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Abilities

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Ambush

Ancient Charging Roar

Arisen Aura

Arisen Embrace

Assassins Disguise

Battlefield Awareness

Berserk

Bewildered

Broken

Cannibalism

Casualty

Deep Blue Mist

Detachment

Dread

Dual Wield

Fear

Fearless

Fleshfeaster

Frenzy

Firestarter 

Ghoststep

Gravecalling

Healing

Immune to Psycology

Marksman

Mesmerize

Prebattle Deploy (x)

Rampage

Rot Dust

Scouting

Sharpshooter

Skirmisher

Spear-wall

Spotter

Terraintravel (x)

Terror

Veteran

Wardancer

Weapon Mixer

Wound Soaker

Berserk 0.03

A Unit subject to Berserk must charge a enemy Unit within its Charge range, gaining +1 Strength in 1st round of Melee. The Unit must follow-up if their opponent breaks.

Battlefield Awareness 0.03

Mana Manipulators can use Spells from their Paths at any time during the game.

Wound Soaker 0.03

Is an ability only avaliable to Units assigned as Generals Guard. The maximum amount of Models may vary, but the initial Health of the Unit can't exceed 4. The Wound Soaker ability allow any such model to roll 'Watch out Sir!', and on a unmodified roll of 6, the Model takes the incoming Hit instead of the General.

Frenzy 0.03

Unit subject to Frenzy must, if not passing a Morale roll to avoid it, charge a enemy Unit within its Charge range. They gain +1 Strength in 1.st round of melee and must follow-up if their opponent breaks.

Mesmerize 0.03

Units with this ability force any equal or smaller sized Based Unit to not fight back in Melee unless a Morale test is passed.

Ghoststep 0.03

Units with Ghoststep ignore both Difficult and Impassable Terrain penalties.

Scouting 0.03

Units with Scouting ignore Difficult Terrain penalty.

Fearless 0.03

Units with Fearless ignores FEAR, and treat DREAD as FEAR and TERROR as DREAD.

FEAR 0.03

Units causing FEAR can only be Charged if a Morale test is passed. If Charged by a FEAR causing Unit, a Morale test must be passed to fight back.

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