This glossary explains game terms (usually in bold text the first time they appear in the rules) as well as keywords that appear on stat cards. It contains detailed information on certain special abilities that are too long to explain on the stat cards as well as entries and occasional explanatory notes for abilities that formerly appeared only on stat cards.
Some entries are special abilities that appear only on stat cards. These have "reminder text" in parentheses following the entry but are not further explained. Any clarification of the rule appears in italics.
Guidelines to Reading Entries
The terms are listed in alphabetical order.
This glossary uses a few shorthand terms.
[#]: This represents a variable numerical value. For example, "Conceal [#]" describes the Conceal ability but assigns no particular number to it. A given creature has a specific Conceal rating, such asConceal 6.
CAPITALS: A capitalized word, such as "CREATURE" or "ENERGY," stands for a variable entry. Thus, "Immune ENERGY" means that the creature takes no damage from a given type of energy but does not specify the energy type. A Green Dragon, for example, has Immune Acid.
Many special abilities, most spells, and even some attacks can be used only a limited number of times during a skirmish, represented by check boxes. Each check box allows one use. If a limited-use ability requires a successful attack, such as the Exorcist of the Silver Flame's Smite ability, then the acting player declares the use of the ability before making the attack roll. A miss counts as one use of the special ability just as a hit does.
Aberration: A type of creature.
AC: Armor Class. A number representing a creature's ability to avoid being hit by an attack. See page 5 of the rulebook.
acid: (Keyword) A type of energy.
acting: The acting creature is the creature that is currently moving, attacking, or producing an effect. The acting player is the player whose warband that creature belongs to.
Usually the acting creature is the creature that is taking its turn. but in cases such as attacks of opportunity or routing, creatures act out of turn.
activate: When you activate one of your creatures, that creature takes its turn for the round. See Activate Creatures on page 8 of the rulebook.
active: An active creature is not routing, stunned, asleep, paralyzed, or helpless.
adjacent: Occupying a square next to this space, including diagonally. A creature is not adjacent to creaturesbehind walls.
ally/allied creature: Allies are other creatures in the same warband or in teammates' warbands.
Animal: A type of creature.
any: (Keyword) This spell or special ability does not follow the usual restriction of targeting only the nearest enemy or nearest ally. (Line of sight and range restrictions still apply, unless indicated otherwise.) For example, the phrase "switch positions of any two creatures" can affect any two creatures in line of sight of the acting creature and within the spell's range.
anywarband: (Range) Aspell range similar to "your warband" (see that entry) except that you can choose any one warband as the target: your own, a teammate's, or even an opponent's.
Arrow Catching Shield (Enemy ranged attacks against adjacent creatures target this creature instead. Determine line of sight, range, and cover as if the original target were still the target of the attack.
Attack: (Creature Statistic) A number representing a creature's ability to hit with an attack in combat. There are two types of Attack ratings: Melee Attack and Ranged Attack. Many bonuses and penalties conferred by spells and special abilities affect a creature's Attack number. If no attack form is specified, the effect applies to both melee and ranged attacks.
A few special abilities, such as Gaze Attack, use the word "Attack" in their names, but they still follow the rules for special abilities rather than the rules for attacks.
attack/attack roll: An attempt to damage an enemy with a melee attack or a ranged attack. See page 12.
attack of opportunity: A single, immediate melee attack a creature makes against an adjacent enemy that moves. See page 14.
battle grid: The gridlined play map on which you place terrain tiles and miniatures.
Beastmaster [#]: Animals and Magical Beasts in your warband that are of equal or lower level than this creature's Beastmaster rating are treated as if they did not have the Difficult or Wild special abilities. For example, a commander with Beastmaster 2 could put under command any number of Hyenas and Wolves (level 2) in its warband, but not a level 5Owlbear.
If all creatures with the Beastmaster ability in a warband are eliminated, Animals and Magical Beasts in that warband revert to their original Difficult ratings or Wild status.
Blind-Fight: This creature can roll twice against an enemy creature's Conceal ability when making a melee attack. If either result is a success, the attack hits. This creature can also move at normal speed even if it can't see. Attackers that this creature can't see do not gain an attack bonus against it. Creatures with Blind-Fight are immune to Gaze Attacks. A creature with Blind-Fight still can't see invisible enemies, so it can't make attacks of opportunity against them.
Blindsight: This creature can detect enemies by using nonvisual senses. It automatically succeeds on rolls against an enemy creature's Conceal ability. It can also move at normal speed even if it can't see. Attackers this creature can't see do not gain an attack bonus against it. This creature ignores Gaze Attacks, invisibility effects, and the Hide ability.
blood rock: A terrain type; see Terrain on page 22.
Breath Weapon (Replaces attacks: RANGE; EFFECTS AND CONDITIONS; DC [#]).
Burrow [#]: This creature can move underground instead of on the surface. If it chooses to burrow, it uses that mode for all its movement that turn, and its speed is the listed rating. The burrowing creature ignores terrain effects on the surface while moving and can even pass through squares containing walls and enemy creatures, though it must end its burrowing move in a legal position. While burrowing, the creature is immune to attacks of opportunity and cannot charge; at the end of its move, it returns to the surface and can attack and be attacked normally
An out of command creature with the Burrow ability can burrow with a speed of 2 unless it rushes the nearest enemy at twice its normal Burrow speed.
A routing creature with the Burrow ability can choose to burrow.
caster: An acting creature that is using a spell.
chaotic: (Keyword) Creatures in Chaotic Good or Chaotic Evil warbands are chaotic, regardless of the factions on the creatures' stat cards. They can be affected by spells and special abilities that affect chaotic creatures.
charge: A creature can move up to double speed and get a +2 bonus on its melee attack roll when it charges the nearest enemy. See Charging on page 14.
Cleave: Once per turn, after this creature destroys an enemy by reducing its hit points to 0 with its melee attack (even an attack of Opportunity), it can immediately make one extra melee attack against another enemy. If the acting creature can make more than one melee attack, it uses the same one that destroyed the first enemy.
cold: (Keyword) A type of energy.
commander: A creature with a Commander rating is a commander. See Command on page 9.
Commander [#]: A number representing a creature's ability to lead others. A commander can always add its Commander rating to its own morale saves, even when it's stunned or otherwise unable to command other creatures. A commander can use its own Commander rating when it makes a morale save, or that of another commander, but not both. A routing commander cannot grant another creature a bonus on its morale save. See Command on page 9.
Commander Effect: A benefit that a commander grants to its followers, or occasionally a negative effect a commander has upon enemies. See Commander Effects on page 11.
Conceal [#]: When another creature gets an attack result against this creature that would be a hit, the attacker must roll 1d20. If the result of the second roll equals or exceeds the listed number, the attack hits; otherwise, it automatically misses. Even a natural 20 on the attack roll misses if the attacker's roll against Conceal fails. If several effects grant Conceal to a creature, only the highest rating applies.
cone: (Keyword) A cone affects all creatures up to 6 squares away from the acting creature within a quarter-circle. There are two cone templates printed on the back of the battle grid representing two ways you can position the cone. (You can photocopy these and cut them out.)
The cone's origin point (shown by arrows pointing out) must be a corner of a square in the acting creature's space. The squares in the cone template must align with the squares on the battle grid. The nearest enemy or the nearest ally must be inside the cone's area.
Confusion/confused: (DC [#]) (Keyword) Confusion affects only living creatures. A creature subject to this effect is confused. Each time a confused creature activates, roll 1d20 and refer to this table.
A confused creature cannot make attacks of opportunity. A confused commander can't put other creatures under command or add its Commander rating to initiative checks, and its Commander Effect does not function.
Many Confusion effects specify that the confused creature can try to recover at the end of each of its turns by making a save against the DC of the original effect.
Constitution Drain (Whenever this creature's melee attack deals damage to a living creature, the damaged creature must make a save, or it takes damage +[#] and this creature gains +[#] hp; DC [#]) The benefits of this ability stack with themselves.
Construct: (Creature Type) Constructs are not living creatures. All Constructs have Fearless and also have the following special ability: Immune Confusion, Critical Hits, Dominate, Incite, Paralysis, Poison, Sleep, Sneak Attacks, Stun. Heal effects and negative damage do not affect Construct creatures.
Countersong: Enemy creatures within 6 squares of this creature cannot benefit from their commanders' Commander Effects. The Commander Effects of enemy commanders within 6 squares of this creature do not function.
cover: A creature with cover gets a +4 bonus to its AC. Creatures, walls, and statues provide cover against ranged attacks (see page 15). Walls provide cover in melee (see page 13).
Cowardly (If this creature does not have an active ally within 6 squares of it when an ally is destroyed, it routs) Early printings of the ability left out the word "active."
critical hit: A natural 20 on an attack roll is an automatic hit that deals double damage. Some creatures are immune to critical hits, but a natural 20 still hits them automatically. If a creature can somehow score a critical hit on a roll of less than 20, that critical hit also counts as an automatic hit. See Attack Rolls on page 12.
damage: Melee and ranged attacks deal damage, as do many spells and special abilities. The various damage types are melee, ranged, energy (acid, cold, electricity, fire, and sonic), magic, and negative. If a special ability grants increased damage (as Smite does), then the extra damage is of the same type as the original damage. If the creature already deals base damage of one type and extra damage of another, the increased damage from the special ability is of the same type as the base damage, not the extra damage. For example, a Dragon Samurai deals magic damage plus extra fire damage. If it gained the Smite special ability (for example, from a Commander Effect), the additional damage from Smite would be magic damage, not fire damage.
double damage: When calculating double damage, add bonus damage after doubling the base damage. For example, doubling melee damage of "10+5 fire" results in 20 points of damage plus 5 points of fire damage. If the damaged creature has DR (see below), apply DR after the damage is doubled.
half damage: When dividing damage in half, such as on a successful save, round down to the next-lowest multiple of 5. For example, half of 15 points of damage is 5; half of 5 points of damage is 0.
DC [#]: (Keyword) Difficulty Class. A creature can avoid or reduce certain effects by making a save.
Roll 1d20 and add the creature's level; the save succeeds if the result equals or exceeds the listed DC.
Against spells and special abilities that deal damage, a successful save reduces the damage to half. Against other effects, it negates the harmful effect.
DC [#] negates: (Keyword) This notation appears on some spells and special abilities that deal damage and also have other effects. A successful save negates all the spell or ability's effects, including damage (instead of halving damage as normal).
Death Attack: (DC [#]) When this creature is about to use its Sneak Attack ability, it can also use Death Attack. This must be declared before making the attack. It still deals the extra damage from Sneak Attack. A creature struck by the Death Attack must make a save against the listed DC or be destroyed. This special ability does not work against creatures that have Immune Sneak Attacks.
Death Burst: (radius [#]; ENERGY [#]; DC [#]) When this creature has its hit points reduced to 0 or lower, all creatures within the listed radius take the listed amount and type of damage. Center the appropriate radius template on the acting creature.
Some Death Burst abilities do not list a range. In those cases, the effect deals damage to all adjacent creatures.
Death Strike (When this creature's hp are reduced to 0 or lower, it can make one immediate melee attack) A creature that makes a Death Strike can't save itself with an ability stick as Constitution Drain; it is destroyed afterward, no matter the outcome of its attack.
Deflect Arrows: This creature gains a +4 bonus to its AC against ranged attacks.
destroy/destroyed: (Keyword) A creature is destroyed when its hit points drop to 0 or lower. Certain spells or effects can also destroy a creature outright. Remove destroyed creatures from the battle grid. A destroyed creature scores victory points for the opponent responsible for its destruction. If a spell or ability (but not a scenario condition) somehow returns a specific destroyed creature to play, players who scored victory points for its destruction lose those points.
Difficult [#]: This creature can be put under command only by a commander whose Commander rating is equal to or greater than this creature's Difficult rating. For example, a Minotaur (Difficult 4)can be put under command only by a commander whose Commander rating is 4 or higher. A commander whose Commander rating is not high enough cannot bestow its Commander Effect on this creature. Unlike normal creatures, an out of command Difficult creature that is too far away from enemies to make a melee attack must rush the nearest enemy creature it can see and reach in its turn. However, an out of command Difficult creature can stand in place and use a ranged attack, ranged special ability, or ranged spell instead of rushing. It can do so only if there is a target in range at the start of its turn.
difficult terrain: A terrain type; see Terrain on page 22.
double speed: On its turn, a creature that does not attack, cast a spell, or take an action that replaces attacks can move up to twice its speed. A creature also routs at double speed, regardless of whether it has attacked, even when it is not its turn.
DR [#]: Damage Reduction. When this creature takes damage from a melee or ranged attack, subtract the listed amount from the damage dealt. Energy damage, damage from spells, and magic damage is not reduced by DR.
Dragon: (Creature Type) All Dragons have the following special ability: Immune Paralysis, Sleep.
Dual Activation (This creature can take two turns in each round; each turn counts as one of your activations in that phase)
electricity: (Keyword) A type of energy.
Elemental: (Creature Type) All Elementals have the following special ability: Immune Critical Hits, Flanking, Paralysis, Poison, Sleep, Sneak Attacks, Stun.
Elf: All Elves are Humanoids. They have the Immune Sleep special ability.
eliminated: Creatures that have been destroyed or routed off the battle grid are eliminated. They score victory points for the player whose creatures eliminated them.
enemy/enemy creature: Enemies are creatures in opponents' warbands, not in your own or a teammate's warband.
energy: (Keyword) One of the following damage forms: acid, cold, electricity, fire, and sonic. Energy damage is not reduced by DR.
Entangle/entangled: (DC [#]) (Keyword) Unlike most other effects, Entangle does not require an immediate saving throw. An entangled creature must make a save against the effect's listed DC whenever it attempts to move. If the save succeeds, the Entangle effect is removed, and the creature can move normally. If the save fails, the entangled creature cannot move that turn. At the end of an entangled creature's turn, make another save (same DC). If this save succeeds, the Entangle effect is removed, and the creature can act normally during future turns.
evil: (Keyword) Creatures in Lawful Evil or Chaotic Evil warbands are evil, regardless of the factions on the creatures' stat cards. They can be affected by spells and special abilities that affect evil creatures.
factions: Organizations devoted to particular moral and ethical viewpoints.
Fearless: This creature automatically succeeds on morale saves. It cannot be frightened (see that entry, below).
Feed [#] (Whenever this creature destroys a Humanoid, it immediately gains +[#] hp) The benefits of this ability stack with themselves.
Fey: A type of creature.
fire: (Keyword) A type of energy.
flanking/flanked: Two creatures that are on opposite sides of an enemy and threaten its square are flanking that enemy. They get a +2 bonus on melee attacks against the flanked creature. See Flanking on page 13.
Flight: This creature can fly over the battle grid instead of moving on the surface, landing at the end of its move. The Speed entry on its stat card has an "F" prefix. It isn't slowed by terrain features that normally slow movement, such as difficult terrain or statues. It must still fly around walls (which extend to the ceiling of the dungeon). It can move over pits but cannot end its movement on them. A flying creature is immune to Entangle effects. This creature can move and even charge through squares that other creatures occupy (though it cannot end its movement in a space occupied by another creature or in an illegal position). It ignores attacks of opportunity from enemies after the first square of movement during its turn. (It spends that first square "taking off.")
follower: A noncommander creature in your warband. In Commander Effects, this refers to followers the commander has under command and within 6 squares.
frighten/frightened: (Keyword) A creature that is frightened is afraid but not routing. It takes a -4 penalty on attack rolls, saves, and AC. Creatures with the Fearless special ability cannot become frightened.
gains: (Keyword) The effect gives a creature a new special ability or grants a change to a statistic.
Gaze Attack: (Replaces attacks: RANGE; EFFECTS AND CONDITIONS; DC [#]) Instead of making its normal attacks, this creature can use its Gaze Attack against the nearest enemy or ally. The target is subject to the listed effect unless it succeeds on a save against the listed DC. In addition, any creature (enemy or ally) within the Gaze Attack's range that chooses this creature as the target of a ranged attack, ranged spell, or ranged special ability must make a save afterward to avoid the effect of the Gaze Attack.
A Gaze Attack requires line of sight to work, but not line of effect. A creature with Gaze Attack that has been rendered Invisible cannot use this ability.
Giant: A type of creature.
good: (Keyword) Creatures in Lawful Good or Chaotic Good warbands are good, regardless of the factions on the creatures' stat cards. They can be affected by spells and special abilities that affect good creatures.
heal [#]: (Keyword) This effect removes the listed amount of damage from a wounded living creature. It can't raise a creature's hit points above its starting amount.
A heal effect deals the listed amount of damage to an Undead creature and is not affected by DR. The creature gets a save for half damage. The save DC is 12 + the level of the spell, or if not a spell, the level of the acting creature.
Constructs are immune to heal effects.
helpless: A number of situations and effects can render a creature helpless, including Paralysis and Sleep. A helpless creature can't move, attack, cast spells, threaten adjacent squares, make attacks of opportunity, grant a bonus for flanking, use special abilities that have to be activated or targeted, or put other creatures under command.
Helpless creatures make saves normally. Being helpless does not prevent the consequences of a failed morale save, but the condition that makes a routing creature helpless may temporarily prevent it from moving. Any melee attack against a helpless creature is automatically successful (no roll needed) and deals double damage. Ranged attacks deal normal damage and still need an attack roll to hit, but the attacker gets a +4 bonus on the roll.
Other creatures can move through a helpless creature's space but cannot end their movement there.
Hide: If this creature has cover against a nonadjacent enemy from something other than intervening creatures (such as a wall or statue), it is considered to have the Invisible special ability (see that entry, below) against that creature. A creature without Blindsight making a ranged attack can't see or target an enemy with Hide that has such cover. (If the creature with Hide can make a ranged attack, it usually gets a +2 bonus for attacking enemies that cannot see it.) If a creature can trace line of sight to all points of an enemy's square from any single point of its square, then the enemy cannot benefit from Hide against that creature.
HP/hit points: A creature's stat card has an HP rating, representing its hit points (written 'hp" in effect descriptions). A creature whose hit points drop to 0 is destroyed. If a spell or special ability grants extra hit points, this benefit removes damage from a wounded creature and can even increase its HP rating above its starting amount (if the bonus exceeds damage already taken). Adding hit points in this way doesn't affect when a creature reaches half hit points (for morale saves). Hit points in excess of the creature's starting amount can't be restored with a heal effect once they are lost.
Huge: A Huge creature has a 74mm base and occupies a space 3 squares long and 3 squares wide.
Humanoid: A type of creature. There are many kinds of humanoids, including Elf, Halfling, Human, and Orc.
Hurling Charge (This creature can make its ranged attack against a creature it charges during its charge movement before it makes its melee attack) If the target is no longer in the same space after this attack, the charging creature continues moving to the original destination space but cannot make a melee attack that turn.
immediate/immediate action: (Keyword) A type of swift action (see that entry) that a creature can trigger instantly at a specified time, sometimes even when it is not its turn. This action can interrupt other actions, taking effect just before they do. The last immediate action declared takes place first.
Immune EFFECT: The creature is not affected by the listed attack type, energy, special ability, or condition. Creatures with multiple immunities list them all in one entry, separated by commas: for example, a creature immune to cold- and fire-based effects would have the ability Immune Cold, Fire.
Improved Countersong: In addition to the effects of Countersong (see that entry), enemies within 6 squares of this creature cannot be put under command by other creatures. Enemy commanders within 6 squares of this creature cannot put other creatures under command.
in a square: A creature is in a square (and moves into and out of a square) if any of its space occupies that square.
in melee: A creature is in melee if it is active and it threatens an enemy's square, or if an active enemy threatens its square.
Incite/incited, Inhibit/inhibited: (Keyword) A creature that has been incited by a spell or special ability must take its turn as early as possible in each round. Other creatures in its warband cannot act before it in a round unless they are also incited.
A creature that has been inhibited must take its action as late as possible each round. You cannot activate an inhibited creature until all your noninhibited creatures have activated this round.
Any creature that has the Immune Incite special ability also has Immune Inhibit.
Incorporeal: This creature is ghostly and insubstantial. Any time this creature would be damaged by an attack, or by a spell or special ability, the acting player rolls ld20. On a result of 11 or higher, this creature takes no damage (and the hit counts as a miss if the roll is made for an attack). It does not, however, get a chance to avoid attacks from other Incorporeal creatures.
This creature's movement is not affected by terrain. It can even move through walls and over pits, though it cannot see through walls. It cannot end its movement on a pit, inside a wall, or in any other illegal position. If it is in or behind a wall, enemies cannot make attacks of opportunity when it moves.
This creature can move and even charge through creatures that don't have the Incorporeal ability, but it can't end its movement in a square occupied by a creature.
Independent: This creature is always under command. It is capable of rallying itself as a commander does, though without a commander it adds only its own level to the morale save, as if it were being rallied by a Commander 0.
Invisible/invisibility: Other creatures do not have line of sight to this creature. (Creatures that cannot see another creature cannot choose that creature as the target of a ranged attack or of a spell or special ability that has a range other than touch.) This creature gains Conceal 11 against attackers that can't see it and a +2 bonus on attacks made against enemies that can't see it.
An enemy that cannot see an Invisible creature can't make attacks of opportunity against it or prevent it from casting a spell or making a ranged attack.
Large: A Large creature has a 40mm base and occupies a space 2 squares long and 2 squares wide.
lawful: (Keyword) Creatures in Lawful Good or Lawful Evil warbands are lawful, regardless of the factions on the creatures' stat cards. They can be affected by spells and special abilities that affect lawful creatures.
Leap (Replaces attacks: make a single melee attack at +[#], [#] damage) Earlier printings of this ability didn’t note that it launched a single melee attack.
Level: A creature statistic representing its relative power. See Statistics on page 5.
Level Drain: Whenever this creature's melee attack deals damage to a living creature, the damaged creature gains attack -l and save -1, and this creature gains +5 hp) The hit points gained by this ability stack with themselves.
Limited Format: In a league or tournament, this refers to skirmishes between warbands composed of creatures drawn from a small pool of miniatures. Unlike Out of the Box, in some Limited-format skirmishes players do not use all the creatures in their pools to build their warbands. Such games allow access to summon spells and abilities such as Minions that put new creatures onto the battle grid, if a player's pool includes qualified creatures that are not part of his or her warband. Out of the Box and other Limited formats don't observe the 70% limit for the cost of a creature. Thus, a creature costing more than 70 points can be part of a 100-point Limited warband, and a creature that costs more than 140 points can be part of a 200-point Limited warband.
line: (Range) A spell or effect with a range of "line" affects creatures in a straight line away from the acting creature toward the nearest enemy or ally. A line does not affect creatures more than 12 squares away. Trace a line from a corner of a square in the acting creature's space to a corner of a square in the target creature's space. The line affects all squares that the line goes through or touches. (Don't count the corner where the line starts.) A line usually continues to its full range, and even goes past the target and possibly affects more creatures, but stops as soon as it touches (at some point other than the origin) or crosses terrain that blocks line of effect. The same corner can't be chosen for both the starting point and the target of the effect.
line of effect: Line of effect is nearly always the same as line of sight (see below). A few special effects, such as wall of force, block line of effect: They prevent attacking or affecting a space with special abilities and spells, but they do not block line of sight to that space.
line of sight: Two creatures have line of sight to each other unless walls are in the way. If you can trace even a single line between two creatures that doesn't touch a wall, they have line of sight to each other. See the diagram on page 15.
Certain effects, such as invisible, also prevent line of sight.
living: All creatures are living, except for Construct and Undead creatures.
Living Construct: This creature is a sort of Construct but has only limited immunities. It does not have Fearless. It has only the special ability Immune Level Drain, Paralysis, Poison, Sleep. Living Constructs can be healed, and Confusion, critical hits, Dominate, flanking, Incite, Sneak Attack, and Stun affect them normally.
magic: (Keyword) Magic damage is not reduced by DR.
Magical Beast: A type of creature.
Medium: A Medium creature has a 25mm (1 inch) base and occupies 1 square.
Melee Attack: (Creature Statistic) This number represents a creature's ability to hit with an attack in melee. See Statistics on page 5.
melee attack: An attempt to damage an enemy in melee. See Melee Attacks on page 12.
Melee Reach [#]: This creature can make melee attacks against enemies that are up to the listed number of squares away. Use the ranged attack rules (see page 15) to determine whether the attacker has line of sight to the target and whether the target has cover.
When determining whether this creature can make a melee attack, count diagonals in the normal way. (A creature with Melee Reach 2 can't attack an enemy in a square 2 diagonals away.)
This ability does not allow a creature to threaten squares that are not adjacent or make attacks of opportunity against enemies that are not adjacent. Nor does it allow a charging or rushing creature to stop before it is adjacent to the enemy it is rushing or charging. A creature using Melee Reach to attack at a distance does not create a flanking situation.
Melee Sneak Attack +[#]: This creature gains the listed bonus on melee damage if it is flanking the defender, or if the defender is stunned, helpless, or unable to see the attacking creature.
Minions: ([#] CREATUREs) If you add this creature to your warband, you also get the listed creatures. These creatures do not add to your warband's cost and do not count against the twelve-creature limit for your warband. They do, however, score victory points for the opponent who eliminates them.
Mobility: This creature gains a +4 bonus to its AC against attacks of opportunity.
Monstrous Humanoid: A type of creature. It does not count as a Humanoid, a separate type.
Morale Save: A special save made to avoid routing. All morale saves have a DC of 20. See Morale starting on page 19.
Morale Save +[#]: Add the listed bonus to all this creature's morale saves.
Move: During its turn, a creature may replace its attack or attacks with a move, allowing it to move up to double speed. Sometimes special abilities, spells, or effects replace one or both moves.
An active creature can always take its entire turn to move 1 square in any direction, even diagonally, regardless of difficult terrain or narrow spaces. (This rule doesn't allow a creature to move through impassable terrain or to move when movement is not allowed, such as while paralyzed.)
nearest ally: Pick a creature's nearest ally using the rules for deciding the nearest enemy.
nearest enemy: The nearest enemy to the acting creature is the nearest enemy that it can see. Another enemy that is closer, but out of line of sight, does not qualify as the nearest. If two or more enemies are equally near, the acting creature can choose any of them as the nearest.
For rushing and charging, count the distance to enemies as if the acting creature were taking the shortest path to the nearest space adjacent to that enemy. Take into account other creatures, terrain, and any special movement modes, such as Flight or Burrow.
For ranged attacks and effects, however, count the distance regardless of creatures, movement modes, and terrain (as long as the attacker has line of sight to the enemy). It's possible for one enemy to count as the nearest for ranged attacks and another for rushing or charging.
negative: (Keyword) Negative damage is unaffected by DR and has no effect on Construct creatures. It removes damage from Undead creatures, and they do not make saves against spells and effects dealing negative damage.
nonliving: (Keyword) Constructs and Undead creatures are nonliving.
Not Subject to Commander Effects: This creature cannot benefit from the Commander Effects of commanders in its warband. It also ignores Commander Effects of enemy commanders that affect only enemies.
on terrain: A creature is on (or in) a kind of terrain if any part of its space occupies a square that contains that terrain.
Ooze: Creature Type) All Oozes have Fearless and also have the following special abilities: Blindsight; Immune Confusion, Critical Hits, Dominate, Flanking, Gaze Attacks, Incite, Paralysis, Poison, Sleep, Sneak Attack, Stun.
opponent: A player you are playing a skirmish against.
Outsider: A type of creature.
Paralysis/paralyzed: (DC [#]) (Keyword) A creature subject to this effect is paralyzed if it does not make a successful save against the effect's listed DC. A paralyzed creature is helpless. At the end of a paralyzed creature's turn, after it has missed its chance to act that turn, it makes another save (same DC). If this save succeeds, the Paralysis effect is removed and the creature can act normally on its next turn.
Phalanx Fighting (+2 AC when adjacent to an ally with Phalanx Fighting)
phase: Part of a round. Each phase, you activate two creatures. See Skirmish Basics on page 8.
phase out: (Keyword) Some spells and special abilities take a creature off the battle grid without eliminating it. (Note the creature's location when it is phased out; unless otherwise specified, it returns to play in that same space.) While off the grid in this way, the creature cannot be affected by anything in play, but it counts as eliminated and scores victory points normally until it returns to play. A creature that has phased out still takes a turn as normal (which can be important if it is capable of returning to play).
Plant: (Creature Type) All Plants have the following special ability: Immune Confusion, Critical Hits, Dominate, Incite, Paralysis, Poison, Sleep, Sneak Attack, Stun.
Poison/poisoned: (EFFECT; DC [#] (Keyword) When a creature is hit by an attack or subject to an effect that includes the word "Poison," that creature must make a save against the listed DC or be poisoned and subject to the listed effect. Poison effects can include immediate damage (a successful save results in half damage), Paralysis, or even destroying the poisoned creature.
Most Poison effects state "5 damage whenever poisoned creature activates." Until the end of the skirmish, at the start of the poisoned creature's turn and before it can take any actions, it takes 5points of damage immediately. A creature eliminated by Poison scores victory points for the player whose creature poisoned it. Identically worded Poison effects do not stack.
Pounce: When charging, this creature can make all its melee attacks (instead of just one) against the target of its charge. Each attack gets the +2 bonus for charging.
Powerful Charge +: This creature deals the listed amount of extra melee damage when it charges.
Precise Shot: This creature can make ranged attacks against an enemy that is engaged in melee without giving the target the normal +4 bonus to AC. Precise Shot does not let this creature ignore the +4 bonus to AC from cover (including cover from a creature that is in melee with the target).
Psionics: Psionic abilities are listed in the Spells entry of a creature's stat card and use the same rules and keywords as spells. Instead of a specific number of uses of a given spell, a creature with Psionics has a pool of power points (pp) it can spend on any of the listed psionic powers as often as it wishes, up to its limit. Each psionic power has a listed cost in pp.
push/pull: (Keyword) Certain spells or special abilities push other creatures away from (or pull them toward) the acting creature. The pushed or pulled creature cannot move into or through a space occupied by any other creature or statue, or through walls. Pushed or pulled creatures do not provoke attacks of opportunity. Pushing or pulling a creature into difficult terrain requires 2 squares of movement (or 3 squares diagonally), so a 1-square push/pull effect can't move most creatures into difficult terrain. A creature with Flight, Incorporeal, or Stable Footing could be pushed/pulled into difficult terrain, since it ignores the effects of terrain. Creatures with the Burrow ability are slowed by difficult terrain, since they can't use their Burrow ability while being pushed/pulled.
Push: A creature pushed away from the acting creature must move into a square that is farther from the acting creature.
Pull: A creature pulled toward the acting creature must move into a square that is closer to the acting creature.
Moving Creatures: If a push/pull effect is used against a moving creature as part of an attack of opportunity, the square the creature is pushed/pulled into does not count against its movement for the turn.
Charging Creatures: If a push/pull effect manages to interrupt a creature's charge, that creature is no longer charging. It can still attack if it moves its Speed or less, but its charge has been interrupted.
Pushback (When this creature's melee attack deals damage to a smaller creature, it may push the smaller creature 1 square)
radius 2: (Keyword) This spell or special ability affects all creatures within a 2-square radius. Photocopy and cut out the template on the back of the battle grid to help position the effect. Place the target creature inside the 4-square-wide cutout center of the template. If the target occupies 1 square, you can arrange the template any way you like around the target, so long as it is inside the center and the squares of the template align with those on the battle grid. If the target is a Large creature, position it completely inside the center of the template. If it is Huge, position the template over any 4 squares of the creature's space.
radius 4: (Keyword) This works like radius 2 (see above) but affects creatures within a 4-square radius.
rally: A routing creature attempts to rally when it activates if it's under command. See Morale beginning on page 19.
range 6:(Range) This effect targets the nearest enemy or ally within 6 squares and line of sight of the acting creature.
Ranged Attack: (Creature Statistic) This number represents a creature's ability to hit with a ranged attack. See Statistics on page 5.
ranged attack: An attempt to damage an enemy with a ranged attack. See Ranged Attacks on page 15.
Ranged Sneak Attack +[#]: This works just like Melee Sneak Attack (see that entry, above), but the creature must be making a ranged attack within 6 squares of the target, and the defender must be either stunned, helpless, or unable to see the acting creature.
Relay Orders (This creature gains the highest Commander rating and each Commander Effect of creatures that have it under command) While under command, it's considered to be a commander.
remove: (Keyword) To negate, suppress, or cancel one or more existing effects on a creature, magic item, or area. Unless otherwise noted, removal is permanent.
Rend +[#]: If this creature hits one enemy with two melee attacks on the same turn, it deals the listed amount of extra melee damage with the second attack.
replace/replaces: Some special abilities have "replaces" as a special cost, such as "replaces attacks" or "replaces move." When it uses the ability, the creature is considered to have taken the specified action (see page 22).
Requires CREATURE: This creature can be included in your warband only if you also have the listed creature in your warband. When you set up your warband, choose which creature is the required one; if the required creature is eliminated, this creature is also eliminated, and both score points for the opponent.
A single creature can be the required creature for multiple creatures that have this special ability. In an Out of the Box or other Limited-format game, if you have no creature that qualifies as the required sort, choose any one other creature in your warband instead.
reroll: Sometimes a spell or special ability allows you to make a die roll again. You reroll the type of die specified by the spell or ability. You cannot, however, reroll dice associated with a scenario setup or with a creature or object (such as a magic statue) controlled by neither player. Whenever you reroll, you must abide by the result of the second roll.
Resist [#] ENERGY: When this creature takes damage of the listed energy type, reduce the damage dealt by the listed amount.
round: A round begins with initiative checks and ends when all players have activated all of their creatures.
rounding: Round fractions down, unless otherwise indicated.
rout/routing: A creature that fails a morale save routs and flees toward its exit. See Morale beginning on page 19.
rush: An out of command creature can move at double its listed Speed (instead of speed 2) if it rushes to a space from which it can make a melee attack against the nearest enemy. See Command and Movement on page 10.
sacred circle: A type of terrain; see Terrain on page 22.
save: A creature can make a save to avoid or reduce harmful effects. As with attack rolls, a natural 20 is always a success and a natural 1 is always a failure. See Saves on page 17.
save at the end of each affected creature's turn: Certain effects give creatures another chance to save against an effect after failing their initial save. At the end of the affected creature's turn, roll the save again. If that save succeeds, the effect ends. Otherwise, the creature can attempt a save again at the end of its next turn.
Save +[#]: Add thelisted bonus to all this creature's saves, including morale saves.
Save = [#]: Add the listed number instead of the creature's level to all this creature's saves, including morale saves.
Scout: Instead of placing this creature on your assembly tile at the start of the skirmish, you may place it on a feature tile of your choice that does not already have a creature on it. Two Scout creatures can't set up on the same feature tile. If this creature enters the battle grid after the first turn, it enters like any other creature.
self: (Range) A spell or special ability with a range of "self" affects only the acting creature.
Sidestep: ifthis creature moves only 1 square on its turn, it does not provoke attacks of opportunity and can make multiple attacks if it is able to. Entering terrain that slows movement prevents Sidestep from functioning. A creature with Sidestep can't move between attacks; it must make all its attacks and then move 1 square, or move 1 square and then make all its attacks.
sight: (Range) A sight-range spell or special ability targets the nearest enemy or ally to which the acting creature has lineof sight.
Simultaneous Attack (This creature can use COMBINATION OF ATTACKS OR ABILITIES if it does not move) The text of this ability specifies which attacks or abilities can be used in the same turn. Resolve the attacks or abilities one at a time rather than simultaneously.
simultaneous effects: if several effects happen at the same time, play the effects out one after the other. Usually it doesn't matter what order these effects happen in. If it does matter, use these rules.
Player's Choice: If several effects apply to one player's creature or creatures, that player determines the order and resolves effects one creature at a time.
Player Whose Creature is Taking a Turn First: If the effects apply to creatures controlled by more than one player, the player whose creature is taking a turn goes first. He or she handles all the effects on his or her creatures, one creature at a time. Next, the player to the left handles effects on his or her creatures, and so on.
size: Size categories for creatures are: Tiny, Small, Medium, Large, and Huge.
skips next turn: (Keywords) On its next turn, a creature subject to this effect activates but can take no actions.
The creature is still considered active. It threatens squares normally, can make attacks of opportunity, and can be granted actions by creatures with such abilities.
Sleep/sleeping: (Keyword) A creature subject to a Sleep effect is sleeping. A sleeping creature is helpless until another creature wakes it up. A creature adjacent to one more sleeping creatures can remove Sleep from one adjacent creature; this replaces its own attacks. Sleep effects are also removed immediately when a sleeping creature takes damage.
slide: (Keyword) This effect works like push/pull (see that entry, above), except that the movement of the affected creature can be in any direction.
Slow Effect: (Enemies that are adjacent to this creature when they activate can't make more than one ranged or melee attack this turn; DC [#]) This holds true evenif they move away from the creature after failing the save.
Slow Melee Attack: This creature can't move during the same turn that it makes a melee attack.
Slow Ranged Attack: This creaturecan't move during the same turn that it makes a ranged attack.
Small: A Small creature has a 20mm base and occupies 1 square.
Smite CREATURE +[#]: This creature can deal additional damage with a melee attack against an enemy of the specified kind, type, or alignment. If no sort of creature is listed, it affects any enemy.
If this creature has limited uses of Smite, you must declare the use of the ability before making the attack. This counts as one use even if the attack misses.
Sneak Attack +[#]: See Melee Sneak Attack.
sonic: (Keyword) A type of energy.
Sorcerer Spells: This creature's stat card lists its spells and a separate series of check boxes for each level of spell it can cast. The creature can cast any spell on its stat card, but each casting marks off one check box at the spell's level. When allof a given level's check boxes are used up, the creature can't cast any more spells of that level. It's OK to use a higher-level spell's box, if there is one available, to cast a lower-level spell.
space: The square or squares a creature occupies.
speed: The number of squares a creature can move. See Movement on page 11.
spell: A magical effect that certain creatures can use instead of attacking. See Spells beginning on page 20.
spell level: A number from 1st to 9th that indicates the relative power of a spell.
Spell Resistance: This is sometimes abbreviated SR. When casting a spell that would affect this creature, roll 1d20. On a roll of 11 or higher, the spell affects this creature normally; otherwise the spell has no effect on it. This creature can choose not to resist a spell.
Spell Resistance does not provide any protection against bonuses or abilities that enemies receive from spells cast on them. For example, a creature under the effect of a bull's strength spell (touch; melee damage +5) still deals the additional damage with a melee attack that hits a creature with Spell Resistance. Some spells specify that they ignore Spell Resistance. Don't make a Spell Resistance roll for such spells; they automatically succeed. They even affect creatures with the Spell Resistance All special ability (see below).
Spell Resistance All: Thiscreature is never affected by a spell that allows a Spell Resistance roll, and it can't choose not to resist such a spell.
spellcaster: A creature that has a Spells entry on its stat card is a spellcaster.
Spring Attack: This creature can move, make a melee attack, and then move again, as long as the distance it moves during its turn doesn't exceed its speed. The creature gains no special protection from attacks of opportunity caused by its movement.
Squeezing: Large creatures can squeeze into or through a space1 square wide, and Huge creatures can squeeze into or through a space 2 squares wide. When doing so, every square of movement costs double (2 squares, or 3 squares moving diagonally), and the creature takes a -4 penalty on attack rolls and to AC. A creature cannot squeeze past enemies.
stacking: In general, spells and special abilities are cumulative (stack) with each other. However, some exceptions exist.
No ongoing effect produced by a spell or special ability stacks with itself. It's OK for multiple spells to each grant melee damage +5 to a creature, but a creature can't gain melee damage +10 from two castings of bull's strength. A creature with a named ability, such as Powerful Charge +5, that gains a more potent version of that ability (Powerful Charge +10) has only Powerful Charge +10, not Powerful Charge +15. Commander Effects that grant bonuses or penalties to the same statistic never stack. A single follower can benefit from any number of Commander Effects at the same time, but if more than one grants modifiers to the same statistic, only the largest modifier applies.
Bonuses and penalties granted by Commander Effects do stack with bonuses and penalties to the same statistics granted by other effects.
Stagger (This creature can charge even if it does not move in a straight line) This creature can charge even without a clear, straight path to its target, and it does not have to take the shortest path. It is stillsubject to other normal charge restrictions: It can charge only the nearest enemy, it must move at least 2 squares, and it cannot move through difficult terrain or other creatures.
statue: A type of terrain; see Terrain on page 22.
Stench (Adjacent living creatures [other than CREATUREs] gain attack -2, save -2, and -2 AC)
Stun/stunned: (Keyword) A creature subject to a Stun effect is stunned. A stunned creature is not active; it can't move, attack, or use abilities that replace moves or attacks, but it is nothelpless. A stunned creature takes a -2 penalty to AC. A stunned commander can't put other creatures under command or add its Commander rating to initiative checks, and its Commander Effect does not function.
A stunned creature stops being stunned at the end of its next turn. In other words, it loses one chance to act; if an effect such as "skips next turn" prevents it from acting in its next turn, it remains stunned until it misses a turn in which it could act.
Stunned creatures still make morale saves, though routing creatures can't move until they are no longer stunned. A stunned commander can add its own Commander rating to its morale save if a higher-rated commander is not available to help.
Stunning Attack: (DC[#]) This creature can make a special melee attack to incapacitate an enemy. This must be declared before making the attack. If the attack hits and deals damage, the damaged creature must succeed on a save against the listed DC or be stunned (see Stun, above).
If this creature has more than one use of Stunning Attack, it still can use it only once per turn.
Summon/summoned: (Keyword) A summon spell brings a creature or creatures matching the specified restrictions onto the battle grid within 6 squares of the acting creature. (The controlling player must provide the appropriate miniatures.) A summoned creature does not activate on the round it appears, but afterward it activates as a normal member of the warband. A summoned creature does not add to a warband's cost and does not count against the twelve-creature limit for your warband. A summoned creature does, however, score victory points for the opponent who eliminates it. After being summoned, a creature takes on the faction of its summoner's warband (regardless of the faction printed on its stat card). Commanders can't be summoned. Summoned creatures cannot summon other creatures, even if they have summoning spells or abilities.
A summoned creature is immediately eliminated if the creature that summoned it is eliminated. Ignore any Requires CREATURE special ability that a summoned creature has.
swift/swiftaction: (Keyword) A creature may use one swift action during its turn (but not during other creatures' turns). This doesn't count against its normal actions and does not replace its attacks. A creature can take a swift action before any of its other actions, during movement, or after any of its actions during its turn.
switch position: (Keyword) The acting creature switches positions with its target or causes two other creatures to switch positions. If the two creatures occupy spaces of the same size, simply swap their locations on the battle grid. If the creatures switching places occupy spaces of different sizes, they can switch positions only if there is a legal placement for the larger creature. The larger creature must completely cover the space previously occupied by the smaller, and the smaller must fit entirely within the space previously occupied by the larger. The acting player controls the exact location, so long as it is a legal position.
If either creature resists the spell, the switch effect fails.
Being switched out of or into a square threatened by an enemy creature does not provoke an attack of opportunity.
threaten: An active creature threatens adjacent squares. See Threatening on page 12.
tied die rolls: If two or more players tie for the highest initiative, the player with the highest Commander rating wins. If there's still a tie, the tied players reroll.
Tiny: A Tiny creature has a 12 mm base and occupies 1 square.
Tiny Reach: This creature can't make attacks of opportunity but still threatens adjacent squares.
touch: (Range) The acting creature can target itself, any adjacent creature, or any creature it can make a melee attack against. Touch spells can be cast even when an enemy threatens the acting creature's square.
Trample [#]: (DC [#]) Once during its turn, this creature can move through a smaller enemy's space. That enemy takes the listed amount of damage if it fails a save against the listed DC. A trampling creature still provokes attacks of opportunity. Using Trample doesn't replace a creature's attacks for the turn.
An out of command creature can use Trample as long as it moves at speed 2 or rushes the nearest enemy Creature.
turn: Actions occuring during a specific creature's activation are referred to as that creature's turn.
Turn Undead [#]: Instead of attacking or casting a spell, this creature can attempt to turn the nearest Undead creature (enemy or ally) of the listed level or lower. Only Undead creatures within 12 squares and to which this creature has line of sight can be affected.
Undead creatures have Fearless, but the effects of this ability are an exception: To resist turning, the Undead creature must make a morale save with normal chances of failure instead of automatic success. If the save fails, the Undead creature routs. A commander in the Undead creature's warband can grant bonuses on this morale save and can even attempt to rally the Undead creature with normal chances of failure. Turned Undead creatures that are out of command cannot rally and flee off the battle grid.
type: A line on the stat card. This information sometimes includes one or more words in parentheses after its name that further identify the creature, such as (Kobold). In such a case, the creature is treated as a creature of that kind for the purpose of determining whether it is affected by certain special abilities or spells.
Tyrannical Morale +[#]: (Commander Effect) If you wish, this commander can give a follower within 6 squares an additional bonus on its morale save equal to the listed number. However, if the save fails, that creature is destroyed instead of routing. The opponent whose creature triggered the morale save or originally caused the creature to rout receives victory points for eliminating the creature.
Uncanny Dodge: When this creature is active,it has the following special ability: Immune Flanking, Sneak Attack.
Undead: (Creature Type) Undead are not living creatures. Undead have Fearless as well as the following special ability: Immune Confusion, Critical Hits, Dominate, Incite, Paralysis, Poison, Sleep, Sneak Attack, Stun. Heal effects deal damage to Undead (see the heal entry, on page 32).
There is one exception to Undead creatures' Fearless ability: They must make morale saves against the Turn Undead ability (see that entry, above) and morale saves to rally if they are turned.
Unique: This creature is one of a kind and has a given name, such as Regdar, Human Fighter. You cannot have more than one Unique creature with the same given name in your warband. For example, Regdar, Human Fighter and Regdar, Adventurer both count as "Regdar"; you can have only one or the other in your warband.
Each of your opponents and teammates can have their own copy of a Unique creature.
Vermin: (Creature Type) All Vermin creatures have the following special ability: Immune Confusion, Dominate, Incite, Sleep.
Vulnerable ENERGY: Forevery 10 points of the specified energy damage dealt to this creature, it takes an additional 5 points of that same damage.
If the creature gets a save to reduce the damage, roll the save first.
Wandering Monster: Instead of placing this creature on your assembly tile at the start of the skirmish, place it on a random feature tile. If this creature enters the battle grid after the first turn, it enters like any other creature.
Warband Building: (Commander Effect) Adding this creature to your warband allows you to break one or more of the usual warband construction rules. Usually, this ability allows you to ignore faction restrictions for a certain type or kind of creature. Because this is a Commander Effect, it doesn't apply to other commanders; you normally can't use Warband Building to add an off-faction commander to your warband.
Whirlwind Attack (On its turn, if this creature moves no more than 1 square, it can make a separate melee attack against each enemy creature it threatens) Entering difficult terrain or being slowed in some other fashion prevents using Whirlwind Attack. This ability replaces attacks.
Wild: This creature is always out of command. The Beastmaster special ability can remove Wild from creatures of the specified level.
wounded: A creature that has taken damage, reducing its hit points below its starting amount, is wounded.
your warband: (Range)A spell or ability with this range affects all creatures in your warband, no matter where they are. (In special scenarios, it even affects creatures that are not yet in play.)
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