Abilitys
A
Assassin
Passive ability – When a creature attacks a
of a higher rank, its Crit effect always activates.

Aura
Aura X: [text] – [text] is applied at a distance within X hexes from the source of the Aura.
(Terrain) Aura: [text] – the efect afects the unit located within the X radius from the hex.
(Terrain) Aura: [text] – the efect afects the unit located within the X radius from the hex.
B
Blocks the Line of Sight
Blocks the Line of Sight – If the terrain is blocking the Line of Sight, it means that a Line of Sight (LoS) cannot be drawn through it.
C
Charge
Charge X – when the unit attacks in melee after movement, it has X additional dice for this attack, once per activation. Charge cannot be performed if the unit is attacking the enemy next to which it started moving.
Counterblow
Counterblow – when the unit is attacked, it can make a defense roll even if it hasn’t declared Defense.
D
Defender
Defender – if an enemy unit announces a melee attack on your unit which is next to the unit with this ability, you can redirect the attack to this unit
Difficult terrain
Difficult Terrain — when a unit enters a Difficult Terrain hex from a different terrain type, it must end its activation immediately.
If a unit without the Flight ability uses the Run rule, it can enter the Difficult Terrain using Stamina.
Units with the Flight ability can freely cross hexes with Difficult Terrain, but if they end their movement in such a hex, they immediately terminate their activation.
Dominance
Dominance – when the unit attacks, the
it rolled is always considered successful.
F
Flight
Flight – the unit can move ignoring obstacles. And run into Difficult Terrain without getting a Fatigue token. If a unit with Flight stops its movement at a certain terrain, it can use its properties. This unit cannot stop its movement on hexes of other units and impassable terrain.
Forged
Forged– When the unit is under attack, it ignores all
on the opponent’s dice roll. The Vampirism and Marauder abilities do not affect this unit.
Formation
Formation – if the defending unit is in contact with two or more allied units, it ignores one for every two allied units. The same is true for the attacking unit if the defending unit has a Defense Token, Counterblow, or any other opportunity to roll the defense dice
H
Horde
Horde – When attacking in melee combat with “Support”, gains a
for each supporting unit

I
Impassable
Impassable(terrain) – units cannot cross or end their movement on Impassable terrain
M
Magical Shot
Magical Shot – calculated in the same way as a regular Shooting, except that the enemy unit cannot defend against this attack. Therefore, during Magical Shot, the attacking player rolls the dice and all the damage is dealt immediately.
Marauder
Marauder– when the unit deals damage, it loses one Fatigue token, once per attack.
Master of Attack
Master of Attack X– when the unit attacks in melee, it can reroll X dice of the player’s choice.
Master of Defense
Master of Defense X– when the unit defends against melee or ranged attacks, it can reroll X dice of the player’s choice.
Master of Shooting
Master of Shooting X – when the unit performs a ranged attack, it can reroll X dice of the player’s choice.
Multiple Attack
Multiple Attack – When the unit performs a Multiple Attack, it attacks against each enemy unit in contact in turn. It may get the Fatigue token and +1
until the end of the turn. The player chooses in which order to attack enemy units. During and after the Multiple Attack you cannot perform Advance. If the attacking unit panics, the Multiple Attack is interrupted. A Multiple Attack counts as one attack for all effects, such as Marauder and Vampirism.

N
Necromancy
Necromancy – when the unit destroys an enemy unit, you can summon a Zombie Warriors conscript unit under your control to its hex.
P
Persecution X
Persecution X – having performed the Advance, the unit can declare another melee attack. After the Advance, the unit can move additional X hexes. While using Persecution, the unit cannot return to the same hex from which it declared the first attack, and cannot move to a hex from which it cannot declare melee combat, cannot perform it while moving over the Difficult Terrain. The unit can perform Persecution once per turn.
Q
Quick shooter
Quick Shooter– the unit can declare Range Attack after moving, but not after running.
R
Ranger
Ranger – the unit ignores the Difficult Terrain ability. If this unit attacks, the enemy unit on a certain terrain doesn’t receive bonuses from it.
Regeneration
Regeneration – at the beginning of the unit’s activation, it restores 1 miniature or heals 1 wound.
Regroup
Regroup – when the unit is attacked, it can replace one point of damage with Panic. Only if it can retreat.
Resurgent
Resurgent –
deal damage instead of Panic to that unit. The Formation works as usual. The Vampirism and Marauder abilities do not
affect this unit.
affect this unit.
Rush
Rush – if there are at least 1
rolled during the attack, it moves the target 1 hex towards the direction of the attack; if the target cannot move, it receives 1 wound instead. If the unit panics, instead of the above, its retreat distance is increased by 1.
S
Shooting
Shooting – The shot is performed at the distance of the shooting distance range indicated in the unit’s card. The shooting distance is indicated by two numbers. The base shooting range is indicated by the first number and can be performed without any penalties. After checking the LoS, the Range
Attack is performed according to the general rules for melee attacks. Except that the attacking player determines the number of their dice for Range Attack using their unit’s Range Attack stat.
Superior
Passive ability – When a creature attacks a
below its rank, its Crit effect always works.

Survivable
Survivable – when the unit is attacked, it cannot lose more than two models or receive more than two wounds in one attack.
T
Terrifying
Terrifying– when the unit attacks in melee, it has 1 extra
result added to its roll.
V
Vampirism
Vampirism – when the unit deals damage, it restores 1 miniature or heals 1 wound, once per battle. The feature is triggered after damage is dealt, but before determining which squad died and which panicked.
Vampirism restores 1 miniature, even if there are no miniatures left in the squad after counting the losses. Damage received by the enemy unit in the panic process does not count as damage dealt.
Vampirism restores 1 miniature, even if there are no miniatures left in the squad after counting the losses. Damage received by the enemy unit in the panic process does not count as damage dealt.