Static Abilities are abilities that are always active when they are ready.

  1. Artillery Machine: require a special figure to use special abilities
  2. Aura of Necromancy: undead within 2 steps get +1 movement
  3. Aura of Peace: non-move orders cost an extra point
  4. Beast: cannot break away from an opponent
  5. Brutal: does extra damage in close combat
  6. Bully: +2 to close combat attack dice against defenseless units
  7. Call the Iron Rain: allow friendly Han units to shoot enemies adjacent to your commander
  8. Carnivorous: +2 close combat attack dice against cavalry
  9. Cowardly: -1 defense die against more powerful opponents
  10. Crone's Curse: -1 to phantom dice on adjacent units
  11. Cunning: +2 close combat attack dice against a bad side
  12. Deadly: critical hit on two sixes
  13. Demolitionist: +3 close combat attack dice against construct units
  14. Direct Fire: deal direct damage at very long range
  15. Disciplined: regroup multiple times per turn without pushing
  16. Dragon's Curse: -2 to phantom dice on adjacent units
  17. Elusive: +1 order point to attack this unit
  18. Entangle: adjacent enemy units cannot move
  19. Fear: enemy units use one less die during close combat
  20. Fervor: +1 attack die against enemies next to other friendly units
  21. Fire Arrows: +1 damage during ranged combat
  22. Fragile: takes extra damage during combat
  23. Guardian: +2 defense against ranged attacks
  24. Hail of Arrows: no line-of-sight penalties on ranged attack
  25. Heavy Armor: +1 defense against close combat attacks
  26. Hellenic Pride: +4 attack if Egyptian, +2 defense if Greek
  27. Impede: +1 order point to break away from this unit
  28. Indomitable: unit has better movement
  29. Intuition: +1 to each infantry's lowest die
  30. Master of Monsters: friendly dragons and sphinxes have better movement
  31. Mobility: unit does not draw breakaway attacks
  32. Nature Magic: +2 attack against construct, undead, and mythic units
  33. Precision: unit may fire into melee without penalty
  34. Resentful: +2 close combat attack dice vs. humans
  35. Roman Patriot: +2 defense vs. Egyptians
  36. Siege Defense: +2 defense against ranged attacks
  37. Sniper: attack a specific figure at range
  38. Sortie Assassin: +1 ranged attack against sorties
  39. Spearmen: +1 defense vs. cavalry
  40. Specialized: +1 attack dice against mixed and irregular units
  41. Stormrider: friendly cavalry has better movement
  42. Superior Reach: -2 defense to opponent in close combat
  43. Thrown Weapon: 3-die ranged attack at 2 steps
  44. Tough: one less damage from combat
  45. Trample: +2 close combat attack vs. artillery and infantry
  46. Wall of Mist: 1 less damage from range and Fireburst
  47. Wall of Shields: +2 defense against ranged attacks
  48. Way of the Bow: during a ranged attack, ties hit the defender
  49. 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.)