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Abilities

Abilities are special powers that fighters can unleash by spending the ability dice generated in the Initiative Phase, and range from deadly strikes and cunning tactics to strange mutations and magical spells.

Below is a list of universal abilities available to fighters from all factions as long as they have the correct keyword. For instance, to use Inspiring Presence, the fighter must be a Hero.

Many fighters have unique abilities that are listed in their fighter profile, and may learn new ones as they earn experience.

Using Abilities

A fighter can use 1 ability per activation and the ability can be used either before their first action or after their first or second action.

To use an ability, you must discard the corresponding ability dice. For example; to use Rampage, you must discard a [Quad].

You can discard a [triple] for an ability that requires a [double], or a [quad] for an ability that requires a [triple] or [double], but if you do so, all of those ability dice are discarded.

Ability Value (x)

When an ability mentions (X), it refers to the value shown on the ability dice combination used for that ability. For example, if a player has a [double] with both dice showing ‘5’, then the value (X) of that ability dice is 5. When a rule mentions (X/2), it means half of the ability dice’s value, rounded up.

Universal Abilities

KeywordAbility
Any[Double] Rush: Add 1 to the Move characteristic of this fighter until the end of their activation.
Any[Double] Respite: A fighter cannot use this ability while within 1" of an enemy fighter. Remove (X) damage points from this fighter.
Any[Double] Careful Aim: Add 1 to the Shoot characteristic of this fighter for its next Ranged Attack action this activation.
Any[Double] Diving Charge: A fighter can use this ability after making a move action where it fell more than 2” vertically. Until the end of their activation, you may add 1 to their Fight characteristic for every full 2” they fell.
Hero[Triple] Inspiring Presence: Select a visible friendly fighter within 6” of this fighter that has not activated yet this battle round. You can activate that fighter immediately after this fighter’s activation ends.
Any[Triple] Onslaught: Add 1 to the Attacks characteristic of melee attack actions made by this fighter until the end of their activation.
Any[Quad] Rampage: This fighter makes a bonus move action. Then, they can make a bonus attack action.