Special Abilities
Ability Damage/Drain: This ability functions as bleed.
Amphibious: The army can move in or across bodies of water.
Aquatic: The army increases its attacks and AC by 1 against armies in the water or on ships. The army decreases its attack rolls by 2 against armies on land (unless the army also has the amphibious special ability, in which case it doesn’t have this penalty).
Bleed: When this army deals damage in melee, the target army takes an automatic 1d6 points of damage at the start of the next phase.
Blindsense: The army halves penalties from darkness, invisibility, and weather.
Blindsight: The army ignores penalties from darkness, invisibility, and weather.
Breath Weapon: The army gains a Ranged attack that it can use every other round. The attack has a range of 1, unless the breath weapon reaches at least 60 feet (cone)/120 feet (line), in which case it is range 2. Attacks with this weapon deal 1d4 bonus damage.
Burn: This ability functions as bleed.
Burrow: While not engaged, the army can dig underground instead of attacking during the Melee phase. They become undetectable to enemy armies while underground and can move under obstacles and the like. Burrowed armies can only be engaged by other burrowed or earth gliding armies. The armies only fight if they happen to end their Maneuver phase in the same square, in which case they Engage immediately.
Cannibalize: Reduce Consumption by 1 (minimum 0) for any week in which the army wins a battle and is allowed to feed on fallen corpses.
Climb: The army treats cliffs, castle walls, and similar obstacles as difficult terrain, rather than impassable.
Construct: The army is immune to disease, fear, paralysis, and poison.
Create Sandstorm: Once per battle, the army can affect the field of battle with the sandstorm battlefield condition. The sandstorm lasts for the rest of the battle.
Create Spawn: If the army destroys a living army of equal or greater size, it may immediately recover a number of hit points equal to twice its ACR or create a new army of its type but two sizes smaller than itself.
Damage Reduction: See the entry for significant defense.
Darkvision: The army takes no penalties in dim light or darkness.
Disease: If the army damages an enemy, the target becomes diseased and takes a cumulative –1 penalty to its attacks and AC each day after the battle. Curing the disease requires a successful Stability check modified by this penalty, and allows the army to reduce this penalty by 1 each day thereafter until the penalty is gone.
Earth Glide: The army ignores fortifications made of earth or stone and in all other ways acts as the burrow special ability.
Energy Drain: If the army damages an enemy, it reduces the target's attack rolls and AC by 1 for 24 hours. If the penalty becomes equal to the target's ACR, the target army is destroyed.
Fast Healing: Each Resolution phase, this army regains a number of hit points equal to half its fast healing value. Outside of battle, each hour the army regains a number of hit points equal to its fast healing value.
Fast Speed: An army can select this if the component creatures have a move speed of 60 feet or more. The army gains +1 Maneuver. If they have a move speed of 120 feet or more, they gain +2 Maneuver instead.
Fear: Once per round, when the army damages an enemy army, that army must attempt a Morale check (DC = 10 + your army’s ACR). If they fail, they suffer a -1 to Morale.
Ferocity: The army continues to fight even if demoralized or nearly dead. If the army is defeated or routed, it may continue to act for one more Melee phase, though its attacks and AC are reduced by 4 for that phase.
Flight: The army has +1 Maneuver, automatically succeeds at checks to disengage unless the opposing army has flight, and ignores difficult/impassable terrain.
Grab: The army’s units latch onto their opponents, making it difficult to escape. The target army takes a –2 penalty on Maneuver checks to disengage.
Healing: Once per battle, the army can heal a number of hit points equal to its ACR instead of attackin in the Melee phase.
Immunity: If an army is immune to a particular special ability (such as poison), an enemy army with that ability doesn’t gain those benefits against this army. For an army with many immunities, also see significant defense.
Incorporeal: The army takes no damage from non-magical attacks, and only half damage from magical attacks. It ignores enemy AC bonuses from armor gear. It automatically succeeds at checks to disengage unless the opposing army has incorporeal, and ignores difficult/impassable terrain.
Invisibility: The army gainst a +4 to attacks and AC against armies that can't detect invisible creatures. Armies that can’t see invisible creatures can’t prevent this army from disengaging.
Low-Light Vision: The army takes no penalties for dim light.
Mindless: The army never fails Morale checks, but must always use standard tactics and strategy.
Mobility: If the units have a form of mobility that gives them an advantage in the battlefield’s terrain (such as boggards in a swamp), increase the army’s attack rolls by 1 for that battle against armies without such mobility.
Paralysis: Each time the army damages an enemy army, reduce the enemy army’s AC by 1 until the end of combat.
Petrification: This ability functions as paralysis.
Plant: The army is immune to fear, paralysis, and poison.
Poison: This ability functions as bleed.
Pounce: The army increases its melee attack rolls by 1.
Powerful Charge: The army increases its melee attack rolls by 1.
Rake: The army increases the damage it deals with melee attacks by 1.
Regeneration: The army regains a number of hit points equal to half its regeneration value each Resolution phase. When an army with regeneration is reduced to 0 hp, it is defeated only if at least one enemy army survives at the end of that phase to finish off the regenerating creatures. Outside of battle, the army regains a number of hit points equal to half its regeneration value each hour.
Rend: The army increases the damage it deals in melee by 1.
Resistance: See the entry for significant defense.
Rock Catching: The army increases its AC by 1 against ranged attacks. This increases by an additional 1 if the army is attacked with heavy weapons or thrown rocks.
Rock Throwing: The army can make ranged attacks at range 1 with thrown rocks; the army carries one Shot. This attack deals +4 points of damage. The army can spend one round gathering rocks to refill its ammunition instead of attacking or moving.
Scent: The army reduces its penalties to damage due to weather by half.
Significant Defense: The army has a significant defense such as powerful damage reduction or numerous immunities and/or resistances. Increase its DV by 10, but only against armies that can’t overcome those defenses. In some cases, the GM might rule that an army is simply undefeatable by an enemy army because of its defenses.
Spell Resistance: The army increases its DV by 4 against armies with a Casting ability.
Spell Casting: If an army’s soldiers possess innate magic, whether spells or spell-like abilities, increase the army's attack rolls by the spell level of the highest-level spell the individual unit can cast, and the AC by half as much.
Swarm: The army takes half damage from non-magical attacks, but 1-1/2 times as much damage from magical attacks. It ignores AC bonuses from armor gear. It can’t harm an army with the incorporeal or significant defense ability. It automatically succeeds at checks to disengage.
Teleportation: The army ignores the Defense of fortifications. Ethereal travel and similar effects also grant this ability. An army with teleportation can travel to any hex on the same day, or to any square during the Maneuver phase (its Maneuver score is irrelevant and not hampered by difficult terrain).
Trample: The army increases its damage in melee by 2.
Tremorsense: The army can detect the location of burrowed units in 3 squares, and halves penalties from darkness and invisibility.
Trip: Each Melee phase, the target enemy army reduces its AC by 1 until the end of the phase.
Undead: The army is immune to disease, fear, paralysis, and poison. Its AC increases by 2.
Unnatural Aura: This ability functions as fear, but applies only to animals (including animal mounts).
Vortex: This ability functions as paralysis, but only against targets on or in the water.
Whirlwind: This ability functions as paralysis.