Local Abilities are placed on a unit's figure slots. Unlike unit abilities, local abilities can stack-- that is, you can have more than one local ability icon active in a given situation. A local ability icon is considered ready if there is a figure in its slot. The strength and eligibility of a local ability depends on the number of ready icons for that ability on the unit.

  1. Armored Rush: 2 damage to adjacent unit
  2. Artificer: heal 2 hit points on a construct unit
  3. Artillery Machine: require a special figure to use special abilities
  4. Aura of Necromancy: undead within 2 steps get +1 movement
  5. Aura of Peace: non-move orders cost an extra point
  6. Bad Luck: adjacent enemy units reroll best die in close combat
  7. Berserker: does damage to units that damage it in close combat
  8. Bully: +2 to close combat attack dice against defenseless units
  9. Call the Iron Rain: allow friendly Han units to shoot enemies adjacent to your commander
  10. Carnivorous: +2 close combat attack dice against cavalry
  11. Claws of Chaos: 1d6 extra attack dice
  12. Command Position: use a special order to gain a victory point
  13. Concentrated Attack: target a specific figure in close combat
  14. Confusion: use a special order to turn an enemy unit around
  15. Crone's Curse: -1 to phantom dice on adjacent units
  16. Cunning: +2 close combat attack dice against a bad side
  17. Death Cloud: automatic damage to adjacent units
  18. Death Touch: down a target white-circle figure (2/3 chance)
  19. Death Touch Master: down a target figure (2/3 chance)
  20. Demolitionist: +3 close combat attack dice against construct units
  21. Direct Fire: deal direct damage at very long range
  22. Dragon's Curse: -2 to phantom dice on adjacent units
  23. Dragon's Gift: 2d6 damage on close combat attacks
  24. Elusive: +1 order point to attack this unit
  25. Entangle: adjacent enemy units cannot move
  26. Fear: enemy units use one less die during close combat
  27. Fervor: +1 attack die against enemies next to other friendly units
  28. Fire Arrows: +1 damage during ranged combat
  29. Fireburst: deal direct damage at long range
  30. Grand Druid: heal Gallic units from control terrain
  31. Hail of Arrows: no line-of-sight penalties on ranged attack
  32. Harsh Mistress: down a friendly figure to down an enemy figure
  33. Healing: heal living figures
  34. Heavy Armor: +1 defense against close combat attacks
  35. Hellenic Pride: +4 attack if Egyptian, +2 defense if Greek
  36. Impact: 1 damage to adjacent units after move
  37. Impede: +1 order point to break away from this unit
  38. Indomitable: unit has better movement
  39. Intuition: +1 to each infantry's lowest die
  40. King of the Gauls: does variable damage to units that damage it in close combat
  41. Leader of Men: reposition figures in other units when this one regroups
  42. Lord of the Dead: heal 1d6 regenerating figures
  43. Master of Monsters: friendly dragons and sphinxes have better movement
  44. Mobility: unit does not draw breakaway attacks
  45. Nature Magic: +2 attack against construct, undead, and mythic units
  46. Necromancer: heal undead unit figures
  47. Opportunist: +2 order points after defeating an enemy unit
  48. Poison: injured enemy figures die after close combat
  49. Power at a Price: down a chosen enemy figure after a critical hit
  50. Precision: unit may fire into melee without penalty
  51. Riddle of the Sphinx: chance to damage adjacent or all enemy units
  52. Roman Patriot: +2 defense vs. Egyptians
  53. Sniper: attack a specific figure at range
  54. Sortie Assassin: +1 ranged attack against sorties
  55. Spearmen: +1 defense vs. cavalry
  56. Specialist Leader: do damage to adjacent mixed and irregular units
  57. Specialized: +1 attack dice against mixed and irregular units
  58. Spirit of Chaos: 1d6 damage for close combat
  59. Stormrider: friendly cavalry has better movement
  60. Superior Reach: -2 defense to opponent in close combat
  61. Tangle Vines: damage to adjacent units that regroup
  62. Thrown Weapon: 3-die ranged attack at 2 steps
  63. Trample: +2 close combat attack vs. artillery and infantry
  64. Wall of Mist: 1 less damage from range and Fireburst
  65. Wall of Shields: +2 defense against ranged attacks
  66. Way of the Bow: during a ranged attack, ties hit the defender
  67. Xenophobic: +2 against foreign units if no friendly foreigners