Aggressive When this unit ends movement adjacent to one or more enemy units, this unit gains 1 attack die during its next close combat attack this turn.
Armored Rush 1 OP-- This unit deals 2 damage to target adjacent enemy unit.
Artificer 1 OP-- Choose 2 hit points worth of downed figures from target Construct unit within 2 steps. Return each chosen figure to a white-circle slot on the target unit with the same figure number.
Artillery Machine If this slot is not ready, all this unit's figure special abilities are cancelled (they do not function even if ready) and it rolls 3 less dice (minimum 0) during ranged combat attacks.
Aura of Necromancy When given a movement order, any friendly undead unit within 2 steps gains one movement point.
Aura of Peace All non-move orders given to units within 2 steps of this unit cost 1 extra order point. (This ability affects friendly and enemy units, including this one.)
Bad Luck When an adjacent enemy unit rolls a close combat attack, it must reroll 1 of its highest dice. (This ability affects both attack and defense rolls.)
Battle Prowess When this unit defeats an enemy unit, you may reposition 1 figure on this unit.
Beast While adjacent to an enemy unit, this unit can't be given a move order.
Berserker When this unit is dealt close combat damage, it deals 1 damage to the opposing unit.
Brutal If this unit scores a hit in close combat, its combat damage is increased by 1.
Bully While this is attacking in close combat, if the defender has no ready defense icons, this unit gets +2 to each attack die result.
Calculating When this unit defeats an enemy unit that is on or adjacent to control terrain, gain 1 extra victory point.
Call the Iron Rain Enemy units adjacent to this unit are in range of any friendly Han ranged combat attack. (Your Han units with range can target units adjacent to this one even if they are out of range. Range penalties and blocking rules still apply.)
Carnivorous While in combat with Cavalry, this unit gains 2 attack dice.
Charger When this unit ends movement adjacent to one or more enemy units, the next close combat order given to this unit this turn costs 1 less order point.
Claws of Chaos When this unit is given a close combat attack, roll 1d6; this unit gains a number of extra attack dice equal to the result.
Command Position 1 OP, if this unit is on or adjacent to control terrain-- Gain 1 victory point. (This unit does not need to be commanding the control terrain to use this ability.)
Concentrated Attack While attacking, this unit's close combat damage may be dealt to target white-circle figure on the defender. (Only the target figure takes damage; any excess damage is lost.)
Confusion 1 OP-- Change target adjacent enemy unit's facing 180§.
Cowardly While defending, if this unit would roll less dice than the attacker, this unit loses 1 defense die.
Crone's Curse Adjacent enemy units get -1 to each phantom die value.
Cunning While this unit is attacking a bad side, it gains 2 attack dice.
Deadly This unit requires one less 6 to get a Critical Hit.
Death Cloud At the beginning of your turn, this unit may deal 1 damage to itself and each adjacent unit. (This includes friendly units.)
Death Touch 1 OP-- Roll 1d6. On a result of 3-6, choose an enemy unit within 2 steps. This unit may down 1 target white-circle figure on the chosen unit with hit points equal to or less than the number of this unit's ready Death Touch or Death Touch Master icons.
Death Touch Master 1 OP-- Roll 1d6. On a result of 3-6, this unit may down target non-white-circle figure on an enemy unit within 2 steps.
Demolitionist While attacking Constructs in close combat, this unit gains 3 attack dice.
Direct Fire When you give this unit a ranged combat order, you may forego the normal attack and instead deal 1 damage for each ready Direct Fire icon to a target unit within a range of 8 steps. This attack must originate from a blue side, and its line of sight must not be blocked.
Disciplined This unit does not push when given a regroup order.
Dragon's Curse Adjacent enemy units get -2 to each phantom die value.
Dragon's Gift If this unit scores a hit in close combat, you may roll 2d6. This unit deals combat damage equal to the result instead.
Elusive Combat orders targeting this unit cost 1 extra order point.
Entangle Adjacent enemy units can't be given move orders.
Fear While this unit is in close combat, the opposing unit loses 1 attack die and 1 defense die. (Units roll attack dice while attacking and defense dice while defending.)
Fervor While this unit is attacking, if the opposing unit is adjacent to another friendly unit, this unit gains 1 attack die.
Fire Arrows If this unit scores a hit in ranged combat, its combat damage is increased by 1.
Fireburst 1 OP-- Target an enemy unit within 6 steps to which this unit has a non-blocked line of sight. This unit deals damage to the target equal to the number of this unit's ready Fireburst icons. This unit deals 1 damage to each unit adjacent to the target. (This includes friendly units.)
Fragile Combat damage dealt to this unit is increased by 1.
Good Fortune When this unit rolls an attack, it may reroll 1 of its lowest dice. (This ability works for both close combat and ranged combat attacks.)
Grand Druid When this unit gains victory points by commanding control terrain, you may choose one downed figure from a friendly Gallic unit. Return it to a slot on that Gallic unit with the same figure number.
Guardian While a yellow-circle figure is ready on this unit, it gains 2 defense dice.
Hail of Arrows Each line of sight penalty given to this unit may be decreased by 1 die. (This unit still gets other range penalties.)
Harsh Mistress 1 OP and down a white-circle figure on this unit-- This unit deals damage equal to the downed figure's hit points to target adjacent unit.
Healing 1 OP, if this unit is not Undead or Construct-- Choose one downed figure from this unit with hit points less than or equal to the number of this unit's ready Healing icons. Return it to a white-circle slot on this unit with the same figure number.
Heavy Armor While in close combat, this unit gains 1 defense die.
Hellenic Pride While your army contains only Egyptians, this unit gains 4 attack dice. While your army contains only Greeks, this unit gains 2 defense dice
Hustle When this unit pushes for a move order, it gains 2 extra movement points.
Impact When this unit ends movement adjacent to an enemy unit, it deals 1 damage to that unit.
Impede Move orders given to adjacent enemy units cost 1 extra order point.
Indomitable This unit downs one less figure when pushed for a move order.
Intuition Friendly Infantry get +1 to one of their lowest combat die results.
King of the Gauls When this unit is dealt close combat damage, it deals damage to the opposing unit equal to the number of friendly Gallic units on or adjacent to control terrain.
Leader of Men When this unit is given a regroup order, you may reposition 1 figure on each friendly Disciplined unit.
Lord of the Dead 1 OP-- Target this unit or an adjacent Regeneration unit. Roll 1d6. Choose that many hit points worth of downed figures from the target unit. Return each chosen figure to a white-circle slot on the target unit with the same figure number.
Master of Monsters Friendly units with a single figure of six hit points or more down one less figure when pushed for movement.
Mobility This unit does not draw breakaway attacks.
Nature Magic While attacking Constructs, Undead, or Mythics, this unit gains 2 attack dice.
Necromancer 1 OP, if this unit is Undead-- Choose one downed figures from this unit with hit points equal to or less than the number of this unit's ready Necromancer icons. Return the chosen figure to a white-circle slot on this unit with the same figure number.
Opportunist When this unit defeats an enemy unit, you gain 2 order points that can be spent only on this unit.
Poison At the end of close combat with this unit, it downs all injured figures on the opposing unit.
Power at a Price When this unit gets a critical hit during close combat, it downs 1 target figure on the opposing unit. When an opposing unit gets a critical hit during close combat with this unit, the opposing unit downs this figure. (The figures are downed before damage is dealt.)
Precision Firing into melee penalties given to this unit may be reduced by 1 die. (This unit still gets other range penalties.)
Regeneration At the beginning of your turn, choose 1 downed figure from this unit. Return the chosen figure to a slot on this unit with the same figure number.
Resentful While in combat with Humans, this unit gains 2 attack dice.
Riddle of the Sphinx 1OP-- choose an adjacent enemy unit, and then roll 1d6. On a roll of 6, deal 1 damage to the chosen unit and to each other unit that player controls. On a result of 2-5, deal 2 damage to the chosen unit. On a result of 1, the player of the chosen unit gains 1 victory point.
Roman Patriot While in combat with Egyptians, this unit gains 2 defense dice.
Siege Defense While defending in ranged combat, this unit gains 2 defense dice.
Sniper When this unit targets an opposing unit with a ranged combat attack, choose a non-commander figure on the target-- this unit rolls a number of range dice equal to the number of its ready Sniper icons for the attack. The target rolls defense dice equal to the number of the chosen figure's defense icons plus 1 for its defense. This unit's ranged combat damage is dealt to the chosen figure. (Any excess damage is lost.)
Sortie Assassin While in combat with a sortie unit, this unit gains 1 ranged die.
Spearmen While in combat with Cavalry, this unit gains 1 defense die.
Specialist Leader 1 OP-- This deals damage to target adjacent Irregulars or Mixed equal to the number of this unit's and adjacent friendly units' ready Specialized icons.
Specialized While in combat with Mixed or Irregulars, this unit gains 1 attack die.
Spirit of Chaos If this unit scores a hit in close combat, you may roll 1d6. This unit deals combat damage equal to the result instead.
Stormrider Friendly Cavalry do not draw breakaway attacks. Friendly Xiongnu Cavalry down one less figure when pushed for a move order.
Superior Reach While this unit is in close combat, the opposing unit loses 2 defense dice.
Tangle Vines When an adjacent enemy unit is given a regroup order, this unit deals 1 damage to it.
Thrown Weapon You may give this unit a ranged combat order that costs 1 order point, even if it has no ready ranged icons, targeting an enemy unit within 2 steps. If you do, this unit rolls 3 range dice for each of its ready Thrown Weapon icons for its ranged attack, and any firing into melee penalty given to this unit is decreased by one die. (This replaces the normal range dice.)
Tough While this unit is defending, combat damage dealt by the opposing unit is decreased by 1.
Trample While attacking Artillery or Infantry, this unit gains 2 attack dice.
Wall of Mist When this unit is dealt damage from a ranged combat or Fireburst attack, the damage is decreased by 1.
Wall of Shields While defending in ranged combat, this unit gains 2 defense dice.
Way of the Bow When this unit makes a ranged combat attack, if it hasn't moved or made another attack this turn, its ranged dice hit on ties this combat.
Xenophobic While this unit is attacking a unit from a different faction, if your army contains only units from a single faction, this unit gains 2 attack dice.