Backstab, Beheading, Berserk, Blind Fighting, Blood Frenzy, Brace, Chameleon, Cleave, Climb, Cold Blooded, Commanding Presence, Desert Warrior, Eagle Eye, Execution, Feast, Feint, Ferocity, Field Commander, Forest Warrior, Group Attack, Hail of Arrows, Hardy, Hate, Hide, Hunter, Ice Warrior, Immunity, Indomitable Will, Inspiration, Killing Stroke, Leap, Magic Resistance, Outmaneuver, Ram Attack, Resiliance, Secondary Attack, Sense Presence, Shield Wall, Stalk, Steadfast, Stealth, Subterranean Warrior, Swamp Warrior, Trample, Tunnel, Unseen Assailant, Warmaster,
Units with this special ability are skilled in attacking enemy units from behind in Close Combat (i.e. from the modelīs rear facing). When doing so they add +2 to the damage of their attack. Models attempting to Backstab must be in the rear facing of the target model at the start of the turn. They may not begin in the model`s front facing and Move round to the back, such an attempt would allow the targeted model to anticipate the attack and turn to meet it. Since a Backstab is made from the rear arc of the target, no shield bonuses may be applied if a shield is present. To represent this the defending player must subtract the Shield bonus from its DEF modifier for the attacker to gauge an accurate attack.
Example: I the target has a DEF of -3 and possesses a standard shield, the target would now a DEF of -2 (-3 + 1 = -2).
Model "A" may strike at the target using the Backstab Ability as he is in the rear facing. Model "B" cannot use this ability from its current facing.
By contrast, friendly models within 6 inches and LOS gain a +2 to their LD for the remained of the turn. Panicked models within range and LOS will rally. Models greater than one SZ category than they are or models without a visible head may not be beheaded in this manner.
A unit with this Special Ability may choose to go into a Berserker rage and attack an enemy model with increased ferocity. You must state you are going to Berserk before you enter combat (this does not take an Action). When in this rage the Berserking model gets a +4 to his CC and a +2 to his ST, however because he is blinded by the haze of his anger, he gets a +4 to his DEF.
Example: A DEF -2 would now become a DEF +2 (DEF -2 + 4 = +2. A DEF 0 would become a DEF +4, etc.
A usual he must attack the nearest enemy model in LOS. The rage ends at the end of the turn in which the Berserkersīs target is killed or the Berserker dies. Units in a Berserker rageare Immune to Panic and Fear; if Berserkers are part of a Warband the entire Warband must be Berserked to be Immune to Panic and Fear. You may not go Berserk if panicked.
A Unit with this special ability reacts violently to the scent of blood. If any model dies within 6 inches of a member of a Warband with this ability, the entire Warband will go into a crazed fury unless they make an LD test at a -4 penalty. If a unit fails this test, it will use all of its Actions to reach the nearest enemy Unit in LOS, and attempt to destroy it.
Once in Close Combat they will attack the enemy until the entire Unit is killed or all the frenzied Units die. The Blood Frenzy will end once the last member of the target Unit is dead, though it will start again with the next fresh kill within 6 inches of a Unit with this ability.
A unit incited by the Blood Fury attacks with a +1 CC bonus.
When a Model with this Specvial Ability is Charged while on Wait, they may remove their Wait counters and Brace spears ready to impale the oncoming Units. The models Bracing gets to hit the Charging Unit befoe the Charging Unit gets to attack them. The Braced Unit receives the bonuses as if they had Charged (+1 CC, +1 DAM) abd negates the bonus effect of the enemy Charge. So, if the charging unit survives the attack they attack as normal, without their bonus to CC and DAM.
It is a very brave (or foolhardy) unit that attacks a Waiting Unit with the Brace Ability.
Any model with this special ability can blend into its surroundings extremely well.
Because of this exceptional camouflage all models trying to shoot them get a -6 penalty to their RC. If a model successfully spots a model with the Chameleon Special ability then this penalty is reduced to -2.
When attempting to spot a Chameleon model there is a -8 penalty before any additional modifiers for range and cover are applied. Once Spotted the entire Warband can see the Camouflaged model more clearly until the beginning of the next turn at which point a further successful Spot roll is required to reduce the RC penalty from -6 to -2.
Example: An Elven archer attempt to shoot a Stygian with the Chameleon Special ability as it approaches, so his RC of 13 is reduced to 7. He fails to find mark and his companion decides to use his Actions to try and spot the elusive target. The penalty to his spot roll is - 8 and his LD is 11, so he must roll a 3 or less to succeed. He fails with his first Action and gains the +4 modifier for his second attempt. He rolls a 6 and although his turn is over, the rest of his Warband benefit from his efforts and can fire at a reduced penalty of -2, but only for the remainder of the turn.
If the cleaving attack is scored, enemy models within 4 inches will be required to make a Morale test against fear with a -3 penalty to their leadership. The affect lasts until the models next activation when they again activate us normal.
Friendly mortal models within 4 inches have their LD stat increased by 3 for any tests against their LD that they must make until their next activation.
Units with this Special Ability are expert climbers and can climb vertical terrain and buildings with a greatly reduced chance of falling and at a greater speed. Models with the Climb Special Ability can Climb an extra 1 inch per Action and will only fall on a roll of a 20.
Although referred to as a Special Ability, being Cold Blooded is more of a detriment than an advantage. When a Cold Blooded unit is hit by a Cold Based attack the damage is increased by 4. For example, a Damage 13 ice spell attack will now be considered a Damage 17 attack against a Cold Blooded unit. In addition any unit with the Cold Blooded Special Ability gets a -1 to their MV stat when fighting in a "cold climate".
Cold Blooded models do not suffer from certain climativ effects such as Heat Wave and Heatstroke as detailed in the Desert Climate effects.
Models with this Special Abiity are completely at home in sand and deserts. They suffer no Movement penalties when moving through the rough terrain of a desert nature. Units with the Desert Warrior Special Ability cannot Run through Desert terrain and suffer no ill effects from the heat.
This ability allows the unit to shoot at any enemy model in a Warband; they donīt have to fire at the closest model in the Warband, though they still need LOS to the target.
The sight of a creatures feasting on the dead is one of the most unnerving sights imaginable. To see your fallen comrade in armes becoming the sustenance of a vile monster is enough to shaken most warriors. Add to this the apparend strength this corpse meal provides to the monster and most warriors run in terror.
A unit with this special ability may feed upon a slain opponent and by doing so regain lost wounds. Any model with this ability may go into base-to-base contact with an OPPONENTS DEAD model and spend one Action to feast on the enemy to regain 1 lost wound. Once a model has been fed upon it is removed from the table. This ability mal only be used if the Unit has lost wounds, and may not be done to gain more wounds than the unit started with. Additionally, it may only be performed once per turn. Skeletons and "Risen" models are no considered viable targets for this ability.
A unit within six inches of a model feasting must makke an LD test ir be forced to move away from the vile display. If the unit fails its LD test, it must spend at least one action moving away from the feasting model. It must make another check for each subsequent action to see if it must continue putting distance between itself and the feasting model or if it can gather its wits and resume its normal actions.
By using this ability you can mislead your opponent and catch them unaware. Units with the Feint Special Ability ignore their opponentīs inherent negative DEF modifier when attacking though they must still contend with any Shield modifier.
Units with this special ability are exceptionally ferocious and Charge/Countercharge into Close Combat with great savagery. They receive an additional +1 to the normal Charge bonuses to CC and Damage.
Units with this Special Ability are completely at home in forests and woods. They suffer no Movement penalties when moving through rough terrain of a wooded nature. Units with the Forest Warrior Special Ability cannot Run through wooded terrain.
Models with Group Attack are better trained at fighting as a team. When two or more models, with this Special Ability, attack a single model in Close Combat they again even more of an advantage than normal troops. For every friendly model already engaging the enemy, they gain an additional +1 to their CC and DAM, in addition to the regular multiple attackers bonus. (See multiple attackers).
When a group of archers in a Warband has this Special Ability they may unleash a lethal Hail of Arrows at their enemy.
This Special Ability requires all models to spend all their Actions for the turn. You must declare a Hail of Arrows attack before you measure the range to the target. The Leader (By type or designation in the event of a Leaderless Warband) of the firing Unit must have LOS to any model of the target Unit. Hail of Arrows may not be used against Individual models.
The range is measured from the Leader of the firing Unit, to any target model if the target Unit. The range of the target must be over the weaponīs MD but within the weaponīs MX range. If the Leader of the target Unit is not between MD and MX range, then the attack fails and the firing Unitīs Actions are wasted. If the Leader of the target Unit is between MD and MX range, then the Leader must make an LD test to see if the attack successful. If it is successful the Hail of Arrows template is centered on the target model. If it fails, the template deviates per the rules for deviation.
Each member of the firing Unit, aside from the Leader, now scores an automatic hit. If there are more models in the firing Unit, than the target Unit, then some models will take two or more hits. (In this case all models under the template must take 1 hit before another model takes 2 etc.) Extra hits are assigned randomy by roll of the dice. If there are fewer warriors in the firing Unit than in the target Unit, the targeted unitīs models are determined randomy. If there are models not from the targeted Unit but are still under the template they are hit by the Hail of Arrows also. Models that are in cover due to tree or jungle terrain gain a +6 AR bonus against the effects of Hail of Arrows.
Example: If you have 8 archers, plus a Leader in your Warband and the target Warband has 8 models in it, they will all take a hit automatically and must make an Armor roll or take a Wound. If the target Unit has only 3 models they will all take 2 hits automatically, and two of the models would take an additional hit.
A model with the Hate Special Ability will have the subject of their animosity noted in their Profile. Sometimes certain items or places will illicit this type of deep response as well. A model afflicted with Hate must abide the following rules:
When playing Chronopia, players can see every model on the battlefield. Obviously, in a real battle this is not the case. Enemies could be concealed in ditches, rocks or tall grass, sneaking up on, or just Waiting to ambush the enemy. To simulate this, we use the Hide ability.
If your Unit has this special ability it can spend an Action to Hide, and may Hide anywhere on the table. A Hidden marker is placed beside the model. Now, in order to see the model your opponent must make a Spot roll as described earler. A model can still take damage while Hidden, if for example, a template weapon is centered on a nearby visible model and a part of the template covers the Hidden model.
If the model Moves or Fires, the Hidden marker must be removed. Unless, the model has a Special Ability stating otherwise it cannot attack while Hidden.
Units with the Hunter special ability have incredibly keen senses, and are able to spot tiny giveaway signs that others might miss. Hidden models within 6 inches are automatically revealed.
Units with the special ability are completely at home in the frozen condiitions of winter. They suffer no Movement penalties when moving through rough terrain of a snowbound or icy nature. Units with the Ice Warrior special ability cannot Run through Frozen terrain.
Some models are Immune to Fire ir Cold based attacks, in most cases such attacks will be obvious. It will be stated in the Weaponīs or spellīs description if they are a Cold or Fire based attack.
Models with Indomitable Will are immune to the effects of Panic, Fear and Dread; they are unable to be mentally controlled, manipulated with illusion or emotionally influenced. Against Horror they gain a +4 to their LD test.
This Special Ability simulates a particularly vicious or deadly attack. It gives the weapon in question an additional (x1) modifier.
Example: If a model with Killing Stroke special ability has a weapon with damage 13, it would now be a Damage 13(x2), if he had a 13(x2) damage, it would now be a 13(x3) etc.
A unit this ability can spend an action to jump up to its Size, in inches, vertically and up to 1,5 times its size horizontally. If the unit lands in Close Combat it counts as a Charge but it cannot be Countercharged. Units can also Leap over smaller units, so long as they are at least one size taller than the jumped over model to attack those behind it. Models may ignore the standard targeting priorities when jumping into a distant opponent.
Models with this skill have an innate ability to resist Magic and its effect. To illustrate this, the model gets a resistance roll of a 10 or under on a d20 when he is targeted by a spell. If it succeeds the spell has no effect.
Models with this Special Ability are deployed after all other models have been deployed. If more than one player has models with this special ability follow the normal sequence after all other models unit cards have been deployed. The unitīs card may be deployed anywhere on the tabletop, except in the enemy deployment zone or within 12 inches of enemy models. The models may be placed in LOS of enemy as long as they are in cover.
The Damage of the Ram Attack will vary depending on the unit. Deduct the stated damage from the victimīs armor as you would with a weapon. If the Armor roll fails, rather then takting a wound, the victim is knocking over and considered prone (just place the model on its side) and it gets no chance to counterattack.
The Ramming model may now its standard melee weapon attack (as part of the same Action) with Charge bonuses. When a model is prone it suffers a penalty of -4 to its armor and must use its next available Action to stand up.
Ramming models always attack first in a Charge / Countercharge situation unless the defending model is Braced, has a Thrown Weapon or a model uses a Missile weapon on the ramming model before it reaches base-to-base contact.
Any figure, which has the Secondary Attack Special Ability, gets to make an attack with their Primary weapon and an attack with their Secondary weapon in the same Action. Thatīs two attacks for one action!
When you attack with such a figure you must announce which is the primary weapon and which is the Secondary. There is a penalty of -4 to your CC when attacking with your secondary weapon.
As mentioned, models cannot Hide from a unit with the Sense Presence Special ability. Any friendly model within Command Distance of of a model with the Sence Presence Special Ability knows where all Hidden Models are as well.
When members of a Unit with this special ability are in base-to-base contact with each other and line up abreast (not single file) they are said to have formed a Shield Wall. At least two members are required to make a Shield Wall.
The Shield Wall is a very effective defense against missile fire. Unitīs firing a missile weapon at a shield wall receive a -8 to their RC when attacking a unit in a Shield Wall from its front facing. If a unit in the Shield Wall is hit by missile fire from the front, the Shield Wall increases that unitīs Armor by +6. A Shield Wall provides no additional protection template weapons.
A unit formed up in a Shield Wall and on Wait may not Countercharge, instead they can use their Action to Stand Fast.
When formed up as a Shield Wall, the unit Moves as of it was one figure. However, it loses 1 inch of its Move characteristic while in the Shield Wall, which reflects the precision required of their Movements. It can Move straightforward or straight back, or wheel using either ends as a pivot as long as no single model Moves more than its Move allows. Units cannot Run or Charge while maintaining the Shield Wall.
If the Shield Wall unit takes casualties, remove them from the end of the wall to represent the troops immediately filling gaps.
When moving as a Shield Wall, the unit can use its last Action to "break". This allows each member of the unit to use its Move individually. This may be used th Charge or just fan out to allow missle troops to fire through from behind.
The ability allows a Unit to activate and Move while Hidden. A Stalking model can Move as normal and ignore penalties for moving through Limiting or Rough terrain. At the time a Stalking model is revealed, be it from choice or being Spotted, the player of the Stalking Unit can place the model anywhere within a 3 inch Radius from the concealed Unit Cardīs Center point.
If this takes them into hand-to-hand then the Stalking Models gains all Charge bonuses plus a +1 to Hit and +1 to DAM. Place the model in Base-to-Bace contact behind and out of the forward facing arc of the unit that it just Charged.
All enemy troops that come into base-tobase contact with a Trampling model must make a succesful Armor roll or take a wound. The Damage of the Trample will be stated in the Trampling modelīs special rules. Units on Wait may make a Dive for Cover roll to attempt to get out of way. Any units that successfully Dives for Cover manages to leap to safety and are placed at the side of the Trampling model`s path. Units caught in the path that successfully make their Armor roll, are pushed to the side of the trampling modelīs path and knocked over (prone). When a model is prone it suffer a penalty of -4 to its armor and must use its next available Action to stand up.
Units that are Braced get to make their attack before making an Armor roll to resist the effects of the Trample.
At anytime during its turn it may spend one Action to emerge from the ground. You cannot emerge in base-tobase contact with any models and you cannot emerge on any elevated terrain that is over ground level. While a model is Tunneling it may not Run.
During any one of his turns, the player with the Unseen Assailant may Activate the model and place it anywhere on the tabletop within 1 inch of any terrain feature. The model may Charge from its unseen state and when doing so gains an additional +1 to hit and +1 damage, and may not be Countercharged or interrupted by any models on Wait in any way. Once the model with this Special Ability has been placed on the tabletop it then behaves as any other model and can be targeted just like any other model for the rest of the game.
© 2005 - 2022 www.chronopiaworld.com -