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Special Abilities 3.4 SPECIAL ABILITIES  ACID BLOOD  If a Unit with this ability loses a Health Point (HP) from an attack  within 2”, Acid Blood spurts out automatically hitting the Unit that caused the loss of HP. Immediately resol ve a PW 4 attack before any other action s are resolved . This effect oc curs for every HP lost. If 2 HP are lost on the same attack then 2 acid blood checks are made. A Unit  with this ability is immune to the effects of Acid, Acid Blood, and the Cauterize effects of acid based attacks.   ACROBATICS Units with this Ability may jump up to 2” high when Jumping. They also subtract 2 from the PW of any falling damage (PW cannot go below 1).  ADAPTABILITY   A Unit with this SA may mimic any WA from a Unit it is in Base-to-Base with, friendly or enemy. Only one WA once per activation may be mimicked.  AEROBATICS Intimate familiarity with the Elemental forces of Air combines with phenomenal grace allowing these Units to perform unnatural feats of agility. Units with Aerobatics may Climb and Jump without MV penalty. Furthermore, Aerobatic Units may make Vertical Jumps allowing them to move both vertically as well as h orizontally up to their MV in inches.  ANIMOSITY (X)  A Bounty Hunter will not work for any force that has a named Unit (x) in that force.  ASSASSINATION  After the first turn, during any lingering effect stage, you may place a Unit with the Assassination ability anywhere on the Battlefield.  Abilities that change other aspects of infiltrate do not affect  Assassinatio n. If more than one Force contains Units with this Ability, all players roll for Initiative and resolve placement of Units following the result of the dice rolls, highest to lowest, placing 1 assassination Squad or Individual each, in order, until all Units have been deployed. Deploying a Unit in BtB with an enemy Unit does not result in a charge.  AUGMENTED Units with this Ability have already been heavily modified through Grafting technology. These Units may not be given additional Graftings due to the Followers of the Heretic Grafting rules. BACKSTAB  A Unit with this Ability gains +2 AS +2PW to Attacks that originate from a Unit’s Rear arc with a range of CA or RE, instead of the normal +1 AS and +1 PW.  BAD MOJO  Any Non-Skarrd Units or non-friendly Skarrd Units within 8” of the Fetish Bearer suffer -1 TN to any PS checks. Non-Living Units, or Units with Never Fear are Immune to this e ffect. This effect is not cumulative with any other like eff ects. BECKON Units with this Ability may use 1 AP to Beckon other Squads or Individuals from the same Force, causing them to Activate outside of the normal Initiative sequence. Once AP are spent to Beckon another Unit the Activation ends and it may do nothing else that Turn. A number after Beckon indicates the amount of times per Game that Beckon can be used by that Unit e.g. If a Unit has Beckon (2) then they may spend their last 2 AP in one Turn to Beckon two separate Squads or Individuals, or spend 1 AP on one Turn, and 1 AP in another Turn. Beckon does not need line-of-sight, and may activate a Unit/Squad anywhere on the board, regardless of distance. A Unit with this Ability may not Beckon a Unit with a higher PS. Units in Close Assault may not use this ability until they are unengaged  NOTE : If the Beckoned Unit also has Beckon they may not use it that Turn. BERSERK  It costs 1 AP for a Unit to enter a ‘Berserk’ state. While Berserk, the Unit must always Charge or move w ith all its AP towards the closest enemy Unit, gains +1 to TN when attacking with any weapon that has range CA or RE, gains +1to PW when attacking with any weapon with range CA or RE and becomes immune to all Fear and Panic effects throughout the duration of the Berserk state. Additionally, all attacks  with a range CA or RE made by the affected unit acquire an additional power multiplier i.e. PW 4 becomes 4X2, Power 4X2 become 4X3 etc.  A Unit that is Berserk may end the Berserk state at the beginning of any  Activation after they've gone Berserk by spending all of their AP to calm themselves. A Berserk Unit may NOT use any Ranged Assaults. Over Exertion - During each Lingering Effects Stage roll 1 d20 for each Unit in a Berserk state. On a roll of 11 or more that Unit loses 1 AP. This is cumulative and lasts until the Berserk state is ended.  A unit that has lost all AP due to the effects of exertion, ends the berserk state, collapses, and cannot activate for 1 turn.  BIO-GENS  All of the Brood is made up of a singular genetic material, and because of this, have the ability to enhance themselves with very specific mutations to aid them in battle. These mutations are referred to as Bio- Gens, interred as symbiotic creatures within their larger Brood hosts. A Unit with this ability has a number in parentheses after the Bio-Gens ability. E.g. Bio-Gen (2) This number represents exactly how many Bio- Gens this Unit can take. If the Unit has Bio-Gen (2) they may take two separate Bio-Gens, or one Bio-Gen that specifically takes up two Bio- Gen slots.  NOTE : Bio-Gens are resolved per the normal rules for attacks.  

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Special Abilities 3.4

SPECIAL ABILITIES

 ACID BLOOD 

If a Unit with this ability loses a Health Point (HP) from an attack 

 within 2”, Acid Blood spurts out automatically hitting the Unit that

caused the loss of HP. Immediately resolve a PW 4 attack before any 

other actions are resolved. This effect occurs for every HP lost. If 2 HP

are lost on the same attack then 2 acid blood checks are made. A Unit with this ability is immune to the effects of Acid, Acid Blood, and the

Cauterize effects of acid based attacks. 

 ACROBATICSUnits with this Ability may jump up to 2” high when Jumping. They 

also subtract 2 from the PW of any falling damage (PW cannot go

below 1).

 ADAPTABILITY   A Unit with this SA may mimic any WA from a Unit it is in

Base-to-Base with, friendly or enemy. Only one WA once per

activation may be mimicked.

 AEROBATICSIntimate familiarity with the Elemental forces of Air combines with

phenomenal grace allowing these Units to perform unnatural feats of 

agility. Units with Aerobatics may Climb and Jump without MV 

penalty. Furthermore, Aerobatic Units may make Vertical Jumps

allowing them to move both vertically as well as horizontally up to their

MV in inches.

 ANIMOSITY (X) A Bounty Hunter will not work for any force that has a named

Unit (x) in that force.

 ASSASSINATION 

 After the first turn, during any lingering effect stage, you may place a

Unit with the Assassination ability anywhere on the Battlefield.

 Abilities that change other aspects of infiltrate do not affect

 Assassination. If more than one Force contains Units with this Ability,

all players roll for Initiative and resolve placement of Units following

the result of the dice rolls, highest to lowest, placing 1 assassination

Squad or Individual each, in order, until all Units have been deployed.

Deploying a Unit in BtB with an enemy Unit does not result in a

charge. 

 AUGMENTEDUnits with this Ability have already been heavily modified

through Grafting technology. These Units may not be given

additional Graftings due to the Followers of the Heretic Grafting

rules.

BACKSTAB A Unit with this Ability gains +2 AS +2PW to Attacks that originate

from a Unit’s Rear arc with a range of CA or RE, instead of the normal

+1 AS and +1 PW. 

BAD MOJO Any Non-Skarrd Units or non-friendly Skarrd Units within 8”

of the Fetish Bearer suffer -1 TN to any PS checks. Non-Living

Units, or Units with Never Fear are Immune to this effect. This

effect is not cumulative with any other like effects.

BECKONUnits with this Ability may use 1 AP to Beckon other Squads or

Individuals from the same Force, causing them to Activate outside of 

the normal Initiative sequence. Once AP are spent to Beckon another

Unit the Activation ends and it may do nothing else that Turn. A 

number after Beckon indicates the amount of times per Game that

Beckon can be used by that Unit e.g. If a Unit has Beckon (2) then they

may spend their last 2 AP in one Turn to Beckon two separate Squads

or Individuals, or spend 1 AP on one Turn, and 1 AP in another Turn.

Beckon does not need line-of-sight, and may activate a Unit/Squad

anywhere on the board, regardless of distance. A Unit with this Ability 

may not Beckon a Unit with a higher PS. Units in Close Assault may 

not use this ability until they are unengaged NOTE : If the Beckoned Unit also has Beckon they may not use it that

Turn. 

BERSERK  It costs 1 AP for a Unit to enter a ‘Berserk’ state. While Berserk, the

Unit must always Charge or move with all its AP towards the closest

enemy Unit, gains +1 to TN when attacking with any weapon that has

range CA or RE, gains +1to PW when attacking with any weapon with

range CA or RE and becomes immune to all Fear and Panic effects

throughout the duration of the Berserk state. Additionally, all attacks

 with a range CA or RE made by the affected unit acquire an additional

power multiplier i.e. PW 4 becomes 4X2, Power 4X2 become 4X3 etc.

 A Unit that is Berserk may end the Berserk state at the beginning of any

 Activation after they've gone

Berserk by spending all of their AP to calm themselves. A Berserk Unit

may NOT use any Ranged Assaults.

Over Exertion - During each Lingering Effects Stage roll 1 d20 for each

Unit in a Berserk state. On a roll of 11 or more that

Unit loses 1 AP. This is cumulative and lasts until the Berserk state is

ended.  A unit that has lost all AP due to the effects of exertion, ends the

berserk state, collapses, and cannot activate for 1 turn. 

BIO-GENS 

 All of the Brood is made up of a singular genetic material, and because

of this, have the ability to enhance themselves with very specific

mutations to aid them in battle. These mutations are referred to as Bio-

Gens, interred as symbiotic creatures within their larger Brood hosts. A

Unit with this ability has a number in parentheses after the Bio-Gens

ability. E.g. Bio-Gen (2) This number represents exactly how many Bio

Gens this Unit can take. If the Unit has Bio-Gen (2) they may take two

separate Bio-Gens, or one Bio-Gen that specifically takes up two Bio-

Gen slots.  NOTE : Bio-Gens are resolved per the normal rules for

attacks. 

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Special Abilities 3.4

BITE REFLEX The Attack Group (AG) in parentheses after it is used with Bite Reflex.

e.g. Bite Reflex (AG #2) This Ability may be used when a Bite Reflex

Unit moves into BtB with an enemy Unit OR if an enemy Unit moves

into BtB with a Bite Reflex Unit. When an enemy Unit moves into BtB

 with a Unit with this Ability, resolve Bite Reflex Attacks before the

normal bonus AP attacks. When a Unit with this Ability moves into

BtB with more than one enemy Unit, Bite Reflex attack(s) may be split

between the Units. Bite Reflex attack(s) may only target Units that arein BtB. Bite Reflex Attacks do not gain bonuses that would come from

Ganging Up. Bite Reflex does not count towards Rate of Fire. A Unit

 with this ability does not use Bite Reflex if Dying. Bite Reflex is not

triggered when moving into BtB with a Dying Unit. Bite Reflex may be

used when Prone. A Unit with this ability may not Hold an Action.

 Example : A Warwind moves into BtB with Scion, Scion resolves the Bite Reflex attack(s) against the Warwind before the Warwind resolves its charge attack.

 Example : Scion moves into BtB with two Bane Units. Scion resolves Bite Reflex attacks before the normal bonus AP received from the charge. Scionsplits the 4 attacks from Attack Group #2 between Bane #1 and Bane #2.

Scion now resolves the charge attack. 

BLOK STOPPER(X) This models carry large items that can be used to obscure there

progression across the Battle Field. This ability increases the level

of cover the model is behind. If the ability has a (X) then

increase the cover by that many levels.

Example: A model with Carried cover that is shot out of cover is 

considered in partial cover. If the model is in partial cover it is considered in cover. If the model is in cover it is considered 

completely obscured.

BLOOD CULT  All units with this ability have the following abilities:

 When a living Unit is removed from the game place either a Blood

marker or blood splatter on the table where the Unit was. During each

Lingering Effects phase each Unit/Squad must check to see how many 

blood markers/splatters are within 8”. For Squads the player must select

one Unit from the squad to check the measurement. All effects are

cumaltive and are not optional.

1 - 4 Blood Markers - +1 TN to all CA 

5 - 8 Blood Markers - Unit is immune to Panic

9 - 12 Blood Markers - Unit Causes Fear

13+ Blood Markers - Unit Gains Blood Frenzy Ability 

BLOOD DOMINANCE  A unit with this ability has the power over the blood that flows in all

living beings. Any Living Unit in base-to-base with this Unit suffers -2

TN to any CA or PS checks.

BLOOD FRENZY   While under the effects of Blood Frenzy, the Unit must always Charge

or move with all its AP towards the non Blood Cult Unit (friendly or

enemy) , gains +1 to AS when attacking with any weapon that has range

CA or RE, gains +1 to PW when attacking with any weapon with range

CA or RE. Additionally, all attacks with a range CA or RE made by the

affected Unit acquire an additional power multiplier i.e. PW 4 become

4X2, Power 4X2 become 4X3 etc. A Blood Frenzied Unit may NOT

use any Ranged Assaults

Over Exertion - During each Lingering Effects Stage roll 1 d20 for each

Unit in a Blood Frenzy state. On a roll of 11 or more that Unit loses 1

 AP, this is cumulative. A Unit that has lost all AP due to the effects of

exertion, collapses and is considered KP, and cannot activate for 1 turn.

BOUNTY HUNTER This Unit is hired and may not be affected by the Command

 Ability unless the Unit with Command has as PS that is higher

than the Bounty Unit. Units with the Bounty SA may work 

 with either Forsaken or Outcast Forces. In addition before the

game starts the player may nominate an Individual from the

opposing force as their Bounty, if the opposing force does not

have any Individuals they may select the highest pt Unit. They 

gain a +2 TN bonus towards any attacks against this target. If 

they removed the Bounty from play they are Removed from Playas well but do not count towards victory points. Matched Sets

may nominate one target or separate targets at their discretion.

BROODMERE All of the Brood are created in the Blackmire Spawning Pool. The

Brood Mere has mastered the art of replication, hence all Brood

understand that death is the next natural step in evolution.

Game Effect: All Brood Units are immune to the effects of Panic, Fear,

and Lack of Support.

BURROW  For 1 AP a Drillhead may burrow into the ground. While

“Burrowed” the Drillhead still remains on the table top but give

it a Burrowed counter. The counter gives it a – 4 DF and +2

 AR. All movement while burrowed is reduced by half. For 1 AP

the Drillhead may resurface, simply take the counter away.

Units with Enhanced Optics ignore the -4 DF bonus, the +2 AR

still applies. Units that are burrowed may not charge, they must

resurface first.

CABAL   Whenever a Unit with Cabal is within 8” of Johann they may 

re-roll one d20 roll per activation. Units with Cabal may not beactivated through use of the Command

CANNIBAL The Buzz-blades known not only for their ferocity are also

known to bite and rend at their opponents during combat. To

this effect any non-Skarrd unit suffers -1 TN to their AS when in

CA with Buzz-blades. Units with Never Fear are immune to thi

effect.

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Special Abilities 3.4

CASTER   A caster may once per activation choose to cast a foci from any 

of the applicable Foci of their Caste. There are no restrictions

on the Casters chance to cast a Foci.

CAUSE FEAR Fear affects all enemy Units within a 8” radius centered on the Unit

 with Cause Fear. Units that Activate within the 8” radius of a Fear-

Causing Unit, or Units that move into the Fear radius must

immediately make a Fear Test. A Squad makes the test the instant a

member of the Squad moves into the Fear radius. The player must roll

equal to or under the Unit’s PS on 1D20 or the target Unit is affected

by Fear. Cause Fear does not work if the Unit with the ability is

Panicked.

CHARITY’S GIFTOne Unit of Buzzblades may be upgraded to either Might or Zeal. This

upgrade is free and remains in play even if the Sister of Chaity is

Removed From Play.

COMBAT REFLEXESIf a unit with this ability is hit by an attack and fails his armor

save he can roll a PS test to try and roll with the force of the

attack. If the PS save succeeds he does not take damage from the

 weapon but is still affected by any special abilities on the attack.

The model is now prone. This ability can not be used if the

model is unit is already prone.

COMBINED ELEMENTAL Greater Elementals are incarnate representations of their archetypical

sphere, summoned by the combination of several smaller elementals.

Combined Elementals do not cost any points during Force creation,

and are summoned during gameplay from an elemental Squad. A fullSquad of elementals, all in coherency with the Target of a combining

effect are required to create a Combined Elemental. When combined,

replace the Target elemental Unit with a Greater Elemental, and remove

the remainder of the target elemental’s Squad from play. There must be

room for the Greater Elemental’s base. Any Counters and damage on

any of the elementals carry over to the Greater Elemental; identical non-

 Wound Counters are not cumulative, place only one of each type on the

Greater Elemental. When separated, replace the Combine Elemental

  with one Squad member exactly where the Greater Elemental was

located. Place the other Squad members within 2” of the first one.

Squad members may be placed in Base-to-Base with other Units, but

does not constitute a Charge. Any wounds on the Greater Elemental

transfer to the separated Squad members. Likewise, any Counters on the

Greater Elemental carry over to each Squad member. Combined

Elementals count as Elementals.

COMMANDUnits with this Ability may use 1 AP to Command other Squads or

Individuals on the same Force, causing them to Activate outside of the

normal Initiative sequence. Once you use your AP to Command

another Unit your Activation ends and you may do nothing else that

Turn. A number after Command indicates the amount of times per

Game that Command can be used by that Unit e.g. If a Unit has

Command (2) then they may spend their last 2 AP in one Turn to

command 2 separate Squads or Individuals, or spend 1 AP on one

Turn, and 1 AP in another Turn. If the target is a Squad then the

Squad’s Leader must be within 8” of the Unit Commanding it. If the

Squad does not have a Leader any member of the Squad must be within

8”. A Unit with this Ability may not Command a Unit with a higher

PS. Units in Close Assault may not use this ability until they are

unengaged

NOTE: If the Commanded Unit also has Command they may not use i

that Turn.

CRACK SHOTUnits with this ability may ignore normal Targeting priority rules and

shoot at any Unit within range and line of sight.

CULL THE WEAK  You may have the Unit with this ability perform an “auto kill” for 1 AP

on a Slave to add +2 to that Slave Squad’s AS stats. This bonus only 

lasts until the Slave Squad’s next Activation ends. The Unit must be in

BtB contact with a Slave to perform this “auto kill”, does not have to

roll to hit or to wound the Slave and the targeted Slave gets no save. A 

Unit may only use this Ability once per Turn.NOTE: A Unit may not therefore use a weapons RE ability to perform

this ‘auto kill’ or use a RA weapon. 

DANCE OF DEATHOnce per game a Squad with this ability acquires +2 to TN, PW, and an

additional power multiplier i.e. PW 3 becomes 4X2; PW 5x2 becomes

6x3; for all attacks with range CA or RE, until the end of the current

activation. All Units in the Squad use this ability during the same turn.

DEFIANCE  A Unit with this ability adds +4 to the PS stat for all tests against the

Unit when testing against Casting Psyche Effects, and is immune to the

effects of the Command special ability.

DRUGGEDBefore the battle, the Johann player may nominate one

Unit/Squad per Heretic Sister of Charity to be Drugged. Each

Unit in the Squad receives a Drugged counter. Drugged Units

deploy with the Heretic Sister of Charity responsible for their

Drugged counter, as if they were a single Squad -- for

deployment only. While possessing a Drugged Counter, all TN’s

receive a -2 penalty, except for AR checks. When a Drugged

Unit receives a wound, remove the Drugged counter instead of

suffering the first wound, this is not optional. Drugged counters

only prevent the first wound received from Extreme Damage

(ED) or other multiple wound sources. After the counter is

removed, the Unit no longer suffers the -2 TN penalty from

being Drugged. Units may not receive multiple Drugged

counters.

ELEMENTAL Units with this ability are affected by the Soul Link Ability.

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Special Abilities 3.4

ELUSIVENESSRanged Assaults against this Unit that originate from Units 8” away, or

more, away suffer double the normal range modifiers (i.e. for every full

4” –2 to the TN To Hit). Elusive Units automatically pass the PS check 

to ‘Evade’ template attacks.

ENHANCED OPTICS A Unit with this Ability has some form of enhanced optical abilities,

 whether through natural or technological means. A Unit with EnhancedOptics may ignore any modifiers for making a Ranged Assault through

Smoke Clouds.

ENSHROUDUnits with Enshroud exhibit a preternatural ability to disappear into

their surroundings even on an open plain. When a Unit with this ability 

is on hold, it cannot be targeted by RA weapons, psychogenics/foci that

act as RA weapons, or have a POI drawn within 8” of its base. If a

Unit with Enshroud is on hold, it does not block line of sight to other

Units.

ENVIRO FILTERSUnits with this Ability are immune to most environmental effects and

do not receive the CA penalties when making Close Assaults in Smoke

Clouds.

ESSENCE POOL The members of this Squad have a shared pool of HP. members of this

Squad have a shared pool of HP. The HP Statistic in the Units’ profiles

show the total HP for the entire Squad. Damage is recorded for the

entire Squad not individually. For simplicity, only place Wound

Counters on a single Squad member. If one member is Dying or

Removed from Play, all members of the Squad are.

FEROCIOUS ASSUALT  Attacks from this unit are so ferocious and unrelenting it causes

fear and panic in even the most stalwart troops. If an enemy 

unit is removed from play by an attack of a unit with this ability,

the squad it was a member of receives a Panic counter. Units

 with Never Panic are immune to this ability  

FOR SAINT AND GLORY   A Unit with this Ability is immune to the effects of Panic and Fear if 

they are within their Saint’s PS stat in inches. If the Saint is Dying,

Units with this Ability are marked for Panic.

FORTITUDE

Units with this ability are not Removed from Play immediately upon Dying. Instead, Dying Units with Fortitude receive a

Dying counter and remain on the Battlefield until: the end of 

their next activation, or take twice their original HP in Damage.

 While in this state, ignore all Dying rules on the affected Unit.

Dying Units with this ability may continue to act normally, and

other Units react to them normally, unlike other Dying Units.

  Abilities such as 'Hang in there Boys' which prevent Dying

models from being removed after their Activation do not affect

Units with this ability.

FLOATBuoyant on the very air, floating Units never touch the ground. This

Unit ignores terrain movement penalties and floats to whatever position

on the board it has the Movement to reach. Floating Units may not

move over enemy Units, and may not end their movement overlapping

bases.

FURIOUS CHARGEFurious Charge allows Units with the Ability to gain +2 TN and +2 PW

 when making a Charge, instead of the normal +1 TN and +1 PW. 

GLIDING DEPLOYMENT  

 A Unit with this ability deploys during any Lingering Effects stage after

the first turn of a game. You must announce the use of Gliding

Deployment the turn before it’s use. Choose a deployment point

anywhere on the battlefield. A scatter roll is made for each Unit in the

Squad to determine the final deployment point. If a Unit’s final

deployment point is off of the table edge, they will deploy at the point

on the battlefield nearest to the table edge. If the Unit’s final

deployment point is on another Unit or in hazardous terrain, the

Gliding Deployment Unit is placed with their base touching the

Unit/terrain closest to the final deployment point. A Gliding

Deployment Unit placed with their base touching another Unit is not

considered a charge. If more than one Force contains Units/Squads with

this Ability, all players roll for Initiative and resolve placement of 

Units/Squads following the result of the dice rolls, highest to lowest,

placing 1 Unit/Squad each, in order, until all Unit/Squads have been

deployed.

Example: During turn two’s Lingering Effects stage, Mike announces

he will be deploying his 3 Harpies. During Mike’s Turn three

Lingering Effects stage, Mike chooses a deployment point under a Unit

in Scott’s Clergy Ann Squad. Mike makes a scatter roll for Harpy #1,

he rolls a 1 and it’s final deployment point is under a Clergy Ann Unit.Mike deploys Harpy #1 touching the base of the Clergy Ann, closest to

the final deployment point. Mike makes a scatter roll for Harpy #2, he

rolls a 20 and it’s final deployment point is off the table edge. Mike

deploys Harpy #2 touching the table edge closest to the final

deployment point. Mike makes a scatter roll for Harpy #3, he rolls a 12

and it’s final deployment point is a chasm (which Mike and Scott had

determined was impassible terrain at the beginning of the game) Mike

deploys Harpy #3 touching the edge of the chasm, closest to the final

deployment point.

GOES OUT WITH A BANG When a Unit with this ability is reduced to 0 Health Points (HP) it will

explode (BL 3; PW 5x2) during the next Lingering Effects Stage. 

GRAFTEach Grafter can add augmentations to Units in the Followers of

the Heretic force list. Each Grafter provides up to one Grafting

on other a friendly Heretic Unit or the same Grafting on each

Unit of a squad. Units with the Augmented Ability may not

receive Graftings. Graftings identified as (U) are Unique and

may only be given to one unit per force, regardless of force size.

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Special Abilities 3.4

GRAPPLE (X) (X) represents the distance in inches that grapple can effect.

Models with this ability gain the use of grappling weapons. With

them they can climb much safer than units without. Also these

items can be used to help clear distances like moving building to

building. To Represent this when Jumping the unit can move

there movement -1 per AP rather than ½ movement per normal

rules. Also units with this ability can scale surfaces as if a ladder

 was in place up to the distance of the grapple ability. Falling less

than the range of the grapple results in no damage.

GROUP CASTINGGroup Casting allows all the members of a Squad to cast Foci

simultaneously. The ability must be used at the start of a Squads

 Activation before any members of the Squad have spent any AP. Each

Squad member selects its target, if necessary, and the controlling Player

rolls 1 d20 and applies the result to every Squad member. This ability 

breaks the normal Activation order for a Unit. All members pay the

correct AP for their Focus before the d20 roll is made and, as usual, the

 AP are lost regardless of success or failure.

HANG IN THERE BOYS!Units with this Ability inspire wounded comrades to hold out for

medical attention. Any Dying Unit from the same Force within 8” of 

the Unit with this Ability is not removed from play when they are

 Activated, if the Unit may receive a positive HP balance due to Just a

Flesh Wound and/or Numb. The Dying Units are still removed if they 

ever take twice their original HP in damage as per normal. This Ability 

does not affect Nonliving Units. Any Units still classed as Dying when

the Game ends are counted as casualties for purposes of Victory Points

or Scenario Conditions.

NOTE: Dying Units still follow all normal rules for Dying Units such

as being Prone, not counting towards Formations etc. 

HATREDSome Units have a particular Hatred for another person or race. Hatred

 will have a qualifier following it, in parentheses, which shows just who

the Unit hates e.g. Hatred (Forsaken). Should a Unit make either a

Ranged or Close Assault against a Unit it has Hatred for then the

 Attacking Unit receives +1 to Assault TN’s. An attack made with a

 weapon that has a range of CA or RE also gains a +1 PW bonus. 

I’M THE BOSS 

 All Slave Units that have at least 1 Slave within 8” of a Unit with this

ability may use that Unit’s PS stat instead of their own for all checks

that use the PS stat. 

IMMACULATE MAINTENANCE  All MAL stats of friendly units are increased by “1” while a Unit

 with this Ability is present on the battlefield. If a MAL stat is

“20” then the Stat is now “-“.

IMMUNITY TO POISONUnits which are Immune to Poison do not receive Poison counters for

any reason. 

I NEVER LOSE! This ability allows a player with this Unit in his army to automatically 

 win Initiative over another player in the case of a tie on the dice roll.

INFILTRATEUnits with this Ability are deployed after all non-Infiltrating Units. A 

Unit with Infiltrate may deploy anywhere on the Battlefield, but may 

not be deployed closer to any enemy Unit than that enemy Unit’s PS ininches. If more than one Force contains Units with this Ability, all

players roll for Initiative and resolve placement of Infiltrating Units

following the result of the dice rolls, highest to lowest, placing 1

Infiltrating Squad or Individual each, in order, until all Infiltrating

Units have been deployed.

INSPIRE This ability improves the Command ability. When Command is

used on a unit they receive an additional bonus of +1 TN to RA,

CA, or RE attacks. All other rules for command apply.

INSTIGATEFriendly Units within 8” of a Unit with this ability gain +2 TN for fear

& panic checks, and CA attacks. Individuals, Non-Living Units, and

Units with a higher PS than the Unit with this ability are not affected

by this ability. 

 JUST A FLESH WOUNDThis ability prevents friendly Units from being Removed from Play 

immediately upon Dying. Instead, friendly Dying Units receive a Dying

counter and remain on the Battlefield until they next activate, or take

twice their original HP in Damage. Units with ‘Just a Flesh Wound’

may spend 1 AP while in Base to Base contact with a wounded Unit to

restore 1 HP to the wounded Unit. The 1 AP used for this Ability may 

not be the free AP granted on a Charge. This Ability may only be used

on a wounded or Dying Unit and thus may never be used to increase a

Unit’s HP above it’s original point. A unit may only be affected by this

ability once per game.

NOTE: This Ability does not affect Nonliving Units. 

KAMIKAZEFanatical loyalty, psychosomatic conditioning, or simply lacking the

concept of self, are just some of the symptoms they lead to the

Kamikaze Unit. Fearless of the consequences, suicidal weapons show up

at those times when the ends justify any means. Successful hits from

 weapons with this ability damage both the attacking Unit and its

Target.

LATCH ON A Unit with this Ability may Latch On to an enemy and make

additional attacks. The Attack Group required to trigger a Latch On

attack will be listed first, followed by the Attack Group that is used for

the free attack. e.g. LATCH ON (Retractable Claws/Bite) If all weapon

in the first Attack Group listed hit the same Unit using a single AP, the

Unit with the Latch On Ability may make an immediate attack (for no

additional AP cost) against the same Unit with the second Attack Group

listed with the Latch On Ability. Additional attacks during this

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Special Abilities 3.4

activation from the second Attack Group listed automatically hit. Units

may not Parry the automatic hit.

 Example : If a Brood Hound spends 1 AP and hits with both its Retractable Claws it may make an immediate attack with its Bite against the same 

Unit. All additional attacks made with the Bite during this activation will automatically hit. 

LIMITED FLIGHT Once per turn a Unit with this ability can spend 1 AP to make a short

flight of 6”. This flight ignores terrain features less than 4” tall and may 

be used to break from Close Assault as normal. When Limited Flight is

used to charge, the Unit gains +2 TN and +2 PW for all attacks with

range CA or RE 

LUCK Once per game a Unit with this Ability may re-roll any single d20 they 

have rolled. The second roll must be accepted even if it is worse than the

first. Units with Luck also do not suffer the effect of critically failing an

 AR roll. 

MATCHING SETMatched sets of Units must be fielded together in a Force. They are

required to maintain a 4” coherency with each other or suffer from the

usual Out of Coherency penalties. Should one of the Units be removed

from the Battle, the other member(s) of the Matching Set will be subject

to the Berserk rule. The Unit(s) will automatically enter the Berserk 

state at no AP expenditure. (See the ‘Berserk’ Ability for more details).

NOTE: Matching Sets will have the other(s) of their set written after

the Matching Set ability E.g. ‘Matching Set – Nathaniel’.

MY BLOOD FOR YOUR BLOODUnits with Take Charge of a Unit that has this ability may transfer any 

 wounds received to a Unit with this ability. Any attacks that cause ED

counts towards only one wound suffered by a Unit with this SA, any extra damage is ignored. Units be within Unit Coherency with the

Take Charge Unit.

MY PRETTY TOYS A Sister of Charity may upgrade one unit of Buzz Blades into

either Charity’s Might or Zeal. The Sister of Charity must

deploy with the Squad she upgrades, but is not to be considered

a part of that Squad. If the Sister of Charity is Removed From

Play the Might’s and Zeal automatically enter the Berserk state.

Note, they do not retain the ability, once they are calmed they 

may not enter Berserk again.

NEVER FEAR Units with this Ability are immune to Fear.

NEVER PANICUnits with this Ability are immune to Panic. Squads with this Ability 

do not suffer the effects of either ‘Lack of Support.’

NONLIVING UNIT

 A Unit with this Ability is considered not to be alive, and as such, may 

be immune to certain offensive abilities, such as poison. Any offensive

 Abilities that do not affect nonliving Units will be noted in the Ability.

NOW IS OUR TIME!Once per game the player with a Unit with this Ability does not need to

roll Initiative. By using this Ability the Initiative is automatically won.

To successfully use this ability the Unit must first roll under its PS. If 

the Unit fails this check it automatically loses Initiative. If this ability  works the Unit using the Ability must be the first Unit activated that

Turn.

OBSESSED Before the beginning of each game the Unit’s controlling Player

must select a single unit from the opposing force. The Obsessed

Unit then gains +2 AS and +2 PW to any CA attacks directed

towards the selected Unit, it may not engage any other units, but

can respond normally if engaged by another enemy unit. While

the selected Unit is in play the Obsessed Unit gains the NeverFear and Never Panic abilities. If the selected unit is removed

from play before the Unit can engage the Unit it then goes into a

frightful rage and gains the Berserk ability. If the Unit with

Obsessed kills the selected unit it may activate as normal.

POP SMOKEOnce per activation a Unit with the SA may choose to center a Smoke

Grenade centered directly on them. The player spends 1 AP and must

make a MAL check. If a MAL result is made the Grenade was a dud

and does not go off. This does not count towards the Unit’s RF.

POWER GENERATOR   At the beginning of the game, and during each Lingering Effects stage, a

Unit with this Ability may choose to power one Powered item. (Only 

one Powered item may be enabled at a time). If a Powered item

Malfunctions, the Power Generator has overloaded and may not be used

to power an item during the next Lingering Effects stage.

PSYCHOGENIC - INVOKER  An Invoker may cast one Psychogenic per activation. They may

choose from any of the Psychogenics for the applicable Cult.

PSYCHOGENIC - MASTER  A Master may cast two Psychogenics per activation, if they 

remain stationary. Otherwise if they move or engage in CA theymay cast one psychogenic. Like the Invoker they may use any 

Psychogenic for the applicable Cult.

PUD CONTROL  Brood Units with the Pud Control Special Ability have a telepathic link

to control Puds they are equipped with. Puds may only be fielded if th

force contains at least one Unit with the Pud control special ability

Units with the Pud Control Ability come equipped with the number o

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Special Abilities 3.4

Puds in parentheses after the “Puds (x)” reference in their Equipment

list.

 NOTE : If an AOE weapon hits the Unit, the hibernating Puds are hit

 with the PW of the weapon halved (round down).

I’m the Boss Here, Not You! Puds are not deployed at the beginning of the game. Puds are

attached to the controlling Unit and are considered to be in a

state of hibernation.

 A controlling Unit can spend 1 AP to:

1)   Activate a hibernating Pud. Place it in BtB, and resolve

its action immediately.

2)   Activate any friendly Pud (that has not activated) within

4”, and resolve its actions immediately.

3)  Call one friendly Pud with 4” back into hibernation. (A 

Pud that is placed back into hibernation keeps and

resolves normally any counters it currently has, and may 

regenerate.)

Rise and shine If a Unit with Pud control is removed from play. Place the

current hibernating Puds within BtB of the removed Unit;activate them during the next Lingering Effects stage per the

Pud Powers rules.

PUD POWERSUnits with the Pud Powers Ability use a number of special rules: 

•   After all Lingering effects on the Puds have been resolved any 

Pud not hibernating will activate and attack the closest enemy 

Unit. (With equal distance, controller chooses target) If the

closest enemy Unit is Dying, the controller may choose to

attack the next target. If the Pud is not in BtB with an enemy 

Unit it must use all available AP to move towards, and if able

to, charge the next closest enemy Unit. This is an inherentability and does not interfere with their normal activation for

the turn. The Puds controlling player determines what order

Puds activate in.

•  Puds may move while in BtB with an enemy Unit, ignoring

the normal rules associated with breaking free from a Close

 Assault to be called back to hibernate.

•  Puds in BtB with an enemy Unit are considered to be in CA,

but do not gain or count towards Ganging Up bonuses.

•  Puds never take damage from falling or being thrown. This is

due to gliding membranes that allow them to land softly in an

uncontrolled flight. 

•  Puds may not be Entangled, go Prone, be Knocked Prone,

Pinned, or Crushed. Puds treat rough and dangerous terrain

as open. Puds may not climb.

•  Puds may be ignored for Targeting Priorities

PUSHOnce per activation the Brute Pusher may inspire/whip himself 

and fellow Brutes into a frenzy of movement. If all 3 AP of the

Brutes and Brute Pusher are used for movement, other than for a

Charge, then the Brutes and Brute Pusher may move one extra

 AP worth of movement. This movement may not result in a

Charge or lead the Brutes into a charge. While the Brute Pusher

remains in play both him and the Brutes in his Unit have Never

Panic.

RAGEUnits with this ability gain +2 PW for any weapon that has range CA or

RE for every wound counter currently on the Unit. 

RAZOR WIRE  A unit with this ability is covered in scores of razor wire making

it impossible to hit the Unit without getting caught in the wire

 A Unit that hits this Unit with either a CA or RE attack suffers a

PW 2x2 Hit.

REGENERATION The Regeneration ability allows Units to rapidly heal fatal wounds

During every Lingering Effect phase, a Unit with Regeneration wil

automatically attempt to heal if it has a Wound counter(s). The

numbers in parentheses after Regeneration indicates how many D20 are

used for the test. Each roll equal to or less than 10 recovers 1 HP. Unit

 with this ability are not Removed from Play immediately upon Dying

Instead, Dying Units with Regenerate receive a Dying counter and

remain on the Battlefield until: they next activate, take twice their

original HP in Damage, or if the Unit is unable to Regenerate to at leas

1 HP during the Lingering Effects. If that is not possible (i.e., the Uni

has Regeneration (1), and is at -2 HP), the Unit is immediately removed

as a casualty during Lingering Effects.

 NOTE : Cauterized wounds cannot be regenerated. A Dying Unit tha

successfully Regenerates is still considered Prone. A Unit may no

regenerate above its starting HP.

 Example : Helexa has Regeneration (2). During Lingering Effects, if she hatwo Wound counters. She rolls two D20’s for her Regeneration roll and getsa 3 and a 12. She removes 1 Wound counter. If Helexa had not removed 1

Wound counter, she would be immediately removed as a casualty.Note: A Unit may not regenerate above its starting HP

REPAIR – Heretic Sisters of Charity work hand in hand with

the Grafters and have the ability to repair damaged grafted

beings. While in Base-to-Base a Heretic Sister may spend 1AP to

repair 1HP of damage to Units with the Augmented Ability, or

for whom Graftings have been purchased. This Ability may no

be used to raise a Unit’s HP above their starting value, or if the

Unit has a Dying counter. This may only be used once per game

per grafted Individual. Repair does not prevent Dying Unit

from being Removed from Play.

RETALIATION When attacked by any weapon that has the range CA or RE that misses,

a Unit with the Retaliation ability may immediately make a CA attack 

 with one weapon in any attack group against the Unit that initiated the

CA or RE attack, if in BtB contact with the Unit that initiated the

attack. This ability may not be used if dying, and may be used while

prone. Dodge and Distraction attempts triggers Retaliation.

RIGHTEOUS CHARGE 

 A Unit with this ability may target an enemy Unit/Squad to charge and

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Special Abilities 3.4

command another friendly Squad that is currently within 8” to follow 

them into close assault. The commanded Squad activates immediately 

after the Unit with righteous charge resolves their activation. The

commanded Squad must attempt to charge the same Unit/Squad that is

the target of Righteous Charge. If the target of Righteous Charge dies,

the commanded Squad may activate normally. If the target is a Squad

then the Squad’s Leader must be within 8” of the Unit Commanding it.

If the Squad does not have a Leader any member of the Squad must be

 within 8”. A Unit with this Ability may not Command a Unit with a

higher PS. Units in Close Assault may not use this ability until they are

unengaged. This ability may only be used once per game.

RITUAL SACRIFICE   Any Unit that has to spend one wound in order to cast a

Psychogenic may instead Remove From Play a Unit with this

SA. The Unit must be in Unit Coherency.

RITUAL CASTER  Ritual Casters call upon ancient powers of their warrior avatar

spirit. Unlike a Foci, these are actions, rhythms, or dances that

imbue the Ritual Caster with the avatar power. Each Ritual

Casting has a TN that is required for each Unit to cast the

specific Ritual. If the Unit is a member of a Squad increase the

TN for each subsequent Ritual Caster by one, example: A 

Tempest wants to cast her Ritual Casting, normally her TN is a

‘9’, but she has two other sisters in the squad so her TN is now 

an ‘11’ as well as her other sisters.

SADIST Whenever Dexus hits in CA he must use the Crush attack as a

follow-up as applicable. In addition he does not receive Gang-

up bonuses as he prefers to savor his victim’s pain alone. Being

use to giving pain he is quite accustomed to receiving it too.

Dexus does not make a Panic check when he is 50% or below of 

his starting HP.

SOUL CASTER    A Soul caster is more powerful than a regular Dragyri Caster.

They may cast twice per turn if they do not move or once if they 

do move. Like the Caster they may choose any Foci from the

applicable Foci Caste List.

SOUL LINK  The bond between a Soul Warden and the Elementals it

summons to battle is strong. So much that the Warden may transfer damage to and from himself and his elementals or vice

versa. If a Soul Warden is within 8” of any Elementals of its

force and receives damage may instead transfer the damage from

the Elemental to itself. Likewise the Warden may transfer any 

damage he receives to an Elemental within 8”. Damage received

from either Critical Successes or Critical Failures are immune to

this effect. This only applies to the Elementals summoned to

battle by the Soul Warden, friendly Elementals are not affected,

except by their own Soul Warden.

SCAVENGEUnits with this ability have the ability to scavenge weapons and

armor from the battlefield to improve their own weapons and

armor. When any Unit is Removed From Play place a Scavenge

token where the Unit was last on the tabletop. A Unit with the

Scavenge ability may move adjacent to the token and spend 1AP

to pick up the token. A Unit may have up to 3 Scavenge tokens.

Each token gives the Unit a +1 bonus to AR and RA PW. When

a Unit picks up more than one token replace the multiple tokens

 with one token that reads +2 or +3 Scavenge as applicable. If a

unit with a +2 or +3 token is Removed from Play place a single

Scavenge token down instead of the multiple token counters.

SCOUT After all players have deployed their Units and after all Infiltrate

Units or those with Infiltrate like effects have been deployed the

player that has at least one unit with this ability in their force

may redeploy one squad or unit in their force. Normal

Deployment and Infiltrator rules apply.

SEE THE SOUL  Any Unit with Infiltrate (or an Ability that acts as Infiltrate) may not

deploy within this Unit’s PS stat in inches.

SERPENTINE BODY  A Unit with this ability may go prone, or stand for no AP cost, and has

an Attack Arc of 360°. This Unit may not be entangled, knocked

prone, pinned, or crushed. This Unit treats rough and dangerous terrain

as open. This Unit may not climb or jump.

SHADOWSTEP

 A Unique ability of the Shadow Walkers this allows the Unit throughgreat concentration and use of Focus to step between the veil of Life and

Spirit. Any Unit with Shadowstep counts as if they have the Infiltrate

ability and obeys all rules for Infiltrators. As they do not use regular

methods of travel any Unit with Shadowstep is immune to the effects of

the Tracking ability and may be set up as an Infiltrator as per normal.

SHARD WALK Units with this Ability can move through a Shard Field without risk of 

detonating it (See Scatter Shard weapon Ability). Should they, however,

be in the radius of a Shard Field that detonates due to another Unit they

 will take damage as normal.

SHEER Units with this ability are not composed of solid matter, and are

difficult to hit. This Unit is immune to all forms of Acid,

Poison, and Fire. Roll die for any Assault hitting a Sheer Unit

not originating from Base-to-Base, on a 10 or less the attack 

automatically misses. The Sheer ability may not be used against a

Critical Success

SIDESTEP

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Special Abilities 3.4

Units with this Ability may elect to Sidestep a Close Assault (CA)

 Attack or a Ranged Attack (RA). To make a Sidestep save the player

rolls 1d20, on a roll of 13 or less the Sidestep is successful, and the

attack has not hit. If the Sidestep attempt fails the Unit still gets its

normal Armor (AR) save. You may not attempt to Sidestep a Critical

Hit. You may Sidestep a Spray or Stream Weapon.

SLAVEMASTER 

This ability allows the Unit to automatically Rally any Slave Squad whois Panicked and has at least one Slave within 4” of the Rallying Unit. 

SLIMY  Coated in a viscous fluid, Units with this ability are immune to the Fire

 Weapon Ability.

SNIFF ‘UM OUT 

 Any Enemy Unit with Infiltrate (or an Ability that acts as Infiltrate)

may not Deploy within 2 times this Unit’s PS stat in inches.

SPRING LEAP The Unit may spend 1 AP to make 4” movement ignoring any terrain

less than 4” high for that 1 AP. This can only be done once a turn. When Spring Leap is used to Charge, the Unit gains +2 TN +2 PW.

Spring Leap does not benefit from Gang Up. Spring Leap may not be

used with a Knock Back weapon.

SQUAD ATTACHMENT  A unit with this ability is a close member of a squad. This Unit

eats, sleeps, trains, lives and dies with the Squad. To this affect

any Special Abilities owned by the Squad Attachment Unit pass

on to units in its parent squad. This is permanent for purposes

of the game even if the Squad Attachment Unit is Removed

From Play. A Squad may only have one Squad Attachment.

SUPERIOR GANGING UPUnits with this Ability are well practiced in mass melees. When a Unit

 with Superior Ganging Up makes a CA or RE attack they gain a +2 TN

and PW bonus, instead of +1, for every friendly Unit in BtB with the

defending Unit.

SUPERIOR MAINTENANCE A Unit with this Ability is allotted 3 ‘Superior Maintenance’ counters

before the Game begins. The player with this Unit in his Force may give

one of these counters to each of 3 Squads or Individuals before they are

Deployed (Once a Squad or Individual is Deployed they can no longer

be given a Superior Maintenance counter). During the game a Unit

 with one of these counters may use it to ignore the effects of a single

Malfunction (any other effects of the roll are handled as normal). The

counter must be used immediately after the MAL is rolled and before

any effects of the Malfunction come into play. Once a Unit has ignored

a Malfunction the counter is removed from play. A Unit with Superior

Maintenance may keep one counter for itself if so

 wanted. No Squad or Individual may have more than 1 Superior

Maintenance counter and any not used are wasted.

SURVIVALIST

If all AP are used for Movement the unit’s gains the Elusive

Special Ability until the start of its next activation.

SWARM  A Unit with the Swarm SA takes ED(2) from AoE’s. This Unit

is not affected by Fear and Panic. Swarms do not have a unit

size, they are on a 50mm base. They may move through friendly

troops as if they were equal size to the unit they are movingthrough, they may not overlap bases as usual. Swarms do not

receive a free AP from a charge, nor do they receive any bonuses

from charges. The number of Attacks is reduced by the number

of wounds the Swarm Unit suffers, i.e. the Pud Swarm has five

attacks in AG1, if it has suffered 2 wounds the number of attacks

is now 3. If wounds are regenerated the attacks go up to the

original number.

TAKE CHARGEThis Ability represents that an Individual has strong ties to a particular

Squad type. They will regularly train with a Squad of such troops in

advance of a mission and lead them into battle personally. The Ability 

 will have the choice of Units the Individual can lead in parentheses after

it e.g. Take Charge (Coils). Should an Individual choose to lead a Squad

in this way they are permanently attached to the Unit for the entire

Game. They are considered part of the Squad for all purposes, act as the

Unit’s ‘Leader’ in all ways, and all ‘Leader’ rules apply to them and the

Squad they are leading.

They still retain their ‘Individual’ status and related abilities such as

Rallying Troops however, and all their personal Special Abilities apply 

as normal. Should an Individual ‘Take Charge’ of a Squad they do not

count towards a Squad size, nor do they stop a Squad having a Leader of

it’s own. If a Squad also has a Leader of it’s own that Leader also retains

full use of all of it’s Leader rules.

NOTE: Should the Individual taking charge have an Ability that their

Squad lacks, such as Never Fear or Never Panic,their Squad does not gain the benefits this may lead to situations such as

the Squad panicking while the Individual does not.

Example: Fred is playing Saint Mark and decides to have the Saint lead a

Squad of Coils. He wants the Squad to be at full strength so purchases the maximum Squad of 6 and upgrades one to be a Coil Leader. The Squad now consists of Saint Mark, a Coil Leader and 5 Coils. The whole Squad must be deployed as one and will be considered as one Squad throughout the

 game.

Example: During the game the Coil Squad, led by Mark, finds itself separated into two groups of 3, the first consisting of Mark and 2 Coils and 

the other consisting of the Coil Leader and 2 Coils. The distance between thtwo groups is 8”. As both halves of the Squad have a Leader, neither is 

considered Out of Coherency. If Mark or the Coil Leader is killed their  group would then be considered Out of Coherency until they rejoined the other group.

TANDEM FIGHTING 

Units with this Ability will also be linked by ‘Matching Set’ to the

Unit(s) they can fight in Tandem with. This special style of combat

relies on fighting in unison in order to capitalize on each other’s attacks

to bring down opponents. Alternate using AP between the Units linked.

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Special Abilities 3.4

Every Unit must spend an AP before any other Unit may spend a 2nd

 AP, and so on, until all AP are spent.

Example: Chris chooses Nathaniel and Orchid for his Force. Once in play they are Activated together, like a Squad, and 

must alternately spend AP i.e. Nathaniel spends his 1st AP then Orchid spends her 1st AP, then Nathaniel is allowed his 

 2nd AP and so on (Of course Orchid may go first instead if the player 

chooses).

THIS WILL MAKE IT ALL BETTER  Units with this Ability may spend 1 AP when in base to base contact

 with a Unit to remove all Poison or Numb counters. The 1 AP spent

may not be the free AP gained for Charging. You will remove all

counters of the same type for each 1 AP spent. A friendly Unit may only 

be affected by this ability once per game. 

TOUGH AS NAILS 

Units with this Ability do not take an additional HP of damage on a

critical Armor Save failure (A roll of a 20). Any special effects, like

Knock Prone, still automatically affect the Unit. Tough as Nails also

gives a +2 modifier to Poison Tests.

TOXIC MISMA   A Unit with this ability is covered in Toxic Waste and fumes

partially covering the unit in a distinct sickly haze. Any RA 

towards this unit suffer from Partial Cover, any Unit in CA with

a Unit with this ability suffers -2 TN to their attacks. This cover

bonus and TN penalty does not stack with any other cover

bonuses or Smoke Cloud Effects. In Addition any Unit that

begins its activation in Base-to-Base with a Unit with this ability 

receives a Poison (16) counter. Units with Envirofilters or Non-

Living Units are immune to the effects of Toxic Miasma; Units

 with Enviro Filters ignore the Partial Cover bonus.

TOXIN CULTUnits with this ability are immune to the effects of Fear Toxin and

Poison.

TRACKINGTracking forces all enemy Units with Infiltrate to be announced before

the Deployment phase of Game setup. The player with the Tracking

Unit may choose any one of the Infiltrating Squads or Individuals in the

other Force to be Tracked. A Tracked Unit must deploy first before any 

other Unit in their Force if they want to use their Infiltrate Ability. A 

Player may decide to not use the Unit’s Infiltrate Ability, and deploy it

 with the rest of his Units during normal deployment, in this case the

Unit must deploy in it’s own Deployment Zone as normal.

NOTE: If both Players have Tracking Units then a roll-off should be

used to indicate which player gets to use it first

(lowest roll wins as per usual). If one player has more than one Tracking

Unit they can all be used before Game set-up as above.

TRIGGERED SALUTE A Squad with this Ability may spend 1 AP to either:

1.  Make an Aimed Ranged Assault. 

2.  Move in any direction up to their Movement (MV) and make

a Ranged Assault. 

UNNATURAL CLIMBThis ability allows a Unit to climb vertical surfaces at its full movement

value.

 VIRULENT FUMESFather Curwen’s secretions create a sphere of virulent fumes around

him. Any Unit moving into BtB contact, or activating while in BtB

contact immediately resolve a PW 4 attack before any other actions are

resolved. Does not effect nonliving Units.