Aggressive

This model must allocate at least as many dice to Attack as to Defence during Melee Exchanges.

If a model has both Aggressive and Defensive traits, the effects of both are cancelled.

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Assassin

If either:

  1. this model did not begin its activation in BtB with an Enemy model, performs an action that Targets or brings it into BtB with that Enemy model, starts outside of LoS of that Enemy model and remains outside of its LoS during movement, or
  2. the Enemy model is Surprised this model may roll three dice for any Damage Rolls caused by any Attack and choose two to add together, ignoring Weak and Strong traits.
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Aware

This model’s LoS extends 360 degrees around its base.

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Brutal (X)

In a Melee Exchange this model adds X to the result when calculating its final Attack. This model adds X to the result when calculating its final Ranged Attack result.

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Chain Weapon

When using this weapon, models involved in a melee exchange with this model reduce their Parry trait by X to a minimum of 0 and lose any Shield rule.

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Charging Bonus [Bonus]

When this model makes a Charge action it gains the bracketed Bonus until the end of its current activation.
If the bonus is a Weapon Trait, then it applies to all valid weapons.
This trait may also be a weapon trait if so the bonus only applies when choosing this weapon.

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Co-ordinated Attack [Descriptor]

If this model is in a Melee Exchange and one or more Friendly [Descriptor] models is also in BtB with the Enemy model, this model gains +1 Melee Pool bonus.

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Defensive

This model must allocate at least as many dice to Defence as to Attack during Melee Exchanges.
If a model has both Aggressive and Defensive traits, the effects of both are cancelled.

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Dodge (X)

During a Melee Exchange this model may pick up to X Attack dice rolled by its Opponent to be re-rolled.
The same dice may only be re-rolled once due to this model’s trait.

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Endurance

This model suffers no Melee penalty for being Exhausted.

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Feint (X)

During Melee Exchanges this model may pick up to X Defence dice rolled by its Opponent to be re-rolled.
The same dice may only be re-rolled once due to this model’s trait.

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Impenetrable Defence

During this model’s Melee Exchanges the Enemy model must remove its highest Attack die rolled before the final Attack result is calculated.

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Indomitable (X)

This model ignores X assisting Enemy models in BtB for penalties during Melee Exchanges.

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Insignificant

This model: • Has a ZoC that may be ignored at all times. • Cannot apply Melee assist Modifiers. • May not perform Simple Scenario or Complex Scenario actions.

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Kata

When rolling for a melee exchange, this model can use natural 1s on its dice to resolve the test as a value of 1 rather than 0.
The dice are not removed and can be used as supporting dice to find the final result and remain for tiebreakers.

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Lightning Reflexes

This model is always the first Attacker in Melee Exchanges.
Models with this trait gain the initiative against models with Reach weapons.
If both models in a Melee Exchange have this trait, then neither gains the benefit.

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Parry (X)

This model adds X to the Defence result when calculating its final Defence result in Melee Exchanges.

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Pierce (X)

When this model succeeds with an Attack using this weapon, reduce the Enemy model’s Armour trait by X to a minimum of 0.

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Prowess [Descriptor](X)

During a [Descriptor] Test this model may re-roll up to X of its own dice. It may only re-roll dice once due to this trait.
The Descriptors [Attack] and [Defence] refer to Melee Exchanges but are further limited.

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Reach

While using this weapon, it grants this model the Initiative at Step 3 of a Melee Exchange, provided it was not in BtB with its opponent or another Enemy model at the start of the current Activation.
If both models in a Melee Exchange would benefit from this Trait, then neither benefits from it.

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Sharp (X)

This model reduces the enemy model’s Tough trait by X, to a minimum of 0, when it succeeds with an Attack with this weapon.

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Sixth Sense

This model is never Surprised, ignores the Camouflage trait and has Immune [ Blind ].

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Slow

This model may not declare Run or Charge actions.
During a melee exchange, this model will lose the initiative if it is the Active model.
If this model has Lightning Reflexes, a weapon with the Reach trait or both then it ignores those traits and Slow for the duration of the melee exchange.

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Split Attack

When this model declares a Melee or Charge Action it may move into BtB with 2 or more Enemy models and ignores their ZoC as long as it is moving closer to the point where it is in BtB with both.
After its movement, if it is in BtB with two or more Enemy models, the player may resolve a Melee Exchange with two or more of those models.
This model has a penalty of -1 die for each additional Melee Exchange it will make this activation on all its Melee Exchanges.
Resolve them in the order the Controlling player chooses (so that the model will be left facing the Enemy model it fought last).
Remove Activation Counter(s) from this model only after the last Melee Exchange.

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Strong

This model makes Size tests at +1 Dice.
When this model makes a Damage Roll, roll 3D6 and choose the two highest dice.
If a model has both Strong and Weak traits, the effects of both are cancelled.
This trait may be further modified to specify weapons or Descriptors of weapon, e.g. Strong [Melee].

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Tireless

This model does not remove an activation counter as a result of Melee Exchanges initiated by Enemy models.

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Tough (X)

When this model would suffer Wounds from any source reduce the final number of Wounds by X (If X is negative, instead you will increase the number of wounds taken).

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Unblockable (X)

During this model’s Melee Exchanges the Enemy model must remove its X highest Defence dice rolled before the final Defence result is calculated.

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Vengeance [Descriptor]

This model’s melee weapons gain Brutal (+1) and +1 Melee Strength when resolving a melee exchange against a [Descriptor] Model.

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Weak

This model makes Size Tests at -1 Dice.
When this model makes a Damage Roll, roll 3D6 and choose the two lowest dice.
If a model has both Strong and Weak traits, the effects of both are cancelled.

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