Units may be given any number of abilities. These represent training or talents that the unit has, beyond those common on the battlefield.
Ability
Effect
Cost
Furious Charge
The unit gains +2 movement when moving into melee. The movement must be in a straight line.
1
Harassing
The unit may move and use ranged weapons in the same turn without taking the -2RC penalty.
2
Skirmishing
The unit may use a ranged weapon for free in the first round of melee combat. Use the unit's MC to determine if the attack was successful.
2
Parkour
The unit moves through rough terrain normally.
2
Infiltrator
The unit deploys using forward deployment.
3
Ganger
If with one or more friendly units in same melee combat, unit makes an extra attack roll.
2
Regeneration
If, at Start of Turn phase, this unit has fewer remaining life than it started with, it may roll a die and regain one life on a result of 6+.
4
Focus
For each enemy in the same melee as this unit, the unit makes one extra attack.
3
Lethal
The unit's wounding melee attack rolls Explode
4
Bloodthirsty
The unit's melee attack rolls of 6 Explode
3
Deadshot
The unit's ranged attack rolls of 6 Explode
4
Opportunist
Enemy melee attack rolls of 1 against this unit grant it an immediate melee attack roll
2
Shieldbash
If armed with a shield, unit gains a 0MD/+2KB melee attack.
2
Heft
The unit may use a two-handed weapon in combination with a shield.
1
Marching
The unit may elect to move twice in the movement phase, but it may not act in the combat phase.
2
Flying
Unit may move it's Speed vertically, to a maximum height of 3 times it's speed. The unit is not effected by rough terrain. If the unit's movement is reduced to 0, it immediately falls to the ground and suffers any fall damage.
7
Thrall
If this unit is inside the Influence of a friendly unit, that unit gains +1" Influence and may use 1 of this unit's Life to cast a spell. If the roll is unsuccessful, this unit loses 1 Life. A unit with and Weird abilities may not take this ability.
1
Rush
Adrenaline: Unit gains +1Speed per Adrenaline level.
2
Smash
Adrenaline: Unit gains +1KB on it's melee attacks per Adrenaline level.
2
Crush
Adrenaline: Unit gains +1MD on it's melee attacks per Adrenaline level.
3
Pumped
Adrenaline: Unit gains +1 Temporary Life per Adrenaline level. This life is removed first when the unit is damaged, and goes away when the unit has no Adrenaline.
2
Jacked
Adrenaline: Ranged attacks against the unit are made at -2Rng per Adrenaline level
1
Natty Cam
A unit in cover or concealment gains an additional -2RNG on attacks made against it.
1
Stealth
A unit gains -4RNG to attacks made against it, provided the unit has not attacked this turn.
4
Street Chemist
When the unit uses or administers a drug it is only consumed on a roll of 1-2 and lasts for a number of turns equal to a die roll.
3
Vendetta
When the unit is damaged, it gains a number of Adrenaline equal to the damage dealt, but may not attack any other unit other than the one that damaged it next round.
2
Handy
A unit may carry two more slots of equipment
1
Hardy
A unit ignores movement penalties imposed by equipped gear
2
Aspect
Effect
Cost
Aspect of the Bull
This unit receives +2 attack when moving into melee.
5
Aspect of the Dog
This unit may redirect any hits to friendly units within 3”.
5
Aspect of the Hawk
This unit may reroll failed missile attacks.
6
Aspect of the Lion
This unit may reroll failed attacks in first round of combats.
5
Aspect of the Rat
This unit's attack rolls of 6 cause two extra wounds.
3
Aspect of the Serpent
This unit makes an attack for free when wounded in melee.
2
Aspect of the Stag
This unit may reroll failed attacks with weapons with Quick.
3
Aspect of the Wolf
This unit's melee attacks are Quick.
3
Ability
Effect
Cost
Reflesh
Weird: A unit in this unit's Influence regains a number of Life equal to the number of successful Weird rolls. +2" Influence.
3
Banish
Weird: A unit in this unit's Influence is hit with an attack that does +3KB for each successful Weird roll. +2" Influence.
3
Warp
Weird: For each successful Weird roll a friendly unit completely inside this unit's Influence may be placed anywhere else completely inside this unit's Influence. +2" Influence
4
Dark Call
Weird: For each successful Weird roll place a Thing unit with the basic unit template inside this unit's Influence. The Things may attack but not move this turn. +2" Influence.
4
Writhing Shadows
Weird: If the unit makes 1 successful Weird roll, it's Influence becomes RT until the beginning of it's next turn. If it makes 3 successful Weird rolls, it also causes Concealment. +2" Influence.
3
Barrier
The unit may spend a Con as an Action to create an 3”w*1”d*2”h within 4” of the unit. The Barrier is not affected by KB/Fire/Corrosive and has S 5. The Barrier lasts until the unit creates another one or has no Con. When making a Trance roll the unit gains Armor +1 on 2-4 until the beginning of it’s next turn. +2 Con.
3
Pyro
The unit may spend a Con as an Action to a give the Fire status to any unit or object in the unit’s LoS that does not have any conditions that would reduce a ranged attack against it (Concealment, Stealth, etc.). If this unit has at least 5 Con, place a 3” template over the unit or object instead, giving fire to everything beneath the template. When this unit makes a Trance roll, place a 3” template on it. All objects and units excluding this one gain Fire. +2 Con.
4
Throw
The unit may spend a Con as an Action to hit a unit with a 0RD/3KB attack to any unit in this unit’s LoS that does not have any conditions that would reduce a ranged attack against it (Concealment, Stealth, etc.). If this unit has at least 5 Con, you may choose whichever angle you want to start the attack. When this unit makes a Trance roll, place a 3” template over it. All units under the template are hit with a +1KB attack. +2 Con.
3
Levitate
The unit may spend a Con as an action to hover 2” above the ground. While levitating the unit ignores RT. The unit may maintain Levitation by spending a Con at the beginning of its turns. The unit may use other abilities while Levitating. +2 Con.
2
Beguile
The unit may spend a Con as an action to Beguile a unit that has LoS to this unit. The Beguiled unit may not attack this unit. If this unit has at least 5 Con, the Beguiled unit also spends its next movement phase moving its full movement in a randomly determined direction, only stopping to avoid OA or environmental hazards. When this unit makes a Trance roll, until the beginning of its next turn all melee attacks made against this unit suffer -2MC. +2 Con.