Abilities active for a unit's turn -- The Definitive List
ABILITIES THAT OCCUR DURING PHASES OF A UNIT'S TURN OF ACTIVATION (Through Wave 7)
Abilities shared by too many units to conveniently list are simply identified as (various).
Defensive abilities and abilities/enhancements conferred from other units not listed.
Some terminology is my own for clarity purposes.
All phases A-F occur regardless if actions are taken during those phases.
Instead of taking a turn
Red Flag of Fury Aura: Ornak (Order Marker 1 only)
Utgar's Orders: Minions of Utgar
Before you take a turn (also after revealing order marker)
Bonding: (various)
Eternal Hatred: Marcu Esenwein
(A) Pre-Movement Phase ("Before moving")
Carry (part 1 -- figure selection): Brunak, Theracus
Crippling Gaze: Dund
Hive Swarm: Marro Drones
Soul Devour: Shades of Bleakewoode
Unleashed Fury: Anubian Wolves
Wild Pack Movement: Marrden Hounds
(B) Movement Phase
Only (B1) or (B2)
(B1) Instead of normal move
Glacier Traverse: Dzu-Teh
Grapple Gun: Sgt. Drake Alexander
Stealth Leap: Shaolin Monks
(B2) Normal Movement
Charging Assault: Kozuke Samurai
Climb x2: Deathreavers
Disengage: Agent Carr, Arrow Gruts, Blade Gruts, Deathreavers, Heavy Gruts, Ninjas of the Northern Wind, Swog Rider, Tornak
Flying: (various)
Ghost Walk: Agent Carr, Ninjas of the Northern Wind
Horde Movement: Zombies of Morindan
Lava Resistant: Brunak, Obsidian Guards
Phantom Walk: Isamu
Slither: Armoc Vipers, Elite Onyx Vipers, Venoc Vipers, Venoc Warlord
Snow and Ice Enhanced Movement: Dzu-Teh
Stealth Flying: Cyprien Esenwein, Einer Imperium, Empress Kiova, Shades of Bleakewoode, Taelord the Kyrie Warrior
Water Suits: Microcorp Agents
(C) Mid-Turn Phase
(C1), (C1a) and (C1b) are functionally equivalent
(C1) After moving and before attack
Berserker Charge: Tarn Viking Warriors
Chilling Touch: Cyprien Esenwein
Healing Touch: Kelda the Kyrie Warrior
Helm of Mitonsoul Aura: Runa
Marro Plague: Marrden Hounds
Mind Shackle: Kee-Mo-Shi, Ne-Gok-Sa
Net Trip: Retarius
Paralyzing Stare: Me-Burq-Sa
Spear of Summoning: Saylind the Kyrie Warrior
Throw: Jotun
Whip: James Murphy
(C1a) After moving (functionally equivalent to (C1))
Carry (part 2 -- figure placement): Brunak, Theracus
(C1b) Before attacking (functionally equivalent to (C1))
Chomp: Grimnak
(D) Attack Phase
Only D1, D2, or D3
(D1) Instead of [normal or special] attacking
Engagement restrictions don't apply
Poisonous Acid Breath: Braxas
Self-Destruct: Deathwalker 7000
Sharpshooter: Deadeye Dan
Stare of Stone: Sudema
Water Clone: Marro Warriors
(D2) Special Attacks
All special attacks. Attack bonuses don't apply
(D3) Normal Attack
Bloodlust: Tagawa Samurai
Deadly Shot: Omnicron Snipers
Deadly Strike: Minions of Utgar
Dishonorable Attack: Isamu
Double Attack: Einar Imperium, Guilty McCreech, Krug, Syvarris
First Assault: Valguard
Galloping Charge: Templar Cavalry
Giant Killer: Sir Denrick
Homing Device: Blastatrons
Lava Throw: Obsidian Guards
Lethal Sting: Rechets of Bogdan
Maul: Deathstalkers
Righteous Smite: Templar Cavalry
Road Strength: Dumutef Guard
Shaolin Assault: Shaolin Monks
Sighting: Microcorp Agents
Snow Strength: Nerak the Glacian Swog Rider
Sword of Reckoning: Agent Carr
Wait Then Fire: 4th Massachusetts Line, Ashigaru Harquebus
Water Weakness: Obsidian Guards
Wounded Smash: Krug
Zettian Targeting: Zettian Guards
Zombies Rise Again: Zombies of Morindan
(E) Post-Attack Phase ("After attacking")
Life Drain: Cyprien Esenwein, Iskra Esenwein, Marcu Esenwein, Sonya Esenwein
Toxic Skin: Kee-Mo-Shi
(F) End of Turn Phase ("At the end of your turn")
Rod of Negation: Morsbane
After you take a turn
Frenzy: Aubrien Archers, Elite Onyx Vipers, Venoc Vipers
Jandar's Dispatch: Sir Gilbert
Overextend Attack: Alastair Macdirk, Eldgrim the Viking Champion
Stab in the Back: Sir Hawthorne
Summon the Rechets of Bogdan: Iskra Esenwein
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