SNEAK ATTACK (Temporary)
You may immediately take a turn with any one Unique Hero you control with no revealed or unrevealed Order Markers on its Army Card.
CEREBRO (Equipment). (keep, but different mechanics?)
A Telepath equipped with Cerebro may add 2 to the range and 20-sided die rolls when using their special powers.
LEADERSHIP (Permanent)
After revealing an Order Marker on a Unique Hero card you control and taking a turn with that Unique Hero, you may move each figure you control up to 2 spaces.
ADRENALINE RUSH (Permanent)
Human Common Squad figures add 1 to their attack.
DOUBLE AGENT (Temporary)
When a Unique Hero lands on this glyph, roll the 20-sided die. On a roll of 1-10, nothing happens. On a roll of 11-18, choose an opponent to take control of the Unique Hero for the remainder of the round. On a roll of 19-20, choose an opponent to take control of the Unique Hero for the remainder of the game.
MUTANT CURE SHOT (Equipment)
If mutant you control lands on this glyph or enters a space adjacent to an opponent’s figure equipped with this glyph, roll the 20-sided die. On a roll of 1-12, nothing happens. On a roll of 13-20, the mutant you control may not use its special powers for the remainder of the game. Scientists are not affected by the Mutant Cure Shot glyph.
DESTINY (Permanent)
D20 +1
ADAMANTIUM WEAPONS STASH (Equipment)
A figure equipped with this glyph may add 1 additional die to its normal attack when attacking an adjacent figure. When attacking a Destructible Object, add 2 automatic skulls to whatever is rolled.
You may immediately take a turn with any one Unique Hero you control with no revealed or unrevealed Order Markers on its Army Card.
CEREBRO (Equipment). (keep, but different mechanics?)
A Telepath equipped with Cerebro may add 2 to the range and 20-sided die rolls when using their special powers.
LEADERSHIP (Permanent)
After revealing an Order Marker on a Unique Hero card you control and taking a turn with that Unique Hero, you may move each figure you control up to 2 spaces.
ADRENALINE RUSH (Permanent)
Human Common Squad figures add 1 to their attack.
DOUBLE AGENT (Temporary)
When a Unique Hero lands on this glyph, roll the 20-sided die. On a roll of 1-10, nothing happens. On a roll of 11-18, choose an opponent to take control of the Unique Hero for the remainder of the round. On a roll of 19-20, choose an opponent to take control of the Unique Hero for the remainder of the game.
MUTANT CURE SHOT (Equipment)
If mutant you control lands on this glyph or enters a space adjacent to an opponent’s figure equipped with this glyph, roll the 20-sided die. On a roll of 1-12, nothing happens. On a roll of 13-20, the mutant you control may not use its special powers for the remainder of the game. Scientists are not affected by the Mutant Cure Shot glyph.
DESTINY (Permanent)
D20 +1
ADAMANTIUM WEAPONS STASH (Equipment)
A figure equipped with this glyph may add 1 additional die to its normal attack when attacking an adjacent figure. When attacking a Destructible Object, add 2 automatic skulls to whatever is rolled.