Battle Traits
Infantry / Cavalry
D6 |
Name |
Description |
CP Cost |
1 |
Swift & Agile |
The Unit gains the Crusader special rule. If the Unit cannot benefit from this special rule, roll again on this table. |
4 |
2 |
Veteran’s Fury |
The Unit gains the Hatred (Loyalist / Traitor) special rule, whichever is the opposite of their own allegiance. |
4 |
3 |
Independent Actions |
Each model in the Unit may fire at different targets, declared when the Unit is activated to make Shooting attacks. At no point may a target chosen by this be a Unit forced to Disembark as a result of this Unit’s initial Shooting Attack. |
2 |
4 |
Tactical Expertise |
The Unit gains the Line special rule. In addition, they gain Counter-Attack (2) when within 6” of an Objective. |
4 |
5 |
Cool-Headed |
The Unit may has its lowest Leadership Characteristic increased by 1. |
2 |
6 |
Apex Predator |
The Commander may choose to either increase the WS or BS Characteristics by 1 for the Profile with the lowest Characteristic. The Characteristics cannot be increased by more than WS 5 and BS 6. |
8 |
Vehicles / Knights
D6 |
Name |
Description |
CP Cost |
1 |
Enhanced Engines |
The Squadron adds +2” to all of its Movement, including Flat Out/Run and Charge moves. |
2 |
2 |
Elite Crew |
The Squadron adds the Power of the Machine Spirit special rule. |
2 |
3 |
Improved Armour |
The Squadron may increase its lowest Armour Value Facing Characteristic by 1. |
4 |
4 |
Repair Systems |
The Squadron gains the It Will Not Die (6+) special rule. |
4 |
5 |
Wide Formation |
The Squadron has their horizontal Unit coherency increased to 8” rather than the normal 4”. |
4 |
6 |
Resilient Power Cells |
When you gain this trait, choose one model within the Squadron. It increases its Hull Points by 1, unless it is a Super Heavy, where it may then increase it by 2. |
4 |
Dreadnoughts / Armiger / Automata
D6 |
Name |
Description |
CP Cost |
1 |
Unstoppable |
The Unit gains the Fleet (2) special rule. |
2 |
2 |
Practiced Warmonger |
The Unit increases its WS or BS Characteristic by 1, whichever is lowest. |
4 |
3 |
Envy of Nightmares |
The Unit gains the It Will Not Die (6+) special rule. |
6 |
4 |
Camouflaged Chassis |
The Unit gains the Shrouded (5+), even if they are normally unable to benefit from this special rule. |
4 |
5 |
Frenzied |
The Unit gains the Rage (+1) and Counter-Attacks (+2) special rule, modifying these special rules by the amount (+X) if they already exist. |
4 |
6 |
Mark of Valor |
The Unit of Automata gains the Paragon Sub-Type, allowing the Unit to separate like a Dreadnought Talon. For Units without the Automata Type, it gains the Crusader and the Preferred Enemy (Characters) special rules. |
6 |
Psychic Fortitude
D6 |
Name |
Description |
CP Cost |
1-2 |
Psychic Aura |
Controlling player may increase/decrease the result of a Psychic Test by 1 if it is taken within 6” of any model in the Unit. |
2 |
3-4 |
Paragon of Spirit |
The Unit increases its Adamantium Will special rule by 1 (to a maximum of 3++). If the Unit doesn’t have this special rule, they gain Adamantium Will (5++). |
4 |
5-6 |
Master of Lore / Warp-Touched |
If able, the Unit may gain an additional Psychic Power/Weapon from one of the existing Disciplines. If they do not have the Psyker Subtype, the model with the highest Leadership of the Unit may gain the Psyker Subtype and the Aetheric Lightning Psychic Weapon. |
6 |
Weapon Enhancements
Depending on the model type chosen for the Enhancement, make the appropriate roll and consult the relevant table for the result:
- Super Heavy or Gargantuan Creatures - Roll 1D3
- Infantry, Cavalry, Dreadnoughts/Armigers/Automata, or Vehicles (non-Super Heavy) - Roll 1D6
- Independent Characters - Roll 1D3 and 1D6 gaining both results.
Ranged Weapons
D3/D6 |
Name |
Description |
CP Cost |
1 |
Master-Worked |
The weapon gains the Master-crafted special rule. If it already has this special rule, the weapon may re-roll two separate dice instead of one as normal. |
2 |
2 |
Electro-Infused Ammunition |
The weapon gains the Deflagrate special rule. If the weapon already has this rule, they instead generate 2 more additional automatic Hits for every unsaved Wound caused by this weapon. |
6 |
3 |
High Caliber |
The weapon’s Strength is increased by 1. |
4 |
4 |
Improved Sights |
The weapon ignores the -1 BS penalty due to the effects of Night Fighting. This does not negate any other portion of Night Fighting. |
4 |
5 |
Accelerator |
Increase the weapon’s Range characteristic by 6”. If the weapon is a Template weapon, it instead gains the Torrent (6”) special rule. |
6 |
6 |
Auto-Loader |
The weapon gains an additional attack using its normal profile (IE: Pistol 2 –> Pistol 3). |
4 |
Melee Weapons
D3/D6 |
Name |
Description |
CP COst |
1 |
Heirloom |
The weapon gains the Master-crafted special rule. If it already has this special rule, the weapon may re-roll two separate dice instead of one as normal. |
2 |
2 |
Enhanced Shock Field |
After normal attacks by this weapon have been resolved, count the number of unsaved Wounds caused on the target unit. Immediately resolve a number of additional automatic Hits on the same unit equal to the number of unsaved Wounds with S6 AP4 and the Haywire special rule – these can then be saved normally. Models in the targeted unit must still be in range in order for these additional Hits to take effect. These additional Hits do not themselves inflict more Hits and do not benefit from any other special rules possessed by the attacking model, such as Preferred Enemy (X) or Precision Strikes (X). |
6 |
3 |
Finely Balanced |
The weapon grants a single additional Attack at the User’s base Initiative (or at Initiative 2 if the weapon is Unwieldly). |
4 |
4 |
Holographic Imprints |
Due to its disorienting appearance, the weapon grants the Concussive (2) special rule. |
4 |
5 |
Ejecting Mag-Lock Holster |
The weapon grants the Duelist Edge (1) special rule. If the weapon already has this special rule, it is increased by +1. |
4 |
6 |
Baneful Infusion |
The weapon gains the Poisoned (4+) special rule, however maintaining its natural Strength characteristic for targets who would by Wounded on less than a 4+. |
6 |