Assassin |
If a model with this SA hits an enemy model and destroys it in a Fight Action, the enemy model does not get to make any Defensive Strikes against the attacking assassin model and does not get to make a Tough roll, even if it has the Tough SA. |
Bloodlust |
A model with this SA receives a +1 MAV bonus to all melee attacks, including Defensive Strikes, against damaged models. This bonus is not received against models with the Construct SA or the Undead SA. |
Bludgeon |
If a model with this SA hits an enemy model of a smaller Base Size in a Fight Action on its own Activation, the defending model suffers a -2 non-cumulative MAV penalty to its Defensive Strikes. If it hits an enemy model of the same Base Size in a Fight Action on its own Activation, the defending model suffers a -1 non-cumulative penalty to its Defensive Strikes. |
Cleave |
A model with the Cleave SA does an extra point of damage with each hit when the Attack Check is at least 3 higher than the defending model’s DV. |
Critical |
When a model with this SA achieves a hit rolling a natural 10, the hit does an extra point of damage. If the model focused first, then rolling a 9 or a 10 gains and extra point of damage. |
Zombie Bite |
Any model that is bitten (hit) in melee by a model with this SA becomes Infected and will turn into a zombie unless the infected appendage is amputated in the same game turn. An amputation automatically costs the bitten model 1 damage track to affect the amputation. In order for an amputation to be possible, the bite must be made on an appendage, a roll of 3 or higher on a d10 is required, any other roll means that the bite was received where an amputation cannot be made and will result in the model turning after 2 game turns. A successful amputation requires a +3 roll against the bitten models Defense Value. |
Demoralize |
At the end of any Activation in which a model with this SA kills an enemy model, all other enemy models in B2B with this model must pass a Discipline Check or become Shaken. |
Disable |
Any model that is hit in melee by a model with this SA immediately becomes Disabled until the end of its next Activation. If the model with this SA is performing a Fight Action (as opposed to using Defensive Strikes), then this effect applies to the Defensive Strikes of the defending model for this Fight Action. |
First Strike |
When a model with this SA Charges an enemy model, it may make one attack before the defending model can react. The First Strike attack counts as one of the model’s normal attacks. Conduct the First Strike attack as a normal single melee attack, but apply any damage before conducting the remaining attacks and Defensive Strikes. The First Strike SA may also be used on Defensive Strikes when the model is Charged. In this case, conduct a single Defensive Strike against the attacking model and apply any damage before the attacker conducts its melee attacks. The attacker’s melee attacks and the defender’s remaining Defensive Strikes then occur normally. The Defensive First Strike counts as one of the defender’s Defensive Strikes. In the event that both the attacking and defending models have the First Strike SA, they conduct their First Strike attacks simultaneously. The attacker makes a single First Strike attack, and the defender makes a single Defensive First Strike. Damage is applied for both the attack and the Defensive Strike, and then the remaining attacks and Defensive Strikes are conducted normally. First Strike cannot be used with either the Frenzy SA or attacks performed with the Reach SA. |
Flame Attack |
Any models hit by a model with this SA become Burning. |
Frenzy |
A model with this SA may increase the number of MAs or Defensive Strikes up to twice their normal amount (or twice the amount they currently have available, in cases where they lose some Attacks, such as from Disable). However, for every extra MA or Defensive Strike taken, the model receives a cumulative -1 penalty to its MAV for all of its Attack Checks. |
Life Seize |
When a model with this SA destroys an enemy model in melee, on offense or defense, it may immediately perform a single Free Action to try to drain the life force of the destroyed model to heal itself 1 point of damage. Models from the Zombie species, may not be drained. To successfully Life Seize, the player must succeed on a 10+ Roll, adding to the die roll the total number of DTs the destroyed model had, uninjured, at the beginning of the game. This SA may only be used once per enemy model destroyed (i.e., if multiple models destroy the same enemy model, only one of them may perform the Life Seize on that enemy model). If the Life Seize model was itself destroyed in the melee, it may still perform this check. If successful, the Life Seize model remains alive on its last damage track. After Life Seize checks are completed, the destroyed models are removed from the Contact Zone as normal. |
Martyr |
A model with this SA may sacrifice its remaining Damage Tracks to gain +2 MAV for a single Fight Action. At the conclusion of the model’s attack, it is considered a casualty and is removed from the battlefield. |
Mighty |
A model with this SA deals 2 points of damage (instead of 1) for each successful attack. |
Parry |
A model with this SA may sacrifice Defensive Strikes to increase its DV when it is the defending model in a Fight Action. For each -1 MA, the DV increases +1. The player controlling this model must declare the amount it will sacrifice before any rolls are made. # MA can be reduced to 0. These changes only last for the current Fight Action. This SA may not be used with Frenzy. |
Pike |
A model with this SA may make a single Defensive First Strike with one of its Defensive Strikes against any attacking model that Charged it this Activation. For the Defensive First Strike, conduct a single Defensive Strike and apply any damage before the attacker conducts his melee attacks. The attacker’s melee attacks and the defender’s remaining Defensive Strikes then occur normally. The Defensive First Strike counts as one of the defender’s Defensive Strikes. If the attacker has the First Strike SA and the defender has the Pike SA, they conduct their First Strike attacks simultaneously. The attacker makes a single First Strike attack, and the defender makes a single Defensive First Strike. Damage is applied for both the attack and the Defensive Strike, and then the remaining attacks and Defensive Strikes are conducted normally. Pike cannot be used with Frenzy attacks. |
Poison |
Any time a model with this SA does damage to an enemy model, the enemy model automatically becomes Poisoned. Models from the Zombie species, are immune to Poison. |
Provoke |
Any model hit by a model with this SA must direct all of its Defensive Strikes against the provoking model. If the model is hit by multiple models with this SA, it may distribute its Defensive Strikes amongst them as desired. If a model with the Swing-Through SA is hit by a model with the Provoke SA, then the Swing-Through model must choose that base side as the side to perform its Defensive Strikes. |
Quick Strike |
When a model with this SA charges an enemy model, it may make one attack before the defending model can react. The Quick Strike attack counts as one of the model’s normal attacks. Conduct the Quick Strike attack as a normal single melee attack, but apply any damage before conducting the remaining attacks and Defensive Strikes. The attacker’s melee attacks and the defender’s remaining Defensive Strikes then occur normally. In the event that the defending model has either the First Strike SA or the Pike SA, the defending model conducts its first Defensive Strike at the same time as the Quick Strike attack. Quick Strike cannot be used with attacks performed with the Reach SA. |
Rage |
A model with this SA gains a +1 MAV bonus on its first attack against any model it Charged this Activation. |
Rampage |
Whenever a model with this SA hits an enemy models during its own Fight Action, and that enemy model is destroyed in that Fight Action, the Rampage model may immediately perform a single extra melee attack (assuming it survived the Fight Action) on any enemy model it is in B2B with as a Free Action. If there are no enemy models in B2B, the Rampage model may move up to 2″, also as a Free Action, to come into B2B with an enemy model to perform its free melee attack (all normal rules for coming into B2B contact would need to be followed). The defending model may perform a single Defensive Strike against the Rampage model. All regular melee rules and SAs still apply. The Rampage attack happens after all combat is resolved from the initial Fight Action, and thus any affects of that Fight Action will be in effect during the Rampage Attack. If the free Rampage attack destroys another enemy model, it does not provoke an additional Rampage attack. |
Reach |
A model with this SA may make one melee attack against an enemy model through/over a friendly model of equal or smaller Base Size. The friendly intervening model must be in B2B with the enemy model, and the enemy model must be directly opposite the Reach model, so the model with Reach and the target enemy are on opposite base sides of a friendly model. The Reach model is not considered to be in B2B contact with the model it is attacking, but its attacks still provoke Defensive Strikes even if the models in B2B with the enemy don’t attack. The Reach model contributes to any Support bonuses as if it were in B2B with the enemy model if – and only if – it participates in the combat and makes an attack. Simply standing in the Reach position does not provide Support. The Reach model may only be the target of Defensive Strikes if the enemy model also has the Reach SA. Attacks performed from the Reach position cannot use the First Strike SA. Reach models may perform a Charge Action to move into the Reach position. Warlords and Captains with the Reach SA may perform an Inspire Action from the Reach position. |
Rush Attack |
To use this SA, a model must use both a Move Action and a Charge Action (in that order). If at the end of the Charge Action the model is in B2B with an enemy model, this model makes a single melee attack against any one enemy model it is in B2B with. The defending model may not make more than one Defensive Strike against each Rush Attack model that attacked it with the Rush Attack. All regular melee rules and SAs still apply. This attack is resolved along with any other Fight Actions performed by other models during this Activation, as per usual combat rules. |
Savage |
A model with this SA savagely attacks its prey, ripping and clawing at them. On its Activation, if it successfully hits the same model with two or more attacks, a single additional point of damage is done to the defending model as it is mauled. |
Shock |
When a model with this SA Charges an enemy model and then conducts a Fight Action in the same Activation, the defending model must first pass a Discipline Check to get its Defensive Strike(s). A failed Discipline Check means there can be no Defensive Strike(s) (even if attacked by another model in the same Activation). If multiple models with the Shock SA charge and conduct melee attacks against the same model, the defending model must pass a Discipline Check for each model with the Shock SA that charged and attacked. Failing a single check means the defending model cannot conduct Defensive Strikes. Shock works additionally with other SAs (like Fearsome), potentially causing defending models to have to make multiple separate Discipline Checks, one for each effect. |
Swift Attack |
To use this SA, a model must use both a Charge Action and a Move Action (in that order). If at the end of the Charge Action the model is in B2B with an enemy model, this model makes a single melee attack against any one enemy model it is in B2B with. The defending model may not make more than one Defensive Strike against each Swift Attack model that attacked it with the Swift Attack. All regular melee rules and SAs still apply. This attack is resolved along with any other Fight Actions performed by other models during this Activation, as per usual combat rules. After the attack is resolved, this model breaks away from B2B automatically and must use its Move Action to move at least half of its MOV away from the defending model in any direction. A Flying model with Swift Attack may swoop down and make this single attack against a ground model without needing to land, and then continue either flying away (if it chooses not to land or doesn’t have the room to land) or running away on the ground. |
Swing-Through |
A model with this SA doesn’t target individual models with its attacks, but instead targets sides of its base. For each attack, the model chooses one base side, in order to perform a melee attack on each model, friend or foe, in B2B with that side of its base. Once a base side is determined, the attacker declares a corner of the base as the starting point. Attacks are resolved in order, beginning with the model which is closest to the starting point on the target side. Each attack after the first receives a cumulative -1 modifier to the Attack Check for that attack. The attacker continues to roll attacks until it has reached the end point. If the attacking model has more than one #MA, this process is repeated for each MA (the cumulative -1 modifier is reset at the start of each attack). This SA may be used in conjunction with all other melee SAs, in both offensive and defensive combat. If used in conjunction with Reach, the player must choose whether to use it with the Reach attacks or the B2B attacks, but not both in the same attack. |
Trample |
A model with this SA may use its Fight Action to move in a straight line over and through models with Standard size bases, up to the distance of its MOV. The Trampling model must enter one side of an enemy model’s base and continue in a straight line that exits out the opposite side (i.e., the Trampling model cannot just clip the corner of another model’s base), until it no longer overlaps the enemy model’s base. The Trampling model does not need to completely cover the enemy model’s base. The Trampling model must move in the direction that a flat side of its base faces (no model may turn 45 degrees to use a diamond base-shape in an effort to cover more area), and models on a Cavalry base may not use the long side of its base for this face. The Trampling model must have enough room at the end of the movement for its base, as in a normal movement, for it may not end its movement on top of another model. The movement must be completed before any attacks are made. Once the movement is completed, the Trampling model makes a single melee attack on each trampled model, in the order it Trampled them. All Melee SAs apply. Each defending model performs Defensive Strikes as normal, but the Disable SA cannot be used. Damage to the Trampling model occurs after each defender’s Defensive Strikes, and it is therefore possible that attacks against models at the end of the Trample will be conducted with a lower MAV. If the Trampling model is destroyed before it finishes attacking all of the models it trampled, the remaining models are not trampled and no attacks are made against them. If the Trampling model has the Tough SA, it makes Tough rolls each time it takes damage that would destroy it, as normal. |
Vengeful |
If a model with this SA is hit during a Fight Action, it gains a +1 bonus to MAV for all Defensive Strikes for that Action. |
Vicious |
Whenever a model with this SA damages another model, the damaged model must pass a Discipline Check or become Shaken. Only one Discipline Check is needed per Activation, regardless of the number of points of damage or the number of Vicious models attacking. |
Weaponmaster |
A model with this SA may re-roll one missed attack per Activation. This cannot be used for Defensive attacks. |