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Abilities

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Fleshfeaster 0.1.1

Fleshfeasters gain D6A extra charge range.

IF the unit win a melee round and create at least one casualty, they must pass a leadership roll to persue.

Failing it will ignore its generals orders and stay to feast on enemy remains.

In subsequent turns it must try regain control.

Vanguard 0.01

Starting with the player that lost initiative, Vanguard Units are to be deployed before any other Unit Cards.

In Game Turn 1, before either player moves units with Random Movement, each of the Vanguard Units may perform an action.

• They may be joined by Characters with Vanguard during deployment.

Taunter 0.0.3

A unit can taunt an friendly unit in line of sight, the mockery enraging the target to gain +1 AIM..

 

OBSOLETE VERSIONS

Taunter 0.0.2

Units with Taunter can taunt an enemy unit in line of sight, so it must march towards or charge the taunter unless it pass a leadership.

Reorder (x)  0.2.0

A unit may recover from [Broken] within (x) cm without spending Order Activation Points.

Poison 0.0.1

Weapons or other attacks may be poisonous (x), with their damaging effect applied as (x) additional strength.

Flankforce 1.0.0

If the unit can see their general they roll 1D3 and gain that many Actions which must be used to get into combat with foes.

Etheral 1.0.1

Etheral Models have a fixed 4+ save against any non magical attack.

Impetuous 0.0.1

The Unit must March and /or charge the nearest foes.

Inspirator: 0.0.1

Units with Inspirator (x) spend just 10 points to earn and utilise Command Points, but the ability lets them roll a numbered die to determine how many they gained this round.

Lance Formation 0.0.1

If a unit having Lance Formation oblitterates their for in the initial charge, they may move a distance equal to was not used to get into melee.

 

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