status Effects are resolved.
1.0
Default
Transfixing Gaze
All Heroes within 3 squares of Von Drakk suffer Stun.
1.0
Default
Tremors
When Roxor enters play place a Slow counter on every Hero.
1.0
Default
Trophies
A model with Trophies gains +1st ARM for each Ghostflame in play. Once per turn, if there are four or more Ghostflames adjacent to a model with Trophies, the model may immediately equip one Relic Item.
1.0
Default
Turtle
When activated replace this model with a Shell, The Shell is considered the same model as the one it replaced for all purposes. The model gains +1 ARM and Immune: Status Effects. A Shell may not move, attack, or use special actions.

When a model with Turtle is require to make a defense roll it may immediately activate Turtle for free before making the roll.

If Turtle is active at the beginning of this model's activation replace the Shell with its original model. The model may then act normally during its turn which may include reactivating Turtle.
1.0
Default
Virulent
Adds +1b dice to any offense roll they make if their target is suffering Poison.
1.0
Default
Virulent
Add +1b to this model's offense rolls if its target is suffering from Poison.
1.0
Default
Vulnerable
If a model with vulnerable X is targeted by the ability listed as X, it immediately takes one wound in addition to any other effects of the ability.
1.0
Default
Vulnerable
Status Effect. If a model with Vulnerable X is targeted
by the ability listed as X, it must discard the highest result rolled of any
defense roll it makes against that ability.
1.0
Default
Vulnerable: Bind
A model with Vulnerable: Bind targeted by Bind must discard the highest result rolled of any defense roll it makes against an ability with Bind.
1.0
Default
Vulnerable: Choke
A model with Vulnerable: Choke targeted by Choke must discard the highest result rolled of any defense roll it makes against an ability with Choke.
1.0
Default
Vulnerable: Cold
A model with Vulnerable: Cold targeted by Cold must discard the highest result rolled of any defense roll it makes against an ability with Cold.
1.0
Default
Vulnerable: Fire
A model with Vulnerable: Fire targeted by Fire must discard the highest result rolled of any defense roll it makes against an ability with Fire.
1.0
Default
Vulnerable: Fragile
A model with Vulnerable: Fragile targeted by Fragile must discard the highest result rolled of any defense roll it makes against an ability with Fragile.
1.0
Default
Vulnerable: Immobile
A model with Vulnerable: Immobile targeted by Immobile must discard the highest result rolled of any defense roll it makes against an ability with Immobile.
1.0
Default
Vulnerable: Knockdown
A model with Vulnerable: Knockdown targeted by Knockdown must discard the highest result rolled of any defense roll it makes against an ability with Knockdown.
1.0
Default
Vulnerable: Magic
1.0
Default
Vulnerable: Pacify
A model with Vulnerable: Pacify targeted by Pacify must discard the highest result rolled of any defense roll it makes against an ability with Pacify.
1.0
Default
Vulnerable: Poison
A model with Vulnerable: Poison targeted by Poison must discard the highest result rolled of any defense roll it makes against an ability with Poison.
1.0
Default
Vulnerable: Slow
A model with Vulnerable: Slow targeted by Slow must discard the highest result rolled of any defense roll it makes against an ability with Slow.
1.0
Default
Vulnerable: Stun
A model with Vulnerable: Stun targeted by Stun must discard the highest result rolled of any defense roll it makes against an ability with Stun.
1.0
Default
Vulnerable: Weak
A model with Vulnerable: Weak targeted by Weak must discard the highest result rolled of any defense roll it makes against an ability with Weak.
1.0
Default
Wave
A Wave effect is centered on the user's square and hits the user and every model within X squares of the user. Waves replace the ranged effect of an ability but do not replace any other aspect of the ability.
1.0
Default
Wave
A Wave effect is centered
on the user’s square and
hits the user and every
model within X squares of
the user. Waves replace the
distance portion (X) of a
distance effect, but do not
replace any other aspect of
the ability.
1.0
Default
Wave
A Wave effect is centered on the user’s base and every square within X squares of the user.
1.0
Default
Weak
A model or effect with Weak places a Weak counter on any model it damages. A model suffering Weak discards the highest result rolled anytime it makes a roll using its ATT attribute.