These are powerful abilities that can be used even during your opponents turn. Each god power costs favor to use; each faction earns favor in different ways. All players start the game with 1 favor. God powers can only be used once per round. The player with less gold army gains +1 favor. You gain 1 favor for your general being alive and you gain 1 favor at the beginning of each of your turns. God power cannot be used on units that are fleeing.
The Kingdoms gains favor by praying during each turn; you may choose to pray; meaning the unit can give up a phase (meaning it doesn’t do anything) like attacking or moving; you then roll a dice on a 2+ you gain 1 favor. Paladins doing so grants 2 favor instead of 1.
The Orcs gain favor by fighting for every orc or goblin unit that ends their turn in combat while the controlling player's turn gains 1 favor per unit.
The Undead gain favor by spreading the contagion. Separate the table into 4 quadrants for every unit within 1 quadrant and gain 1 favor.
The Elves gain favor by protecting the forest each round for each model in the gaia’s forest unit that is still in play; gain D3 favor.
Redeploy - 1 Favor
At the start of your game move a unit in your deployment anywhere else in your deployment.
Miracle - 1 Favor
Reroll one of the following rolls; charge roll (both dice), advance roll, attack roll, defense roll, casting roll (both dice), damage amount.
Visions of the Gods - 1 Favor
Check the next two quest cards. You may put them back on the top of the deck in any order or put 1 or both of them on the bottom of the deck. In addition, draw a card.
Reactionary Maneuver - 1 Favor
During enemy movement move D6 inches away from enemy unit
Cover Fire - 1 Favor
During your opponents shooting phase you can attack with ranged weapons with one unit of your choosing. This cannot be unit of unit type siege.
Faith is my Shield - 1 Favor
Unit gains +1 defense for the remainder of the phase.
Counter Charge - 1 Favor
When an enemy unit declares a charge; another may charge them first instead, thus gaining bonuses from charging. In addition making the original player unable to charge because they’re now in combat. If you don't make the distance, the enemy player may then make the charge roll.
Call To Arms/Green Tide/Rat Tide - 3 Favor
Return one completely removed Peasants/Orcs/Goblins/Plague Rat unit within 3” inches of a table edge. This god power can only be used once per game.
On The Crusade - 1 Favor
Chosen unit gains +1 to hit with all weapons for the remainder of the phase.
Fight Twice - 1 Favor
This unit can attack again with all melee weapons even if it already fought with all its weapons this phase. This cannot cause rampage to go off.
Godly Presence - 2 Favor
Before attempting a morale roll do not roll a dice instead that unit does not need to take a morale test this turn.
Counter Spell - 1 Favor
When an enemy caster casts a spell you may also cast a spell as if it was your turn.
Lightning Bolt - 3 Favor [Kingdoms Only]
Choose an enemy unit, that unit takes 1attacks at -4 pierce 2D6 damage. This cannot target warlords with 10 or less health.
Valor - 1 Favor [Kingdoms Only]
If there is one model remaining and it has knight in the name you can use this ability on it. If you do so, that model gains 4 health +2 attacks on one of its weapons deal D3 damage instead.
Speed of Light - 1 Favor [Kingdoms Only]
Unit within 3” inches of a portal may immediately take the portal.
Divine Intervention - 1 Favor [Kingdoms Only]
You may have a moment of courage 6” inches instead of 3”.
Beastial Charge - 1 Favor [Orcs Only]
Pick a unit within 18” inches roll 3 dice
instead of 2 to charge.
Green Energy Storm - 3 Favor [Orcs Only]
All Orcs and goblins within 3” inches of another orc unit gains +1 attack for each unit.
Chaos Warp - 3 Favor[Orcs Only]
Remove then set up a unit randomly on the board roll 2D6 dice for the long table edge where the unit will be set up length wise and roll D6 + 1D2 dice width wise. Use the closest table corner for the starting point.
Mass Raise Dead - 2 Favor [Undead only]
Instead of rolling D6 to return zombies or skeletons to a unit automatically gain 6.
Increase Potency - 1 Favor [Undead only]
Chose one unit affected by the disease cloud takes D6 damage instead of 1.
Visions of the Dark God - 1 Favor[Undead only]
An enemy of your choice must make a morale test.
Gaia’s Touch - 2 Favor [Elves only]
Heal a unit 2D6 health.
Fire and Meld - 1 Favor [Elves only]
The chosen unit can attack with its ranged weapon and then move.
Gaia’s Winds - 2 Favor [Elves only]
All units suffer -2 move/advance/charge. until the end of this turn.