Abilities in alphabetical order
Abduct | If this figure and another FAC figure with Abduct are adjacent to the same enemy unit, crush that unit. Do not gain a P-die for crushing it. |
Adaptable | When this monster’s swat or ram power attack does damage to another monster, it does super damage. |
All Terrain | This figure treats Rough Terrain as open terrain. |
Amphibious | This figure treats water spaces as open terrain. |
Amplify | If you power up, gain +1 P-die for each ally unit with amplify holding a Power Zone. |
Annihilate | This monster’s attacks do super damage. |
Anti-Air | If this Figure is participating in an attack against a Figure with Flight, this figure gains +1 brawl and blast B-Die. |
Armor Piercing | Target figure is -1 defense to Blast Attacks. |
Armored | This figure is immune to damage from collisions with buildings. |
Atomize | If this monster destroys a building with a blast attack, gain P-Dice equal to the Energy of the building instead of 1. |
Attraction | You gain +1 P-Die. |
Beacon | Advance your monster up to 2 spaces, even if it has advanced this turn. If this figure belongs to a faction, it can only affect monsters from the same faction. |
Beat Back | Move target monster 3 spaces in a straight line in any direction chosen by the attacker. During this movement the target monster moves through and collides with buildings, units, and hazards in its path. The target monster stops moving if it collides with another monster at which time both monsters take one damage. |
Berserk | This unit gains +1 Brawl B-Die. |
Blazing Inferno | If this building is hit or destroyed, replace it with a fire hazard. Figures moving onto that hazard take 1 damage. |
Bleed | Restore +1 Health to 1 adjacent FAC Monster. Then crush this Figure. |
Blitz | Once each turn, advance this figure up to 2 spaces even if it has advanced this turn. You can roll another attack of the same type against a different target with dice in play. |
Bomber | This figure‘s minimum blast attack range is 1. |
Bunker | If you are securing this building, allied units adjacent to it cannot be targeted by Blast attacks. |
Burrow | This figure can move through figures and treats all terrain as open terrain. It is immune to hazards while advancing. |
Business Center | Your opponent loses 1 P-Die. |
Cargo | This unit is cargo (see Transport). |
Chain Attack | Once per turn, this monster may make a power attack. |
Chain Reaction | If target unit is destroyed, make 1 attack of the same type using dice in play against 1 enemy unit adjacent to the target regardless of the number of spaces between the attack and the new target. |
Champion | This unit gains +1 brawl and blast B-Dice for each adjacent grunt unit with the same name as this unit. |
Charge | During a turn in which this figure advances it gains +1 Brawl B-Die. |
Chemical Spill | If this building is hit or destroyed, replace it with a chemical hazard. Figures moving onto that hazard take 1 damage. Mechanical monsters at full health do not suffer this damage. |
City Hall | If you are securing this building, whenever either player gains +1 or more P-Dice for destroying a unit and the other player has 5 or fewer P-Dice, the other player gains +1 P-Die. |
Climb | This figure can advance through buildings. |
Cloak | This figure cannot be targeted by blast attacks from 3 or more spaces away. |
Command | Advance 1 other FAC unit up to its SPD, even if it has advanced this turn. |
Coordinate | If this unit is the same FAC as your monster, your other units within 2 spaces of this figure and with the same name as this unit can advance without spending A-Dice. |
Countermeasures | Enemy figures within 2 spaces of this figure cannot use actions. Buildings within 2 spaces of this figure that are secured by enemy units cannot use actions. |
Crunch | If this monster's attack rolled any super strikes, it does super damage. |
Decoy | While a FAC figure is adjacent to this figure, this figure cannot be targeted by blast attacks. |
Defenseless | If your Fiends (Agenda) monster hits this building with a Brawl Attack, gain +1 P-Die. |
Deflector Shield | Buildings adjacent to this figure gain +1 DEF from enemy attacks. |
Demolish | Choose 1 enemy figure adjacent to target building. The chosen figure takes 1 damage. |
Demolition | Target structure is -1 Defense. |
Dig In | If this figure is holding a power zone or Negative Zone it gains cover. |
Disable | Enemy Figures within 2 Spaces of this Figure receive -1 Brawl. |
Disarm | Enemy figures within 2 spaces of this figure suffer -1 Blast. |
Discount | Once per turn, if you are securing this building and spawn a unit, reduce its cost by 1. |
Disinigrate | Target building does not put a hazard or rubble tile into play after being destroyed. |
Disrupt | If target monster is in its hyper form and its alpha form has not been destroyed, after applying damage replace it with its alpha form. |
Distract | Enemy figures within 2 spaces of this figure suffer -1 brawl, blast, and power B-Dice. |
Distributor | Both players gain +1 P-Die. |
Darin life | Adjacent enemy monsters cannot restore health. |
Energize | This Monster adds one B-dice to its Brawl, Blast and Power attacks |
Energy Cycle | If this figure participated in an attack that rolled 2 or more A-dice, you may return 1 A-die that rolled a miss to the active pool. |
Enegry Drain | Target Monster's controller moves 1 A-dice from his/her monster pool to his/her unit pool. |
Energy Sap | You may move 1 A-Die from the target figure's corresponding Action Dice pool to the other dice pool. |
Explosion | All monsters and units adjacent to target unit with a DEF equal to or less than the number of strikes rolled take 1 damage. |
Extinguish | Replace 1 adjacent hazard with rubble. |
Feeding Frenzy | If there are any other AGN figures adjacent to target monster, this monster's attack does Super Damage. |
Financier | If you are securing this building with 3 or more Protectors units when you power up, gain +1 P-Die. |
Fireproof | This figure is immune to fire hazards. |
First Aid | Restore +1 Health to an adjacent monster with less than half its starting health. |
Fission | You may push 2 A-Dice from your Unit Pool to your Monster Pool. |
Flak | If target unit has Flight, all monsters and units with flight adjacent to it with a DEF equal to or less than the number of strikes rolled takes one damage. |
Flank | Enemies within 2 spaces of this figure are -1 DEF from brawl attacks made by other AGN figures. |
Flight | This figure may move through figures and treats all terrain as open terrain. This figure is immune to hazards when moving through or occupying hazards. This figure still suffers all effects as a result of colliding with hazards and other figures. A unit without flight cannot make brawl attacks against this figure unless the attacker has an ability that allows it to do so. This figure cannot hold objective spaces and does not benefit from cover. |
Fling | Choose a Building or enemy Figure within 5 spaces of target Unit and roll dice in play. If the chosen Figure’s DEF is equal to or less than the number of strikes rolled, it takes 1 damage. |
Follow Through | Once per turn, this figure may make a brawl attack. |
Following Fire | Once per turn, this monster may make a blast attack. |
Force Field | The triggers Explosion and Radial Attack both ignore force field. Only the primary target of the attack gains the bonus to DEF against blast attacks. Secondary Chain Reaction targets DO benefit from Force Field. |
Fortified | If you are securing this building, allied units within 2 spaces of it gain +1 brawl B-Die. |
Fortify | If this figure is holding an Objective Space, Agenda figures within 2 spaces of it gain +1 brawl B-Die. |
Fragile | If this Unit is crushed or destroyed, remove it from the game instead of putting it in your Unit Reserves. |
Fuel Depot | If you are securing this building, allies gain +1 SPD. |
Gang | If another figure from the same Agenda as this figure is adjacent to the target figure, this figure gains +1 brawl B-Die. |
Grind | Move 2 A-Dice from the dice in play to your inactive pool. Then move 2 B-Dice and 2 P-Dice from the dice in play to your dice well. If the dice in play include at least 1 remaining A-Die, roll another attack of the same type against the same target monster with the remaining dice in play. |
Ground Control | This unit with Flight can hold Objective Spaces. |
Halt | Enemy units that begin their advancement adjacent to this figure can advance only 1 space. |
Hasten | Hasten and Motivator are separate abilities, so they can stack. A Collaborator unit which begins its turn adjacent to Zor-Maxim in a dual-monster game pairing him with Mega Gorghadratron gets +2 speed. Ditto for a Radical unit adjacent to Mega Gakura while King Kondo is in Quantum form. (Red Hasten functions exactly like Motivator except that they can both apply to the same unit, and that it increases the SPD of the monster using it.) |
Hazerdous | If a monster collides with 1 or more units with Hazardous or crushes them with a Rampage Power attack, that monster takes 1 damage. |
Hellfont | If this Building is hit or destroyed, replace it with a Hellfont Hazard. Once each Unit Activation, the active player can use 1 unoccupied space of that Hazard to spawn an Occult Unit. |
High Impact | If this unit is the same faction as your monster, this unit gains +1 blast B-Die. |
High Occupancy | If your Nature monster hits this building with a Brawl Attack, restore +1 Health to that monster. |
High Security | If you are securing this building, allied units adjacent to it gain +1 blast B-Die. |
Hit & Run | Advance this figure up to 3 spaces, even if it has advanced this turn. |
Hoist | Choose 1 unit within 2 spaces of this figure and place that unit in another space it could legally occupy within 2 spaces of this figure. |
Holy Ground | Monsters within 2 spaces of this building cannot restore health. |
Hover | This figure treats all terrain as open terrain. |
Ignite | Flip an adjacent rubble tile to its hazard side. Units on the tile suffer the effects of the hazard as if the unit had ended an advance on the hazard. Monsters do not suffer the effects of this hazard being brought into play. |
Incubator | If this Unit is hit, choose 1 FAC Unit that does not have Incubator from your Reserves. Crush this Unit to replace it with the chosen Unit. |
Indestructable | This Building can not be destroyed and monsters cannot be placed in the space(s) it occupies. Monsters that collide with this building take 1 damage and stop moving in the last space they could occupy before colliding with it. |
Indirect Fire | Attacks made by this figure ignore cover. |
Industrial Site | If your Radicals (Agenda) monster hits this building with a brawl attack, gain +1 P-Die. |
Infiltrate | Buildings within 2 spaces of this figure are -1 DEF to attacks made by AGN figures. |
Insurance | If you are securing 1 or more buildings with Insurance, gain +1 P-Die when 1 or more buildings are destroyed in an attack. |
Intel | If you are securing this building, adjacent allied units can advance without spending A-Dice. |
Intensify | If this unit is holding an objective space, other Faction figures within 2 spaces of it gain +1 blast B-Die. |
Jam | Enemy figures within 2 spaces of this figure cannot grant abilities. |
Juggernaut | If a space this monster would move into while Rampaging is occupied by 1 or more other monsters, this monster stops moving, and the other monsters are hit with this attack if their DEF is equal to or less than the number of strikes rolled for the rampage. If this monster is in its hyper form, this attack does super damage. |
Jump | This figure can move through figures, treats all Terrain as open terrain, and is immune to hazards on which it does not end its advancement. It still suffers collision effects from hazards and figures. This unit cannot end its movement on impassible terrain. This unit can make brawl attacks against a figure with flight. |
Leach | If an attack made by an agenda unit hits an enemy monster, restore +1 Health to this monster. |
Leadership | Allied Grunt figures within 2 spaces and with the same name as this figure gain +1 brawl and blast B-Die. |
Lift | Allied units that begin their advance adjacent to this figure gain Flight for that advance but must still end their movement on a space that they could legally occupy as if they did not begin their advance adjacent to this figure. Adjacent allied figures can make brawl attacks against figures with Flight. |
Lightning Attack | Once per turn this monster rolls a second attack of the same type with the dice in play against the same target monster. |
Limited | You cannot include more than 1 figure with this name in your city or force. |
Live Wire | When this building is destroyed, monsters on or adjacent to its foundation suffer 1 damage. |
Logistics | If one or more agenda figures within 2 spaces of this figure participate in a combined attack, the attack roll gains +1 B-Die. |
Low Flyer | This figure with Flight is able to benefit from cover. |
Manufacture | If a brawl attack made by this figure hits a unit, crush that unit. Then put a FAC unit from your reserves into play adjacent to this figure. |
Marker | If this figure participated in an attack that missed, re-roll the attack roll using dice in play. |
Martial Artist | Target figure is -1 DEF to Power attacks. |
Massive | This monster is immune to Throw power attacks and the Toss trigger. |
Media Hub | If you are securing this building with 3 or more Invader units when you power up, your opponent loses 1 P-Die. |
Medicine | If your monster hits this building with a brawl attack, restore +1 Health to that monster. |
Mire | Enemy units count spaces within 2 spaces of this figure twice when advancing into them. |
Monument | If you are securing 1 or more buildings with Monument when you power up, gain +1 P-Die. If you destroy this building, gain +1 P-Die. |
Motivator | AGN figures that begin their advance adjacent to this figure gain +1 SPD. |
Milti-Shot | Choose up to 2 other enemy units in the blast attack range of this figure. Those with DEF equal to or less than the number of strikes rolled take one damage. |
Munch | If target unit is destroyed, restore 1 health to this monster. |
Negation | Enemy figures within 2 spaces of this figure cannot make Power attacks. |
Nesting | If this figure is holding a power zone or negative zone, put 1 FAC unit from your reserves into play adjacent to this figure. |
No-Fly Zone | Non-allied figures cannot advance through the space(s) this figure occupies. |
Nuclear Powered | If your Radioactive monster hits this building with a brawl attack, restore +1 health to that monster. |
Overload | If target monster's controller has more than 5 P-dice, this monster's attack does super damage. |
Pathfinder | Roll the A-Die used to pay for this action. If you roll 1 or more strikes, crush 1 enemy unit within 2 spaces of this figure and advance up to 2 spaces even if it has advanced this turn. Do not gain a P-die for crushing the enemy unit. |
Penetrator | Target is -1 DEF to brawl attacks. |
Power Amplifier | If you are securing 1 or more buildings with Power Amplifier and hold 1 or more Power Zones when you Power Up, gain +1 P-Die. |
Power Cycle | If this monster participated in an attack that rolled 1 or more P-Dice, you can return 1 P-Die that rolled a miss to your power pool. |
Power Drain | Target monster's controller loses 1 P-die. |
Power Gorge | To benefit from this trigger, the attack must have a target. Stomp and Rampage do not benefit from this trigger. |
Power Producer | If you are securing this building when you Power Up, gain +1 P-Die. |
Power Sink | If your opponent rolls 1 or more P-Die in an attack, gain +1 P-Die. |
Power Strike | Target monster’s controller loses a number of P-Dice equal to the number of super strikes you rolled in the attack. |
Power Tap | If your opponent has more than 5 P-Dice when you Power up, your opponent loses 1 P-Die for each of your allied units with Power Tap holding a Negative Zone. |
Quick | If this figure is the same Faction as your monster, this figure can advance without spending an A-Die. |
R&D | Place any 1 unit from your reserves in a space it can legally occupy adjacent to this building. |
Radar | If this figure makes a blast attack, it gains +2 spaces to its range. |
Radar Network | If you are securing this building, allies without Radar gain +2spaces to the range of their blast attacks. |
Radial Attack | If target figure is hit, all other units adjacent to the attacking figure with a DEF equal to or less than the number of strikes rolled take 1 damage. If this figure is a monster, all other monsters adjacent to the attacking figure with a DEF equal to or less than the number of strikes rolled also take 1 damage. |
Radiated Zone | If this building is hit or destroyed, replace it with a Radiation Hazard. Non-Radioactive figures moving into this Hazard take 1 Damage. |
Rage | If this figure hits with an attack, gain 1 P-Die. |
Reach | This figure can make brawl attacks against and participate in combined brawl attacks against target figures within 2 spaces and can attack figures that have Flight (Skill). |
Refuel | Advance 1 adjacent FAC figure up to its speed even if the figure has advanced this turn. |
Regulated | While this building is in play, players do not gain P-Dice on their opponent’s turn. |
Relocation | Choose 1 unoccupied foundation that has at least 1 space within 5 spaces of this building. Remove any hazard or rubble tiles on that foundation and then place this building on it. |
Repair | Restore +1 Health to 1 adjacent Mechanical monster. |
Resilience | This monster is immune to super damage. |
Restoration | If this monster occupies a space with a Power Zone, restore +1 Health to it. |
Riled | If this figure is hit, gain +1 P-Die. |
Riot | Once each turn, if the dice in play include 1 or more P-Dice, this monster can make a Rampage, Stomp, or Ram Power Attack with dice in play. |
Roller | If a monster hits this building with a brawl attack, move the building a number of spaces equal to the number of strikes rolled on the A-Dice for that attack and then destroy it. This movement must be in a straight line in a direction chosen by the attacker. Crush or destroy any units or buildings the building moves through. If the building comes in contact with a figure it cannot destroy, the building stops and the figure takes 1 damage. Leave this building's hazard or rubble tile on the foundation where it was originally placed. |
Sabotage | Buildings within 2 spaces of this figure cannot be secured by enemy units. |
Sacrifice | Crush 1 adjacent AGN unit to restore +1 Health to this monster. |
Safeguard | If you are securing 1 or more buildings when you power up , gain +1 p-die |
Sattellite Support | If you Power Up, gain +1 P-Die for each allied Figure with Satellite Support securing one or more Buildings. |
Self Destruct | Crush this Figure. |
Shelter | This unit gains +1 def against Brawl attacks. |
Shock Wave | If this monster was moved as a result of a Power attack or a Trigger ability, crush all adjacent units. Players do not gain P-Dice for the units being crushed. |
Shuffle | If you are securing this building, before your power phase or spawn phase you can push 1 A-Die from one of your dice pools to the other. |
Side Step | If this figure is missed, you can move it 1 space in any direction, including diagonally. |
Siphon | If target monster is hit, gain +1 P-Die. That monster’s controller loses 1 P-Die. |
Smoke Screen | Allied units within 2 spaces of this figure gain +1 DEF against blast attacks. If this figure is a unit, it gains +1 DEF against blast attacks. |
Sniper | Target is -1 DEF to blast attacks. This Ability can not be used in combined attacks. |
Solid | This monster is immune to Smash power attacks and the Beat Back trigger. |
Solo brawler | This Figure cannot participate in combined Brawl attacks. |
Spire | If a monster collides with 1 or more figures with Spire, that monster takes +1 collision damage. |
Spotter | Enemy figures within 2 spaces are -1 DEF from blast attacks made by agenda figures. |
Sprint | Advance this figure up to 3 spaces even if it has already advanced this turn. |
Steady | This monster is immune to Body Slam power attacks. |
Subsidize | If you are securing this building, roll +1 B-Die on Power Up rolls |
Summon | Choose 1 FAC Unit from your Reserves. Place it in play adjacent to this figure. |
Super Rampage | If this monster makes a rampage power attack, gain +1 P-Die for every building destroyed and every enemy unit crushed. |
Super Smash | This monster's Smash power attacks do super damage. |
Super Stomp | If this monster makes a Stomp power attack, gain +1 P-Die for every building destroyed and every unit crushed. |
Super Strenth | This monster's throw and smash attacks move target monster up to +1 space. |
Super Swat | When this figure makes a Swat Power attack or uses the Fling trigger, the second target of the attack can be up to 7 spaces away instead of 5. |
Superstructure | If your Destroyers (Agenda) monster hits this building with a brawl attack, gain +1 P-Die. |
Synchronized Move | Choose 1 allied unit within 2 spaces of this figure and advance that unit up to its SPD, even if it has already advanced this turn. |
Telekinesis | Choose 1 unit within 2 spaces of this figure and move that unit 1 space in any direction, including diagonally. |
Teleport | Place 1 adjacent agenda unit adjacent to another agenda figure with Teleport. |
Temporal Displacement | At the start of your Hyper Phase, lose 1 P-Die. If you do, this Monster’s attacks do Super Damage this turn. |
Tenacious | This Figure is immune to Hazards. |
Terrify | Enemy Units cannot advance into spaces adjacent to this figure. |
Toss | Place the target monster in a new location up to 4 spaces away from its current location in a straight line in a direction chosen by the attacker. You can place the target only into unoccupied spaces or spaces occupied with buildings and/or units. The target monster collides with each building, unit, and hazard in the spaces where it is placed. |
Tow | Choose 1 unit within 5 spaces of this figure and place that unit in a space it could legally occupy adjacent to this figure. |
Transmutation | Crush target unit and replace it with any FAC unit from your reserves that can legally occupy that space. |
Transport | Put 1 AGN unit with Cargo from your reserves into play adjacent to this figure. |
Underground Network | If you are securing this building and you advance a Collaborator unit adjacent to this building, you can place that unit on any space adjacent to any building with Underground Network or adjacent to any of your figures with Teleport and then continue the unit’s advance. The unit must be placed in a space it can legally occupy. |
Unstable | If this figure is hit, all adjacent units are crushed. Crush this unit if it is a unit. |
Vampirism | If target monster is hit, restore +1 Health to this monster. |
Volitile | If this figure is hit, adjacent units are crushed and adjacent buildings and monsters take 1 damage. If this figure is a unit, crush it. |
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