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