Static Abilities are abilities that are always active when they are ready.
- 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
- Beast: cannot break away from an opponent
- Brutal: does extra damage 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
- Cowardly: -1 defense die against more powerful opponents
- Crone's Curse: -1 to phantom dice on adjacent units
- Cunning: +2 close combat attack dice against a bad side
- Deadly: critical hit on two sixes
- Demolitionist: +3 close combat attack dice against construct units
- Direct Fire: deal direct damage at very long range
- Disciplined: regroup multiple times per turn without pushing
- Dragon's Curse: -2 to phantom dice on adjacent units
- 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
- Fragile: takes extra damage during combat
- Guardian: +2 defense against ranged attacks
- Hail of Arrows: no line-of-sight penalties on ranged attack
- Heavy Armor: +1 defense against close combat attacks
- Hellenic Pride: +4 attack if Egyptian, +2 defense if Greek
- Impede: +1 order point to break away from this unit
- Indomitable: unit has better movement
- Intuition: +1 to each infantry's lowest die
- 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
- Precision: unit may fire into melee without penalty
- Resentful: +2 close combat attack dice vs. humans
- Roman Patriot: +2 defense vs. Egyptians
- Siege Defense: +2 defense against ranged attacks
- Sniper: attack a specific figure at range
- Sortie Assassin: +1 ranged attack against sorties
- Spearmen: +1 defense vs. cavalry
- Specialized: +1 attack dice against mixed and irregular units
- Stormrider: friendly cavalry has better movement
- Superior Reach: -2 defense to opponent in close combat
- Thrown Weapon: 3-die ranged attack at 2 steps
- Tough: one less damage from combat
- 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
Static abilities are active as long as they are ready and do not
occur because of a trigger or require activation. Static abilities are
simply written as statements.
Examples: Hail of Arrows,
Nature Magic, Aura of Peace
Some static abilities may have a condition in which the ability is in
effect. Intrinsically most static abilities must be ready to be in
effect, but some may also require that the unit be attacking or that
their owner has a certain number of victory points.
Occasionally two static abilities may be at odds. For example, one
ability could say This unit's phantom dice are 1s and another
ability could say This unit's phantom dice are 3s. In these cases
timing rules must be used. In general the most recent ability to be made
ready is the one that takes precedence. (See timing.)