Characteristics (A-F)
Animosity
When activating troops with this characteristic, and a 1-PIP card is drawn one unit in the activation takes a hit. If a General’s re-draw is then used no Saves are allowed, otherwise a Save can be made.
Anti-Magic Aura
When an enemy Wizard casts a spell within 3 boxes of troops with this characteristic, they can attempt to unbind the enemy magic. Draw a single card, if this card is higher than the total casting cost the spell is dispelled.
Aquatic
Troops with this characteristic can treat impassable water features as rough terrain. They also treat marsh and water
features as cover.
Bangstick
Troops with this characteristic can shoot as if they were Handgunners.
Berserker
Troops with this characteristic are gifted a Minor Hero at the start of the game.
Big Name
Monstrous Creatures with this characteristics add 2 VP to the army.
Black Powder
Shooting hits made by troops with Black Powder characteristic have a +1 to Save modifier. This can stack with other modifiers.
Bloody-Handed God
Troops with the Fanatic characteristic in the same, or orthogonally adjacent, box as troops with Bloody-Handed God count as having Hatred (All).
Troops with this characteristic also have Terror.
Breath Weapon
Monstrous Creatures with this characteristic can shoot into their front facing box. No ammunition is tracked, or expended. They are limited to 1 breath weapon attack per turn.
Breath Weapons hit on a 6+, with a negative modifier to the enemy Save equal to the Monstrous Creatures level.
Children of the Forest
Troops with this characteristic move into, and through, woods as an easy activation. In addition while in woods, troops benefit from a -1 Save bonus in melee combat.
Cold Blooded
Troops with this characteristic suffer an additional +1 penalty when making difficult activations. Representing the creatures being cold-blooded brutes and slow to react.
Daemonic
At the start of the Chaos Daemon player’s turn, before any activations are made, units with the Daemonic characteristic and with at least 1 disruption marker, draw a card. Apply the following result –
1 | Unit takes a disruption – daemons fade way back into the realm of chaos. |
2-9 | No effect |
10 | Daemonic energy pours from the chaos void to reinforce their brethren. Remove a disruption marker. |
Determined
Troop with this characteristic add 1 to the victory point total.
Doom Diver
When drawing for Deviation, the Doom Diver pilot can add or deduct 1 from the destination box result
Dread of Light
Troops with this characteristic suffer an additional +1 penalty when making difficult activations.
Ethereal
Troops attacking a unit with this characteristic count as disordered when determining whether they hit or not.
Fearless
Troops with this characteristic ignore the effect of the Terror characteristic. Troops with the Fanatic characteristic are also classed as Fearless.
Flame Cannon
Organ Guns with this characteristic hit on a 6+
Fleet
Troops with this characteristic can change orientation, by one face, during any activation. Alternatively during a simple activation you may move 1 additional box straight ahead.
Fly
Non-charging troops with the Fly characteristic, can move 1 extra box straight forward when activating. When charging, they follow the standard rules as their type.
During a move activation units with Fly can move over boxes containing terrain and/or non-flying troops (friendly or enemy). They can also fly over a Zone of Control of non-flying enemy, they are not obligated to halt. However, if they start their move activation in such a ZoC then they can only perform the restricted actions to turn to face. or retire to its own rear. Remember that the extra box of movement is only straight forward, so a rearwards move does not get the bonus move.
We are assuming the at the end of every activation the flyer is coming to rest on the ground. After all they can be charged by non-flying troops. If you are caught in a ZoC then you could retire to your own rear (also alighting) then as subsequent move activation fly over the ZoC and indeed if you have the move over the troops that created the ZoC.
Flying troops evade on a 3+ unless being charged by another unit with Fly, in which case they evade on 5+.
Troops with Fly have a -1 PIP modifier when making Saving rolls.
Forest Spirit
While occupying a wood, a unit with this characteristics does not take break tests.
Frenzy
When a melee results in an enemy unit being destroyed, troops in the box cannot advance. They are too busy in a frenzy.
V.6.3 | 18th Apr 2022 |