Abilities, Traits & Perks
Each model has access to special abilities that are part of their profile. These special abilities are an intrinsic part of the model, and are mandatory in use. They are listed below in alphabetical order for easy reference.

Racial Abilities

Ambush Tactics – A model with this ability is a master of ambush, appearing where you would least expect them. During deployment, even if they are the Attacker, a model with this ability deploys after their opponent, and can deploy up to 16” instead of 12”. This means that this model can deploy second and go first, as opposed to the normal deploying second and acting second.

Battle Dancer – A model with this ability moves and fights with inhuman grace. A model with this ability can never be subject to Free Strikes, regardless of the circumstances

Bestial Traits – A model that has this Ability cannot choose Perks. Instead, models with this ability can choose three (3) Bestial Traits instead. These Traits are used to define the model’s Special Abilities.

Blood Thirsty – A model with this ability is incredibly unpredictable. When this model is activated within 12” of an enemy model, this model must make a Willpower (WP) test (TN 5) or immediately make a free Charge towards the closest enemy model. This test can be voluntarily failed.

Consummate Hunter – A model with this ability work best as a team. If a model with this ability is in close combat with a model, and another model attempts to Charge that same model, that model may add +3 to their Movement (MOV) value to complete that Charge.

Diminutive – This ability indicates that the model is smaller than most, and counts as a Small Model. This means the model must be mounted on a base that is no larger than 25mm in diameter.

Eaters of the Dead – This models eats the dead. A model with this ability may consume an Incapacitated Model by spending an Action Point. Once this is done, the model may make an Endurance test (TN 5). For each success, the model can heal 1 point of Endurance (EN). This can never go above the base amount that the model’s original Endurance (EN) value.

Esoteric Knowledge – A model with this ability is an accomplished spellcaster. A model with this ability may purchase spells as though they have selected the Mage Perk.

Fear (X) – Some creatures are so horrific that they cause veteran soldiers to second guess their actions. A model possessing the Fear ability forces enemy models to make Bravery checks when acting against them. The Target Number (TN) for this Bravery test is in brackets beside the ability where listed.

Fearless – There are some creatures that are so brave or stupid that they are numb to the effects of fear. A model with this ability never has to take a Bravery test, regardless of the circumstances.

Fly – Some models have wings that can carry them high above the field of battle, only landing for short periods. A model with this ability can move freely over terrain, and has no restrictions on Line of Sight as long as they moved that turn.

Huge – A model with this ability is incredibly large. A Huge model may not be mounted on a base less than 75mm in diameter, and has a reach of 3”. In addition to this, a Huge model inflicts 4 wounds on a successful hit, rather than the 1 Wound that Medium models inflict.

Incorporeal – A model with this ability is not subject to the laws of creatures from the material plane. An Incorporeal model is not hindered by terrain of any type (including impassable terrain). In addition to this, a model with this ability can never receive more than 1 wound in an attack, unless they are being targeted by a magical weapon or a spell.

Large – A model with this ability takes up more room on the battlefield than a normal sized model. A Large model may not be mounted on a base less than 40mm in diameter and no larger than a 60mm base. This model has a reach of 3”, and inflicts 2 wounds on a successful hit, rather than the 1 Wound that Medium models inflict.

Longstrider – A model with this ability can pass through any terrain designated as Difficult without penalty. This ability does not allow the model to pass through impassable terrain, such as houses and rock faces.

Lunge – When attempting a Charge, a model with this ability scores Criticals on a 5 and a 6, rather than just natural 6s. It is not uncommon for these models to lunge forward at devastating speeds.

Mana Resistance – A model with this ability are either powerful spellcasters or are devoid of magic completely, and are also resistant to the effects. When resisting the effects of a spell, any models with this ability may add +2 dice to their roll to resist the spell’s effects, or +2 to the TN to cast the spell, whichever the player decides.

Mounted – A model with this ability becomes a single model with a Beast that is at least once size category larger than the rider. When this ability is applied to a pair of models, their Attribute Profile becomes one. The Beast’s Movement (MOV) and Armour (ARM) value replace the Mounted Model’s values, and apply -1 Defense (DEF) to the Rider. The Endurance (EN) value of the Model is either the Rider or the Beast’s – whichever one is higher. The Rider becomes the same size as the Beast, and acts as though the model is that particular size. The Bestial Traits the model has are combined with the Perks that the Rider has selected. Under no circumstances can a Rider dismount from the Beast, and here on forward, the Rider and the Beast count as a single model.

Pack Tactics – Models with this ability work best in groups. Any Hero model with this ability can freely share their Action Points (AP) with another Veteran or Regular models within 6”.

Rage of the True Beast – Attacks from a model with this ability are so brutal that they give pause to even the most ferocious of foes. Models that are incapacitated by an attack from a model with this ability are permanently removed from the table, and are not replaced with an Incapacitated Token.

Regeneration – Models with this ability can regenerate injury at a phenomenal rate. At the beginning of any activation of a model, the player must make an Endurance Test (TN 4). For each success, the model heals 1 Endurance (EN) worth of damage (up to their original Endurance value). An Incapacitated Model can also make this check with 1 Endurance (EN), but if they fail the roll, the model is removed from the table.

Scion of Carnage – A model with this ability reaps souls in the same way a farmer reaps wheat. When a model is incapacitated by a model with this ability, it can make a free move and attack if the model’s movement ends within their threat range.

Stalwart – Models with this ability are stout warriors who are able to survive even the most aggressive assault. A model with this ability score criticals when attempting to negate Wounds with their Armour attribute on a natural 5, as well as a natural 6.

Sturdy – Some creatures are quite adept at carrying heavy loads without having it affect their movement. A model with this ability never suffers a Movement (MOV) penalty from wearing medium or heavy armour.

Tactics – A Hero model with this ability can issue +1 die to any Veteran or Regular model within 12” of this model during their activation.

Throwing Weight – A model with this ability is a rather hefty creature. If a model completes a Charge targeting another model, it always counts as a Power Attack in addition to being a Normal Attack.

Too Stubborn to Die – A model with this ability is a vicious opponent, and often will continue to fight, even if they are dead. This ability grants a model that is reduced to 0 Endurance (EN) or less to remain on the battlefield and continue to fight until the End of the Turn. If they are attacked and struck again during that turn, they are removed but do not leave behind an Incapacitation Token.

Tooth and Claw – A model with this ability cannot purchase additional equipment, as they are unable to use it.

Vile Biology – The hardiness of a model with this ability is legendary. When making a roll to negate Wounds, a model with this ability may re-roll any result of 1. This die cannot be re-rolled a second time, and the second result is always the final result.

Walking Plague – The dark magic than animates corpses can be spread through being near such corrupting evil. If a model is incapacitated by a model with this rule, the player must make a Will Power (WP) Test (TN 4). If the roll is passed, the model is incapacitated as per normal. If the roll is failed, the Incapacitation Token is removed and replaced with a fresh Gaunt model, armed with the same equipment as the fallen model.

Weakness (X) – A model with this ability is extremely vulnerable to a specific type of attack. When a model with this ability is incapacitated by the indicated attack, it does not leave an Incapacitated Token and instead is completely removed from the table.

Wightblade – The blades of wights are imbued with dark magic. Models killed by a model with a Wightblade are removed from the table, and are not replaced by an Incapacitated Token.

Bestial Traits

Aggressive – When a model has this ability, they can double their movement when declaring a charge. In addition to this, a model with this special ability adds +1 Damage (DAM) during their next attack.

Alpha Beast – A model with this ability is exceptionally large for their species. The size of the model is increased by one (Thus, a small model becomes a medium sized model, a medium sized model becomes a large model, and a large model becomes a huge model), and the model also gains Fear (4).

Breath Weapon – A model with this trait can breathe a blast of some dangerous element to their foes. This is a Direct AOE effect that uses this model’s Ranged Combat attribute, and it has a range of 8”. Damage is resolved at the base Damage (DAM) Attribute of the model with this ability. In addition to this, the model adds +1 to their Marksmanship (MRK) Attribute.

Brute – A model with this trait is exceptionally strong. This trait increases the model’s Damage (DAM) Attribute by +1.

Fleet – A model with this trait is exceptionally quick, being able to traverse the battlefield in a few short bounds. A beast with this trait may add +1 Movement (MOV) to their profile.

Fly – Some models have wings that can carry them high above the field of battle, only landing for short periods. A model with this ability can move freely over terrain, and has no restrictions on Line of Sight as long as they moved that turn.

Free Movement – Models with this trait are particularly adept at moving past dangerous foes. A model with this trait can move through a zone an enemy threatens without being subject to a Free Strike.

Pack Animal – A model with this bestial trait belong to a pack. Models with this trait who are within 6” of another model with this trait, they both gain +1 to any roll they make.

Tough – A model with this trait is a lot harder to put down. A model with this trait adds +1 Endurance (EN) to their unit profile.

Chronicle Specific Perks

These perks are in addition to the perks found in the Core Rules. They are designed to give the game a lot more of a “fantasy” feel to it. These perks define your model even further, and thus only ONE of these perks may be applied to a single model, with the others being chosen from the Core Gangfight Rules.

Archer – You’ve made a name for yourself by standing guard or scouting in the field. A model with this perk gains +1 Marksmanship (MRK), and +1 Initiative Value (IV).

Fighter – Your background is that of an undisciplined warrior – you relied on yourself to get the job done, and reaped the glory from those exploits. A model with this Perk gains +1 Attack (ATT) and +1 Initiative Value (IV). A model with this perk cannot be the Party Leader.

Mage – Magic flows through your veins. A model with this Perk gains +1 WP and can purchase as many spells as their WP score.

Marauder – Your job in the field of battle is to cause as much chaos as possible. A marauder is a certain type of training that specializes in direct aggressive assault. A model with this Perk may Charge! for free during their turn instead of spending an order – if an enemy is within double their Movement (MOV) range. If a model with the Marauder Perk fails a charge, they can no longer charge again for free that Turn.

Ranger – The wilds are your home, and the road is your constant companion. A model with this perk gains +1 MRK and +1 MOV. Rangers work alone, and cannot be the Party Leader.

Rider – With this perk, you may ride a Beast (either Large, or normal with the Large Perk – purchased separately), and gain the Mounted Perk Ability. Mounted Troops are special model where the rider and the mount activate together.

Skirmisher – You have worked with scouting parties and other units that specialize in harassing enemy lines. Troops known as skirmishers are masters of hit and run techniques. Any attack made by a model with this Perk is considered Finesse attacks in addition to being a Standard attack.

Soldier – You have a background in the military or the Militia, and have some experience in the field. A model with this perk gains +1 Attack (ATT), and +1 Endurance (EN).

Spellsword – A model with perk can cast Magic Weapon or Mana Shield as a Standard Action. This model can purchase those two spells. The spells must be purchased separately.

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