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Sometimes a unit can buy skills (such as Killing blow, Skirmish, etc.) and
Traits (Frenzy, stat increases and similar).
Where this is the case it will be clearly listed along with the price.
Some special abilities also have a Rarity Increase listed (see above).
Note that unless specifically mentioned each ability can only be taken once by
each unit.
Anointed weapons
Anointed weapons counts as magical for all intents and purposes.
If the unit has more than one weapon this must be paid for for each
weapon separately (Additional hand weapons count as two weapons).
Only close combat weapons (including pistols) may be Anointed.
May not be combined with Poisoned weapons.
Rarity Increase: +1
Aquatic
The unit suffers no penalties for moving through water and other
'wet' terrain and count as being in soft cover when occupying such
features.
Blessed
The unit has Magic Resistance (1).
Rarity Increase: +1
Disciplined
The unit gains +1 Leadership.
Only Elite units may take the Disciplined ability.
May not be combined with Frenzy.
Rarity Increase: +1
Elite
The unit gains +1 Weapon Skill and +1 Initiative.
If a Core unit has no other special abilities it pays double the normal ammount
for Elite.
Expert riders
The unit may use two hand weapons and/or pistols in combat when mounted.
Rarity Increase: +1
Frenzy
The unit has the Frenzy ability.
May not be combined with Disciplined, Stubborn or Unbreakable.
Hatred (general)
The unit Hates all enemies.
Rarity Increase: +1
Hatred (specific)
The unit Hates one specific army (ex: Skaven) or a specific part of a specific
army (ex: Clan Skryre Skaven).
Note that this trait may be taken several times, letting a unit Hate more than
one specific enemy. Each must of course be paid for.
Immune to Fear
The unit is Immune to Fear and treats Terror as if it was Fear.
Rarity Increase: +1
Immune to Panic
The unit is Immune to Panic
Rarity increase: +1
Immune to Psychology
The unit is Immune to Psychology
Rarity increase: +1
Killing Blow
The unit has the Killing Blow ability.
Only units armed exclusively with Great weapons may have the Killing Blow
ability.
Rarity increase: +1
Marksmen
The unit gains +1 Ballistic Skill.
May not be combined with Reliable.
Rarity increase: +1
Masters of Spear
The unit fights in three ranks with spears, instead of two.
Only Elves may take the Masters of Spear ability.
Rarity increase: +1
Poisoned weapons
The unit has poisoned weapons.
If the unit has more than one weapon this must be paid for for each weapon
separately (Additional hand weapons count as two weapons).
The following weapons may be poisoned: Hand weapons (including Additional
ones),
Short bows, Throwing knives/stars, Throwing spears/javelins.
May not be combined with Anointed weapons.
Rarity increase: +1
Quick footed
The unit gains +1 Movement.
Only Skaven may take the Quick footed ability.
Reliable
When rolling a 1 to hit with missile weapons, roll a further D6. on a 2-6 the
shot misses and nothing further happens. On a 1 work out the shot as if it had
hit the firing unit.
May not be combined with Marksmen.
Rending weapons
Rending weapons are Armour Piercing.
If the unit has more than one weapon this must be paid for for each
weapon separately (Additional hand weapons count as two weapons).
The following weapons may be rending: Hand weapons (including Additional ones),
Halberds, Spears, Repeater crossbows.
Rarity Increase: +1
Resilient
The unit gains +1 Toughness
Rarity increase: +2
Rough riders
The unit treats difficult terrain as open terrain.
Very difficult and impassable terrain remain the same.
Rarity Increase: +1
Scaly Skin (6+)
The creature has a 6+ armour save.
The creature counts as already being equipped with light armour, so an option
to upgrade light armour to heavy armour becomes an option to buy light armour
giving the model the same effective saving throw (the price remain the same).
Scouts
The unit has the Scout ability.
Only Skirmishers may take the Scout ability
Units armes with gunpowder weapons may not take the Scout ability.
Scout units can not take Standard bearers or Musicians.
The unit size for Scouts is 5 - 15.
Rarity Increase: +1
Skirmish
The unit has the Skirmish ability.
The unit can not carry spears.
Skirmishing units can not take Standard bearers.
Skirmishing units have a maximum unit size of 20, unless they are Scouts.
May not be combined with Unbreakable.
Strongmen
The unit gains +1 Strength
Rarity Increase: +1
Stubborn
The unit is Stubborn
Units with Ld 9 or more (7 or more if Cold-blooded) pay double the normal
ammount for this ability.
May not be combined with Frenzy.
Rarity Increase: +1
Unbreakable
The unit is Unbreakable.
Units wearing any kind of armour (including shields, but not warpaint) may not
be unbreakable.
Unbreakable units have a maximum unit size of 30.
May not be combined with Frenzy or Skirmish.
Rarity increase: +1
Woodsmen
The unit suffers no penalties when moving through woods. |