Traits

Traits are special abilities which apply to either an entire squad, character or vehicle. They are designed to allow players to customise their forces to match the figures being used and create the backgrounds they prefer.

Players can decide ahead of time to allow a set number of Traits to be chosen, or they can use these to freely tailor their forces in a mutually agreed upon manner.

Under each trait is a “points multiplier”, this is used if you are building an army using the points buy system.

Infantry Traits

Adaptive Camouflage

This unit is equipped with an outfit (or armour) that disrupts the appearance of the unit. If the unit moved this turn and is fired at then resolve the shooting as if the unit is one range band further away.

If the unit did not move, it cannot be shot at beyond long range.

Points Multiplier: 1.30

Aerial

Units with this trait hover in the air while moving, and can clear any obstacles up to the height of the aerial figure. These troops land after they move and will incur any benefits or penalties the terrain may provide.

Points Multiplier: 1.30

Aggressive

When an aggressive unit marked as Under Fire is activated, if it chooses to move it must be towards the enemy. Any Command Response limitations are ignored.

Points Multiplier: 1.10

Agile

Agile units ignore movement penalties when crossing Difficult Terrain.

Points Multiplier: 1.20

Assault Troops

+2 to all Close Assaults.

Points Multiplier: 1.30

Berserk

A squad with this trait will ignore the effects of being Under Fire or Pinned if they activate within close assault range of an enemy unit.

However they must charge into hand-to-hand combat with the nearest enemy unit, and receive a +2 to their Close Assault.

Points Multiplier: 1.30

Bestow Trait

If this chatacter joins a squad, he may bestow one predefined trait upon them.

Points Multiplier: 1.40

Brave

This unit automatically succeeds on one of their dice when testing morale. Roll one less die than required and add one success to the result.

Points Multiplier: 1.50

Bug Hunter

Units with this trait are specially trained to fight alien species. When fighting an alien race, this squad receives a bonus of +1 to Close Assault and Fire Effect rolls.

Points Multiplier: 1.20

Cautious

The unit must test Quality to leave cover if it is currently Under Fire

Points Multiplier: 0.90

Combat Drugs

A unit equipped with this item may use it upon activation (once per game). They temporarily gain the Berserk, Fearless and Swift traits. They must charge into hand-to-hand combat with the nearest enemy unit.

At the end of their activation roll 1d6 for each survivor. A result of 6 indicates the trooper is wounded by the powerful drugs.

Points Multiplier: 1.20

Dependant

When led by officer this squad will automatically pass one of it's command response dice. If not it automatically fails on one of it's command response dice.

Points Multiplier: 1.00

Detection

Every time this unit is activated, all hidden markers within 12” must be removed or revealed.

Points Multiplier: 1.10

Disruptive Charge

When this unit charges into close combat it sends it's opponent into disarray. Because of this the opponent suffers a -2 penalty to fire effect on their free attack when receiving a charge from this unit. from this unit.

Points Multiplier: 1.20

Droids (self-less)

Not subject to normal psychology. Do not take morale checks. May never be Elite. Gain the Relentless trait for no additional points. Save against wounds on draws. Die instead of being wounded.

Points Multiplier: 1.60

Droids (self-preserving)

Not subject to normal psychology. Do not take morale checks. May never be Elite. Gain the Save against wounds on draws. Die instead of being wounded.

Points Multiplier: 1.30

Drop Troop

This unit has special training and equipment that allow it to be deployed after a battle has started. Adding this trait to a unit allows it to use the Drop Troops advanced rule.

Points Multiplier: 1.30

Elusive

Once per turn, when an elusive unit is fired upon, they may fall back 4” before shooting is resolved. Measure range and calculate terrain benefits from their new location. If Line of Sight is lost, the shooting unit is free to select another target.

Points Multiplier: 1.40

Engineer

Engineers automatically succeed on one of their dice when attempting to rig or detonate demolition charges. Roll one less die than allowed, and add one success to the result. In addition, units with the engineer trait add +2 to their die roll when encountering minefields.

Points Multiplier: 1.20

Fanatic

These units never need to Check Resolve, but they must have a Resolve of “Steady”

Points Multiplier: 1.60

Fast

+2" base movement rate.

Points Multiplier: 1.20

Fearless

Ignores any Morale Tests caused by Terrifying units or psionic Terror.

Points Multiplier: 1.10

Fire Team

This unit can be split into two independent squads that act separately of each other but must still stay within close proximity of their partner fireteam.

Adding this trait to a unit allows it to use the “Fire Teams” advanced rule.

Points Multiplier: 1.20

Flyer

Units with this trait are considered airborne at all times. They may move over any obstacles and never receive any benefit from terrain.

Points Multiplier: 1.20

Frail

This unit suffers -1 to Armour.

Points Multiplier: 0.90

Frenzied

Each frenzied model receives 1 additional kill roll in assault combat. This is cumulative with any other additional rolls obtained.

Points Multiplier: 1.30

Goon

Goons may not fire beyond close range, except to return fire, and suffer a -1 penalty to all Fire Effect rolls. Their Armour Rating suffers a -1 penalty as well. They may never Rush.

Points Multiplier: 0.70

Grav Mount

A grav mount allows for heavy weapons to be moved more easily and will also dampen recoil when fired. The mount may move at the same speed as it's crew, is unhindered by terrain but may not perform rush moves.

The crew must remain within normal coherency distance of the mount to operate it and when mounting a “light” or “medium” version of any heavy weapon, the mount may move and fire its armament.

When fired upon, treat the mount as a normal squad member, with heavy armour. A hit indicates that the mount is damaged and the crew must make a quality test each turn, and pass on two or more dice to operate it. If the platform recieves a second hit, or all 3 dice fail, the platform is destroyed and the crew must operate the weapon in the traditional fashion.

Points Multiplier: 1.40

Grizzled

Squads with this trait Check Resolve at one level higher than their Quality level.

Points Multiplier: 1.20

Gung Ho

May ignore "under fire" any turn they close assault

Points Multiplier: 1.10

Hardened

These troops ignore being Under Fire until they suffer their first casualty, and may always leave wounded behind.

Points Multiplier: 1.10

Hero

This trait may only be taken by a Character or Psionic. Heroes always Shoot individually, even when attached to another unit. When firing at close range, they may choose the target figure. They are also Fearless, Shock Troops. Non-heroes suffer a -2 penalty to Fire Effect when firing at a Hero.

Points Multiplier: 1.50

Hesitant

Unless activating within 15" of enemy troops, make a Quality test to activate. If the test fails move towards cover or stand still (if none is close enough).

Points Multiplier: 0.80

Hive mind (controller)

This unit controls other members of a hive mind (see Hive Mind unit) but is also Fanatic and Relentless.

Points Multiplier: 1.50

Hive Mind (unit)

Units with this Trait are Fanatic and Relentless when they activate within 12” of one of a mind controllers. This controller can be another squad or an independent figure with the Hive Mind (controller) trait.

If the unit is beyond 12” of the controller, it must pass a Quality Test on 2 or more dice, or it cannot activate this turn.

Points Multiplier: 1.20

HQ

This trait may only be applied to a single figure. Once per turn, any one unit may reroll a failed Command Response test.

Points Multiplier: 1.20

Huge

Huge units can be squads, Characters or Psionics and may be equipped with heavy weapons and fire them while moving, but suffer a -2 penalty to fire effect.

In close assault, a huge model rolls 4 kill rolls. If the opposing unit fails to destroy the huge model, it must fall back, even if it won the assault.

Furthermore, while being shot at by any weapons without an AP score, a huge model must receive at least two hits in the same volley of fire to be wounded.

Huge models do not receive any benefits of cover.

Points Multiplier: 1.50

Ignore Pain

The model may continue to move and fight if wounded. Each activation make a Quality Test, is all dice pass it can continue to fight, otherwise it is removed as a casualty

Points Multiplier: 1.20

Infect

When a figure is killed in Close Assault by a unit with this trait roll 1d6, on 5+ the figure is infected.

Points Multiplier: 1.00

Infilration

After initial deployment, this squad may make an additional Rush move before the game starts. In addition, they check Coherency at one level higher than their Quality level.

Points Multiplier: 1.30

Inflexible

The unit may not fire on a turn where it moved.

Points Multiplier: 0.70

Jet Packs

This unit is equipped with some form of device that allows far greater movement than regular infantry. Adding this trait allows the unit to use the “Jet Packs” advanced rule.

Points Multiplier: 1.50

Legend

This trait may only be applied to a single figure. Legends have both Hero and Villain traits. Legends always count as rolling a 6 for Close Assaults and Shooting.

Points Multiplier: 2.00

Limited Teleport

Whenever the unit would normally move, it can instead teleport the same distance, ignoring terrain and other units/vehicles etc (this can work in conjunction with traits such as Jet Packs and Elusive).

Teleportation can be a risky business and a unit that teleports must make a Quality Test, determining success in the same way as Drop Troops. But if all dice on the quality test fail (in addition to the results of Drop Troops rule) then one member of the unit is removed as a fatality, they never re-materialised.

Points Multiplier: 1.50

Mechanized

An infantry unit with this trait is partnered with a transport vehicle at the start of the
game. When the infantry unit is activated, the designated vehicle may ALSO be activated at the same time if it is currently within 12” of the infantry squad. Either unit must perform all of its actions first before the second unit is activated.

Points Multiplier: 1.20

Night Vision

May fire normally to specified range

Points Multiplier: 1.10

No Grenades

The unit does not carry grenades and is subject to a -2 penalty in assault combat.

Points Multiplier: 0.80

Obvious Target

Can always be chosen as a target, cannot hide.

Points Multiplier: 0.80

Recon

Recon units gain +1” to their Coherency. In addition, they are automatically successful on one of their dice when attempting to call for Indirect Artillery Fire. Only roll 2d6 for their timing test and add one success to the result.

Points Multiplier: 1.30

Regenerate

Any figure with this trait will automatically heal their wound by remaining inactive during their next turn. They cannot Move in any way, nor can they Shoot or Close Assault. At the end of their dormant activation, they are fully healed.

Points Multiplier: 1.20

Relentless

Troops that are Relentless ignore the effects of being Under Fire or Pinned. They never benefit from any form of cover, and will leave any casualties behind without giving it a second thought.

Points Multiplier: 1.20

Reserves

This unit can be held in reserve, and then deployed once the battle has started (as per the Reserves advanced rule).

Points Multiplier: 1.30

Resilient (2)

Gain 2 wounds, each "wound" looses one point, each "kill" looses two

Points Multiplier: 1.20

Resilient (3)

Gain 3 wounds, each "wound" looses one point, each "kill" looses two

Points Multiplier: 1.40

Resilient (4)

Gain 4 wounds, each "wound" looses one point, each "kill" looses two

Points Multiplier: 1.60

Resilient (5)

Gain 5 wounds, each "wound" looses one point, each "kill" looses two

Points Multiplier: 1.80

Resilient (6)

Gain 6 wounds, each "wound" looses one point, each "kill" looses two

Points Multiplier: 2.00

Save

Squads with this trait roll 1d6 for every hit they suffer. On a result of 5+ the hit is negated.

NOTE: Power Armour Troopers can only make one save in close combat.

Points Multiplier: 1.40

Self Repairing

Units with this trait have been infused with tiny nano medics. During a Recover Wounded action, these troops can make a recovery roll as if an aid team was present, without the need to form such teams.

Points Multiplier: 1.10

Shaky

This unit automatically fails one of their dice when testing morale. Only roll 2d6 for their morale test and add one failure to the result.

Points Multiplier: 0.80

Shock Troops

Shock Troops add +1 to all Close Assaults.

Points Multiplier: 1.10

Slick

A slick model may only be engaged by 2 opponents in close combat. Thus against a unit of 5 models with this trait, you could not count more than 10 opponents for assault bonus and kill rolls.

Points Multiplier: 1.20

Slow

Slow units suffer a penalty of -2” to their base movement rate.

Points Multiplier: 0.80

Slow Firing

Slow Firing units roll only 1d6 to determine Fire Effect if they moved this activation.

Points Multiplier: 0.80

Stealth

A unit with this ability always succeeds when it goes into hiding (see Hidden Movement). There is no die roll required.

Points Multiplier: 1.10

Supreme Armour

An ancient artifact from an age of lost technology, a holy (or unholy) relic, maybe even a mastercrafted piece of technology. This trait applies to the armour of the unit which gains +1 to the Armour Rating of the unit.

Points Multiplier: 1.10

Supreme Weapon

An ancient artifact from an age of lost technology, a holy (or unholy) relic, maybe even a mastercrafted piece of technology. This trait applies to the unit's weapons which gain a +1 damage bonus.

Points Multiplier: 1.10

Swift

These units add +4” to their base movement rate.

Points Multiplier: 1.40

Tank Hunter

Squads with this trait are equipped with special explosives used to deal with enemy armoured vehicles. They gain +1 to their Nerves Check and a +2 mod when Close Assaulting vehicles.

Points Multiplier: 1.20

Terrifying

Squads with this trait will strike fear in the hearts of any unit nearby. An enemy unit which activates within 8” of a terrifying squad must make an immediate Morale Test.

Points Multiplier: 1.60

Timid

The unit must pass a Quality Test on at least 2 dice to launch a close combat assault.

Points Multiplier: 0.90

Tough

Squads that are Tough gain a +1 bonus to their Armour Rating.

Points Multiplier: 1.10

Unstable Technology

These troops make use of weapons and equipment that may be powerful or advanced, but have also not been thoroughly tested. They may be prototypes or something jerry rigged but whatever the case there is a chance something will go wrong!

Every time a unit with this trait rolls a 1 on a fire effect dice it takes a hit with a damage equal to the standard weapon. Resolve this hit in the usual fashion.

NOTE: if a squad rolls 2 1's on their fire effect dice they receive 2 hits.

Points Multiplier: 0.70

Villain

This trait may only be applied to a single figure. Any time a Villain is killed, leave the figure on the table. It remains in this state for the remainder of this turn. During the next turn, the owning player may activate this figure. Roll 1d6. If the result is 5+ the Villain was really only stunned. He climbs back to his feet and may return to battle immediately. If the result was less than 5, the Villain is truly dead and is removed from the table, never to be seen again. Or will he? :)

Points Multiplier: 1.50

Weak

The unit suffers a -1 penalty to close assault.

Points Multiplier: 0.90

Zombie

Zombies are Relentless and Fanatics. Unless the scenario dictates otherwise, they may never Rush. Zombies also have poor vision, so they cannot Shoot beyond close range, and all fire suffers a -2 penalty.

Points Multiplier: 0.70

Vehicle Traits

Advanced Targeting System

Vehicles with advanced targeting systems add +2 to all Fire Effect rolls against other vehicles and hard targets (bunkers, buildings, etc).

Points Multiplier: 1.20

AI Controlled

This vehicle has an artificial intelligence (AI) running it and so has no crew. These AI systems are most commonly installed in heavy tanks and walkers, but can exist in any vehicle.

An AI Vehicle is completely immune to any morale effects and when it is “damaged” it can re-roll one of the dice of its Quality Test to recover from damage. An AI Controlled vehicle can only be of Steady Resolve.

Also, an AI controlled vehicle has zero crew and can fire weapons as if it has an number of crew equal to its total number of weapons.

Points Multiplier: 1.50

Alternate Fire Weapons (2)

Choose two weapons on this vehicle, they are all part of a single weapon with multiple fire modes. All the chosen weapons now count as a single weapon and only one can be fired in a turn (and only requires one crew to fire).

Example - Multi Use Beam Cannon: A hover tank is equipped with a Laser cannon that can be altered to fire either in one focused beam, or multiple less powerful shots. This would be represented by adding a “heavy beam cannon“ and a “chain gun” then taking this trait. Both of those weapons are now considered a single weapon.

Points Multiplier: 0.80

Alternate Fire Weapons (3)

Choose three weapons on this vehicle, they are all part of a single weapon with multiple fire modes. All the chosen weapons now count as a single weapon and only one can be fired in a turn (and only requires one crew to fire).

Example - Multi Use Beam Cannon: A hover tank is equipped with a Laser cannon that can be altered to fire either in one focused beam, or multiple less powerful shots. This would be represented by adding a “heavy beam cannon“ and a “chain gun” then taking this trait. Both of those weapons are now considered a single weapon.

Points Multiplier: 0.60

Amphibious

Suitably equipped vehicles can cross water at half Cautious speeds. Any firing while in the water suffers a -3 Fire Effect penalty.

Points Multiplier: 1.10

Close - In Defense System

Only fully armoured and enclosed vehicles may take this upgrade which launches a canister shot a few meters above the vehicle before it detonates. The resultant blast does no harm to the vehicle, but any troops nearby will be targeted.

Treat this as a Blast Weapon with a radius of 4” centered on the vehicle. Any unit within this radius will be hit by the blast. For each unit affected, work out any potential casualties by continuing with the rules to Determine Strike Effect.

Points Multiplier: 1.20

Command Vehicle

Only a single vehicle may have this attribute and if used, no infantry figure may take the HQ trait. Once per turn, any one unit may re-roll a failed command response test. In addition, this vehicle can take a Command action to call for Indirect Artillery Fire.

Points Multiplier: 1.10

Electronic Countermeasures

ECMs can be fitted to vehicles to negate the effectiveness of advanced targeting systems. As such, a vehicle equipped with an Advanced Targeting System receives no benefit from that system if the target is equipped with ECM.

Points Multiplier: 1.10

Energy screen

Vehicles with this trait roll 1d6 for every hit they suffer. On a result of 5+ the hit is negated.

Points Multiplier: 1.50

Fast

The vehicle adds +2" to Cautious and Standard movement rates.

Points Multiplier: 1.20

Fixed Mount (1)

Select one weapon on this vehicle, that weapon can only fire in one direction (front, left side, right side and rear).

Points Multiplier: 0.80

Fixed Mount (2)

Select one weapon on this vehicle, that weapon can only fire in one direction (front, left side, right side and rear).

Points Multiplier: 0.80

Fixed Mount (3)

Select one weapon on this vehicle, that weapon can only fire in one direction (front, left side, right side and rear).

Points Multiplier: 0.80

Forward Observer

The vehicle is equipped with special sighting and communications gear linked to an artillery unit. This vehicle can take a Command action to call for Indirect Artillery Fire.

Points Multiplier: 1.10

Improved Weapons Control

An improved weapons control system allows a single crew to fire two weapons instead of the single weapon normally allowed.

Points Multiplier: 1.20

Jump Jets

Walkers only - may move 10" ignoring obstacles up to 6" heigh instead of moving and firing normally.

Points Multiplier: 1.50

Linked Weapons

Sometimes two are better than one! This could be two machine guns welded together or dual chain guns linked with sophisticated targeting equipment.

When picking this trait, choose one of the weapons on this vehicle, when firing this weapon roll 2D6 and pick the highest result (as you would for infantry).

This trait can be taken multiple times, each time it applies to a different weapon.

Points Multiplier: 1.30

Medevac

The vehicle and crew are equipped to handle and transport casualties. When in contact with an infantry squad with casualties the vehicle may take a recover wounded action as if it had two aid teams. Squads may leave wounded with a Medevac vehicle without affecting their resolve.

Points Multiplier: 1.10

Reactive Armour

The armour of this vehicle is designer to disrupt the energy of anti-tank weapons. When a vehicle with reactive armour is fired upon by a weapon with an AP of 1 or greater, the player who owns the vehicle can choose to force the attacker to re-roll his damage dice.

Points Multiplier: 1.20

Reserves

This unit can be held in reserve, and then deployed once the battle has started (as per the Reserves advanced rule).

Points Multiplier: 1.30

Slow

The vehicle suffers a -2" penalty to Cautious and Standard movement rates.

Points Multiplier: 0.80

Smoke

Any vehicle equipped with smoke may lay down one smoke screen per game. Follow the rules for Smoke Grenades, except that the two points which mark the ends of the smoke screen can be placed anywhere the vehicle can see to shoot. As with infantry squads, the vehicle can Shoot (lay down the smoke) before they Move.

Points Multiplier: 1.10

Stealth

Some vehicles use a combination of shape, advanced materials and chameleon coverings to avoid detection and foil targeting systems. Therefore, any shooting directed at a vehicle with stealth capabilities is resolved at one range band beyond the distance indicated.

Points Multiplier: 1.50

Supercharged

The vehicle adds +4" to Cautious and Standard movement rates.

Points Multiplier: 1.40

Under-Powered

The vehicle suffers a -4" penalty to Cautious and Standard movement rates.

Points Multiplier: 0.60

Weapon Stabilizer

Vehicles with stabilized main weapons may fire when moving at standard speeds. All other modifiers apply as usual.

Points Multiplier: 1.50