Armor Piercing weapons focus a tremendous amount of energy into a small spot, allowing them to punch through armor with relative ease. War Machines and mechanized enemies are at 1/2 armor versus these attacks.
Units with the Cloud Attack advantage gain a +4 to Ranged combat versus Formation movement. This is to simulate the effectiveness of blanketing attacks like flamers and death spinners against tight formations of enemies.
Lethal Attacks get inside living targets and destroy them from within. All wounds this unit deals against non Mechanized enemies are converted to kills. This does not work versus Single Entities.
Distortion weapons literally shift their targets through the twisting, destructive embrace of Warp space. This process is usually instantly fatal to all targets, but it is highly inaccurate. All targets are considered to have an Armor of 0 versus Distortion.
Units with an Explosive attack fire a shot that explodes in a wide radius upon contact with anything solid, which is very effective against units that use Open movement and travel in loose formation. This gives the unit a +3 to its primary attack. Units that only possess a melee attack gain no benefit from this special.
A Fearsome unit causes enemies to be 1.5 time more likely to retreat or break. Units with the Fearsome ability are immune to other Fearsome units.
Frenzied units never retreat or break. They have a +3 to melee, +2 to armor for melee combat, and -2 to armor for Ranged combat. If a unit with Frenzy attacks adjacent to an enemy, combat always proceeds to Melee.
Heroic squads do not retreat and cannot be broken.
The Hit and Run special allows a unit to make multiple moves with only a slight penalty for stopping. A unit with this special may move to an enemy, attack it, and move away if it has enough movement points.
This unit has massive psychic and physical protections and may only be slain beings of the utmost skill and power. This unit may can only be killed by a scenario critical unit.
A unit that has the Invisibility trait automatically becomes invisible if it ends a turn without attacking. An Invisible unit cannot be spotted by an enemy unless the enemy is adjacent to the invisible unit.
A unit with the Leader trait is a great source of inspiration for those who surround him. All units gain +2 leadership for each adjacent Leader.
Covered in a crackling field of electricity, the unit gains +3 to Melee and +3 to Armor.
Units with this ability receive +3 to their Armor rating when located in all woods and jungle regions, or when located at a fort or shrine.
Units with Rapid Fire lay down an awesome volley of fire when they attack. If a unit with Rapid Fire does not move, it may fire twice instead of once.
At the very end of a side's turn, all wounded units with regeneration recover their health. If the unit made no move or action, it recovers all wounded strength points. If it moved or acted in any way, it heals one wound, regardless of other considerations. Kills are not regained in this fashion.
Units with a Seismic Attack ignore all terrain modifiers to defense, gain +2 to their attack value versus units with Tank movement type and +3 to their attack power when firing at cities, structures, mountains, and volcanoes. Seismic attacks have no effect against flying or hovering units.
Single Entities never suffer Kills, and Wounds do not reduce their number of Attacks (always 10). Single Entities have 10 life instead of 15.
A unit attacked by an enemy possessing this advantage is only able to respond with half of its attacks, rounding up.
Swarm units attack their targets in crazed waves, gaining speed, strength, and momentum from their fellows. The more attacks a unit has suffered, the more effective the attack of a swarm enemy.
A Terrifying unit causes enemies to be 2.5 times more likely to retreat or break. This simulates the Terror ability in Warhammer. Units with the Terrifying trait are immune to Terrifying and Fearsome units.
A Warping unit ignores enemy Zones of Control and may move through them freely. This simulates the jump ability of Warp Spiders.
If a unit with Battle Fortune takes what should be lethal damage, it has a 50% chance of being saved by a miraculous stroke of luck and surviving with 1 wound remaining.
The Exarch gains the Special Attribute Hit and Run.
The Exarch gains +4 to its long ranged attack.
The Exarch gains +4 to his Melee rating.
When brought to one half or less of its maximum strength, the Exarch enters a berserk fighting rage. While inthis state, allattacks are made at +5 and it defends at 2 points higher than normal. In addition, it has no chance of retreating or breaking.
A Master Warrior Exarch excells at all levels of combat. The unit receives +2 to Melee, Long range attacks, and Armor.
If the Exarch attacks and slays an adjacent opponent without moving, he may still move and attack as normal. This is identical to the War Machine class's Overrun ability.
An Exarch with this ability shields himself in an insurmountable barrier of his own will. This Exarch is unaffected by hostile psyker powers.
The Exarch gains the Special Attribute Invisibility.
The Exarch gains +4 to Armor.
The Exarch gains the Special Attribute Fearsome.
Any unit engaging an acid blood unit in melee takes back half the damage it inflicts.
The Tyranid gains the Special Attribute Hit and Run.
The inverse of Leader, a Tyranid with an Aura of Torment inflicts a 2 point penalty on the Leadership values of all adjacent enemies.
Unit gains a 7 point long-ranged fire attack, or +3 to an existing long-ranged attack.
The Tyranid gains +2 to Spotting.
The Tyranid gains +4 to Armor.
The Tyranid gains immunity to Psyker powers.
The Tyranid gains the Special Attribute Regeneration.
The Tyranid gains +1 to its Melee rating and the Special Attribute Armor Piercing while in Melee combat.
The Tyranid gains the Special Attribute Lethal Attack.
The Tyranid gains the Special Attribute Lightning Field.
If a unit with Warp Field takes what should be lethal damage, it has a 50% chance of being saved by a miraculous stroke of luck and surviving with 1 wound remaining.
The unit gains total immunity to Psyker powers.
The unit gains the Special Attribute Invisibility.
Conversion Fields deflect incoming attacks, and have a 50% chance of changing any kill result into a wound.
The unit gains the Special Attribute Armor Piercing.
The unit gains the Special Attribute Regeneration.
Unit gains +5 to Armor versus long-ranged combat. Movement becomes Closed if it was previously Open, and Mechanized if it was previously Closed. Other movement types are not changed.
The unit gains +2 to Spotting.
A unit wearing the Armor of Gorhu cannot be reduced below one strength point; however, all allies around this unit are treated as if their leadership is two less, and the unit gains no experience points.
A unit equipped with Blood Moon of Kaine is granted the Special Attribute Frenzy.
A unit equipped with the Blood of Isha gains the Regeneration Special Attribute. It also automatically recovers from broken status at they end of any round.
Any unit given this item is granted a bonus Psyker Power, up to their racial maximum. If the unit is a Psyker, it is also granted +1 to all Attacks and Armor.
Whenever a unit equipped with the Chalice of Khaine slays an enemy unit, that unit is healed of all wounds and gains a bonus number of experience points equal to one tenth of their foe's experience points.
The Crucible of Vaul bestows upon the unit so equipped +2 to attack and defense. It also confers a leadership bonus of +2.
Units equipped with the Eyes of Kurnous may spot invisible enemies within their spotting range, and may not be ambushed.
Units equipped with Fist of a Hundred Blades gain a melee bonus of +2. A Striking Scorpion equipped with this Artifact also receives the Lethal Special Attribute.
A unit equipped with Force Barrier is defended by a shimmering energy barrier and granted a defense bonus of 4 that is effective regardless of other considerations.
A unit bearing the Heart of the Phoenix is counted as a Leader and becomes immune to all Morale effects. If held by a Fire Dragon, that unit gains Experience at an accelerated rate.
A unit wearing the Helm of Arasta gains the Special Attribute Fearsome. If the unit is also has the Leader special, it is also granted the Stun Attack special.
Units equipped with this Artifact gain +2 to initiative. The player also gains the added bonus of being able to see 20% of the enemy forces not previously visible on the map at the beginning of each turn. These units remain visible until the beginning of the enemy's next turn. If Prophecy of Imandha is given to a Wraithguard unit, the Wraithguard gains Open movement.
A glittering mirror of warpstuff, a unit equipped with Ramandar's Mirror gains +2 to its armor rating. A Vyper squad equipped with this Artifact is additionally protected, as every kill result against it in combat has a 50% chance of instead being treated as a wound.
A unit equipped with the Runestones of Jarankyor gains +2 to its initiative in combat.
A unit wielding this blade gains the Special Attribute of Lightning Field. Dire Avengers, particularly attuned to the swirling energies that wreath this weapon, also gain the ability Terrifying.
Units equipped with this Artifact increase their spotting range by one hex. Harlequins with this Artifact are granted the Pop Up Attack Special Attribute.
The Warp Skien, a gossamer piece of cloth woven of the very stuff of the warp itesf, enables units to slide in and out of the physical universe. This artifact grants its bearer the Special Ability Warping.
This unit is being affected by the Crack Shot Strategy.
This unit is being affected by Fortune - It gains +2 to defense, until the start of its next turn.
This unit is being affected by Doom - All strikes against it are treated as two kills per strike until the end of the turn.
This unit is being affected by Eldritch Storm - It may not defend itself until the end of the turn.
This unit is being affected by Fire Aura - It is surrounded by a burning, protective sheath of fire, and gains +3 to melee and to defense until the start of the its next turn.
This unit is being affected by Wind Storm - It may not move or retreat for the remainder of this turn and the duration of its next turn. All attacks and defenses are at a -4 penalty.
This unit is being affected by Hypnotic Gaze - It has a paralyzing stare that prevents units it attacks from effectively defending themselves.
This unit is being affected by a Catalyst - This Tyranid gains +4 to all attacks and +4 to its Armor rating until the end of the turn.
This unit may only be detected by adjacent enemies until it moves again. Beware: the AI and other players may have seen the last place you moved, and follow you anyway!