Aggressive: (model) must allocate more dice to Attack than Defence during Melee Exchanges.
Assault Fire: (model) may make a Ranged Attack at Short Range as part of a Melee/ Charge action, provided it didn't activate in BtB with the target. If the Target is removed from play by the Ranged Attack, this model’s activation ends. The model suffers a -1 penalty to its MS and RAS if it uses this trait.
Assassin: If (model) successfully Attacks a Surprised model, rolls 3d6 and use the highest 2 dice for the Damage Roll.
Automatic Disengage: When (model) activates, it ignores Enemy models in BtB when declaring its action and may freely move out of BtB with Enemy models without declaring a Disengage.
Aware: (model)’s LoS extends 360 degrees around its base.
Blood of Orochi (X): During Ki gen, total all the Blood of Orochi values of models currently under your Control. You may then spend from this total to grant models the Poison trait until the End Phase. The Poison's X and Y values depend on the number deducted, and are as follows:
- = Poison (1/1)
- = Poison (1/2)
- = Poison (2/1)
- = Poison (2/2)
If a model already has the Poison trait, the player chooses which to use that Turn. Unspent points are lost.
Bodyguard (X/Type): If an Enemy model moves into BtB with a Friendly (Type), or Targets it with a Ranged Attack during its activation, this model may switch positions with the Friendly model if the following conditions are met:
- The Friendly model is within X" and in LoS.
- The Friendly model was not in BtB with an Enemy model at the start of the activation.
- This model is not in BtB with an Enemy model.
- This model is not Exhausted.
Any Melee Exchanges and Ranged Attacks are then resolved using this model as the Target.
Bravery: (model) may reroll each of (his/her/ their) failed Fear test once.
Channel (X): During (model)’s activation, it may remove X of its Ki Tokens to distribute them to any Friendly model(s) within X". If the model is outside of this range then the Ki Tokens are discarded.
Command (X/Type): (Model) takes a Simple action to choose 0-X non-Exhausted Friendly models of the Type. These models each perform a Simple action, and activate in the order chosen by their Controller. After each action resolves, that model’s Condition worsens by one degree.
Conspiracy of the Cult (X): When (model) activates, it may inflict up to X wounds that ignore Toughness on any Friendly model(s) including itself that have this trait to gain Ki Tokens equal to the wounds inflicted.
Co-ordinated Attack (Type): If (model) is in a Melee Exchange where a Friendly (Type) is Out Numbering the target, (this model) gains +1 MS. A model can only benefit from this trait once per Melee Exchange.
Cowardly: (model) must reroll each successful Fear test once.
Cumbersome: (model) suffers -1 MS if it is not the Active model.
Defensive: This model must allocate more dice to Defence than its Attack during Melee Exchanges.
Durable: When (model) would suffer more than 1 wound, it only suffers -1 wound. If it would recover wounds, it only recovers +1 wound.
Elusive: (model) ignores Enemy models’ ZoC during its movement.
Fear (X): When a model makes a Fear Test against (model), X is the TN for the test. Models automatically pass Fear tests with a Target Number equal or lower than their Fear (X) trait. Fear tests are Target tests using the model’s Ki Stat to resolve.
Resolve a Fear test when:
- The Active model declares an action that would bring it into BtB with an Enemy model with the Fear trait. If the Active model fails the Fear test its Condition worsens by one degree regardless of the action declared (see Model States and Conditions) and its activation ends.
- The Active model with the Fear trait declares an action that would bring it into BtB with an Enemy model. If the Enemy fails the Fear test then it becomes Frightened in step 2.
Fearless: (model) automatically succeeds Fear tests.
First Strike: If (model) was not in BtB with an enemy model at the start of the current activation, it gains Initiative for the first Melee Exchange with an Enemy model, unless the enemy has Lightning Reflexes.
Flank: When (model) would be Deployed, its may deploy normalally or choose a table edge.
Starting on Turn 2, at the beginning of each Starting Step before the Ki-gen, roll a D6 and add the game Turn number to the result. If this 5+, immediately deploy the model anywhere along the chosen edge not in the Opponent’s Deployment Zone.
Rolling a 1 is not a failure for this.
Fly: When (model) declares a Walk, Run, Melee or Charge, it ignores Terrain elements and other models ZoC for the action - provided the intervening element/s height is not greater than three times its own.
Forward Deployment: (model) may be placed up to 4" beyond its Deployment Zone when deployed.
Group Activation: All models on this card activate in the same single activation; resolving any movement before any Melee Exchanges, which are then resolved in the order their Controller chooses.
Heavy: (model) may not take any movement as part of a Ranged Attack action.
Huge: (model) is the Huge Size. Ranged Attacks targeting this model gain a -2 modifier to the Target Number of the test.
Immovable: (model) cannot be moved/ placed by an Enemy Attack, Ki Feat or Unique Effect, and cannot becomes Prone.
Impenetrable Defence: During (model)’s Melee Exchanges the Enemy must discard its highest Attack die rolled before the final result is calculated.
Impetuous: (model) must always be activated first by the Controlling player in a Turn, and all Impetuous models in the same Warband must have activated before non-Impetuous models. If a player Controls several Impetuous models then that player chooses the order in which the Impetuous models activate. After the model’s first activation the player is free to choose when it next activates in the Turn. If a model gains Impetuous during the Turn, then the Controlling player’s next activation must be with that model if that model is able to activate.
Insignificant: This model:
- Has no ZoC.
- Does not count for the sake of causing Out Numbering.
- May not perform Simple or Complex Scenario actions.
Intangible: (model) ignores ZoC, other models, and Terrain elements during movement and being in BtB when declaring actions. It may not end its move occupying Impassable Terrain or another model.
Kami: When (model) would suffer wounds, instead remove an equal number of Ki Tokens. If (model) has no Ki Tokens it is removed from play. It may not gain or lose Ki Tokens from Channel or Leech, has Immunity (Poison) and (Fire), and cannot be Healed or recover wounds.
Large: (model) is Large. Models Targeting (model) with a Ranged Attack gain a -1 modifier to the TN of the test.
Last Stand: If this model is reduced to 0 wounds, it may still be activated until the end of the Turn and is not removed from play. This model cannot recover wounds through any game effects or traits once its wounds have been reduced to 0. During the End Phase, the model is removed from play
Leap: When (model) declares a Melee, Charge, Walk or Run action, and is not in BtB with an Enemy model. It may, during its movement reduce the distance it would move by X"; X cannot be greater than a model’s base Move Statistic. If so then place this model anywhere within X, the model may not be placed in BtB with an Enemy model or in an Enemy model’s ZoC. The placement cannot cause it to cross over another model or Terrain element with a height greater than twice its own. The model then completes its movement and action.
Light Weight: (model) ignores the modifier for moving during a Ranged Attack action.
Light Footed: (model)’s treats Difficult Terrain as if it was Normal Terrain.
Lightning Reflexes: (model) is always the first Attacker in Melee Exchanges, even against models with First Strike. If two models in a Melee Exchange have this trait, neither gains its benefit.
Medium: This model is a Medium Size.
Rapid Fire (X): When (model) declares a Ranged Attack, it may resolve up to X Ranged Attacks. These may Target different models and are resolved in the order its Controller chooses. (model)’s Condition only worsens by one degree regardless of the number of Ranged Attacks made.
Retreat: (model) must always declare a Disengage action if it starts its activation in BtB with an Enemy.
Scout: Add +1 to your Tactical Roll to decide who deploys first.
Also, (model) may deploy after both player’s normal Deployment anywhere within 4" of its Deployment Zone. If both players have models with Scout, the winner of the Tactical Roll deploys their models with Scout second.
Self-Sacrifice (X/Type): If (model) isn't Exhausted or in BtB with an Enemy, and a Friendly (Type) is within X" and has been successfully Attacked, its Controller may choose to remove this model from play to cancel the Damage Roll against the Friendly model.
Slow: (model) is always the second Attacker in Melee Exchanges, and may not declare Run or Charge actions.
Small: (model) is Small sized. Models Targeting it with a Ranged Attack add +1 to the test's TN.
Split Attack: When (model) declares a Melee or Charge action if, after its movement, its in BtB with 2+ Enemy models the player may resolve a Melee Exchange with two or more of those models. Before resolving the Melee Exchanges the Controlling player splits the model’s Melee Skill Statistic value between the Melee Exchanges with a minimum of 1 for each Melee Exchange, then resolves them in the order the Controlling player chooses. This model’s Condition only worsens after the last Melee Exchange.
Soulless: (model) auto-succeeds all Opposed Ki and Fear tests.
Spirit Block: When (model) inflicts wounds with a Melee or Ranged Attack, the target gains a Spirit Block marker.
Steadfast: (model) may freely choose how to allocate dice in Melee Exchanges when Frightened.
Strong (Melee/Ranged): (model)'s Damage Rolls use 3D6 and choose the highest two dice.
Strong Mind (X): (model) gains +X to its Ki Stat when resolving Opposed Ki tests.
Stubborn: (model) cannot declare Disengage actions.
Terror: Models that succeed a Fear test caused by (model) must reroll the test once.
Tiny: Models Targeting (model) with a Ranged Attack add +2 to their TN of the test.
Tireless: (model) does not become Tired or Exhausted from Melee Exchanges initiated by Enemy models’ actions.
Unblockable Strike: During (model)’s Melee Exchanges, the Enemy must discard its highest DEF die rolled before the final result is calculated.
Weak (Melee/Ranged): When (model) makes a Damage Roll, roll 3D6 and choose the lowest two dice.