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| Name | Rules Text |
| Aggressive | If this unit ends a movement order adjacent to an enemy unit, this unit gets 1 extra attack die during its next close combat order this turn. |
| Armored Rush | Give this unit a special order to deal 2 damage to one adjacent enemy unit. |
| Artificer | Give this unit a special order and choose one construct unit within 1 formation length of this unit (which could be this unit). Return up to 2 hit points worth of downed white-circle figures from the chosen unit to their starting positions. |
| Aura of Peace | All orders other than move orders given to this unit and units within one formation length of this unit cost 1 extra order point. This affects both friendly and enemy units. |
| Bad Luck | During a close combat order, adjacent enemy units must reroll their highest die result. |
| Battle Prowess | When this unit defeats an enemy unit, you may move one figure on this unit to a different position. |
| Beast | This unit may not be given a move order while adjacent to an enemy unit. |
| Berserker | When this unit is dealt damage in close combat, it deals 1 damage to the unit that damaged it. |
| Brutal | When this unit deals damage in close combat, it deals 1 extra damage. |
| Bully | If this unit is given a close combat order against a unit with no ready defense icons, this unit gets +2 to the result of each attack die, to a maximum of 6. |
| Calculating | When this unit defeats an enemy unit that is on or adjacent to control terrain, gain 1 victory point. |
| Call the Iron Rain | When you give your other friendly Han units ranged combat orders, they may target any enemy unit adjacent to this unit as if it were in range. Other penalties and obstructions to ranged combat apply normally. |
| Carnivorous | This unit gets 2 extra attack dice against cavalry. |
| Charger | If this unit ends a movement order adjacent to an enemy unit, the next close combat order issued to this unit this turn costs 1 less order point. |
| Command Position | If this unit is on or adjacent to control terrain, you may give it a special order to gain 1 victory point. This unit need not be commanding that control terrain to use this ability. |
| Concentrated Attack | When you give this unit a close combat order, you may select one ready white-circle figure on the defender; this figure will be assigned all damage from your attack. Once this figure is downed, any remaining damage is not assigned and is wasted. The defender deals damage normally. |
| Confusion | Give this unit a special order to turn one adjacent enemy unit 180 degrees |
| Cowardly | When this unit is the defender and the opposing unit is rolling a greater number of dice, this unit gets 1 less defense die. |
| Crone’s Curse | Adjacent enemy units get -1 to their phantom dice. |
| Cunning | If this unit is adjacent to a unit’s bad side, it gets 2 extra attack dice against that unit during a close combat order. |
| Deadly | This unit needs to roll one less 6 to get a critical hit. |
| Death Cloud | At the beginning of your turn, you may deal 1 damage for each ready |
| Death Touch | Give this unit a special order and roll a die. On a result of 3-6, you may down one white-circle figure on an enemy base within a range of one formation length. This figure may not have hit points exceeding the number of ready |
| Death Touch Master | Give this unit a special order and roll a die. On a roll of 3-6, you may down one non-white-circle figure on an enemy base within a range of one formation length. |
| Demolitionist | This unit gets 3 extra attack dice against construct units. |
| Disciplined | You do not have to push this unit to give it multiple regroup orders in the same turn. |
| Elusive | A close combat or ranged combat order targeting this unit costs 1 extra order point. |
| Entangle | Adjacent enemy units may not be given move orders. |
| Fear | Enemy units roll one less die against this unit during a close combat order. |
| Fervor | This unit gets 1 extra attack die against any adjacent enemy unit that is also adjacent to another friendly unit. |
| Fire Arrows | If this unit deals damage during a ranged combat order, it scores 1 extra hit against the target. |
| Fireburst | Give this unit a special order and designate an enemy unit within normal range as your target. Deal 1 damage to the target for each ready |
| Fragile | Each time this unit takes damage from combat, it is dealt 1 extra point of damage. |
| Good Fortune | When this unit is the attacker during a combat order, you may reroll its lowest die result. |
| Grand Druid | When this unit generates victory points from control terrain, you may return one downed figure from any friendly Gallic unit to its starting position. |
| Hail of Arrows | This unit may ignore line-of-sight penalties. This does not include the penalty for firing into melee. |
| Harsh Mistress | Give this unit a special action and down one of its white-circle figures to deal an amount of damage to an adjacent unit equal to the downed figure’s hit points. |
| Healing | As long as this unit is not an undead or construct unit, you may give this unit a special order to return one of its own downed white-circle figures to its starting position. This ability cannot return a figure with a hit point value that exceeds the number of ready |
| Heavy Armor | This unit gets 1 extra defense die against close combat attacks. |
| Hellenic Pride | If your army contains only Egyptian units, this unit gets 4 extra attack dice. If your army contains only Greek units, this unit gets 2 extra defense dice. |
| Hustle | When you push this unit for a move order, you get 2 extra movement points for that order. |
| Impede | A move order given to an enemy unit adjacent to this unit costs 1 extra order point. |
| Intuition | All your infantry units get +1 to their lowest die result, to a maximum of 6. |
| King of the Gauls | When this unit is dealt damage in close combat, it deals 1 damage to the unit that damaged it for each friendly Gallic unit on or adjacent to control terrain. |
| Leader of Men | When this unit is issued a regroup order, you may reposition one figure on each friendly |
| Lord of the Dead | Give this unit a special order and choose either this unit or an adjacent |
| Mobility | This unit does not draw breakaway attacks. |
| Nature Magic | This unit gets 2 extra attack dice when attacking construct, undead, or mythic units. |
| Necromancer | If this unit is an undead unit, you may give this unit a special order to return one of its own downed white-circle figures to its starting position. This ability cannot return a figure with a hit point value that exceeds the number of ready |
| Opportunist | When this unit defeats an enemy unit, you get 2 extra order points you may only use on this unit. |
| Poison | At the end of a close combat order, any injured figure on the opposing unit is downed. |
| Power at a Price | When this unit rolls a critical hit during a close combat order, choose one figure on the defender and down it. When an enemy unit rolls a critical hit against this unit, this figure is downed before damage is dealt. |
| Precision | This unit may ignore penalty for firing into melee. |
| Regeneration | At the beginning of your turn, this unit returns one downed figure to its starting position |
| Resentful | This unit gets 2 extra attack dice against human units. |
| Roman Patriot | This unit gets 2 extra defense dice against Egyptian units. |
| Sniper | Give this unit a special ranged combat order against a single ready non-yellow slot on an enemy base. Normal ranged combat rules apply, except that this unit gets only 1 ranged die for each ready |
| Spearmen | This unit gets 1 extra defense die against cavalry. |
| Specialist Leader | Give this unit a special order to deal 1 damage to an adjacent mixed or irregular unit for each ready |
| Specialized | This unit gets 1 extra attack die when attacking mixed units or irregulars. |
| Spirit of Chaos | When this unit would deal damage in a close combat attack, you may choose to deal 1d6 damage instead. |
| Stormrider | Your cavalry units do not draw breakaway attacks. Your Xiongnu cavalry units do not sacrifice a figure when they push for a move order. |
| Superior Reach | When this unit is given a close combat order, the defender gets 2 fewer defense dice (minimum 0). |
| Tangle Vines | Adjacent enemy units take 1 damage when they are given a regroup order. |
| Thrown Weapon | This unit may be given a special ranged combat order in which it gets 3 ranged dice for each ready |
| Tough | Each time this unit rolls defense die, reduce the number of hits scored against this unit by 1. |
| Trample | This unit gets 2 extra attack dice when attacking infantry or artillery. |
| Wall of Shields | This unit gets 2 extra defense dice against ranged attacks for each ready |
| Way of the Bow | This unit’s ranged dice score hits when they tie. |
| Xenophobic | If you army contains units from only one faction, this unit gets 2 extra attack dice against units from any other faction. |