Full Horde Abilities List

P-Scale Horde Abilities List

(note these Abilities are for both P-Scale and E-Scale)

P-SCALE HORDE ABILITY LIST
Ability Name Action Squad Req. Qty. Effect
Defensive Abilities
Bulwark of Stone Free 1 3 per Battle Use at the start of your round. Until the start of your next turn, you automatically pass any break tests. Furthermore, during your turn, you may for all intents and purposes treat your as though you were at full strength, except that enemies do not gain hit bonuses against you due to your magnitude.
Dig In 1 Full 1 Unlimited You gain +2 AP. This bonus stacks with all other bonuses and lasts until you move or are moved. This ability also stacks with itself up to a maximum of +4 AP.
Draw Fire Free 1 3 per Battle You gain +2 TB and all attack rolls against you reroll and take lowest result until the start of your next turn. Until the start of your next turn, all enemies who intend to make an attack, and are able to attack you, must attack you instead of other targets.
Stand and Shoot 1 Full/Free 1 Unlimited You activate this when an enemy who goes before you in Initiative makes a Charge attack against you. Before they execute their melee attack, you may make standard Ranged attack against the enemy, treating them as being at Point Blank Range. However, you forfeit your action this turn. Alternatively, you may activate this ability on your turn as a Full Action. If you do so, then you may make the above attack against the next enemy to make a charge attack against you between then and your next turn. You may not use this ability against enemies who have Surprised you.
Grenade Abilities
Anti-Armour Assault 1 Full 1 1 Per Battle You make a ranged attack with the Anti-Armor Grenade profile. The attack deals +2 damage per squad, and gains +1 Penetration per squad.
Blind Assault 1 Full 1 2 Per Battle You make a ranged attack using either the Smoke or Blind Grenade profile.
Flashbang Assault 1 Full 1 1 Per Battle You make a ranged attack with the Flashbang Grenade profile. Tests to resist the grenade take a -5 penalty per squad.
Frag Assault 1 Full 1 3 Per Battle You make a ranged attack with the Frag Grenade profile. The attack deals +2 damage per squad, and gains +1 Devastating per squad.
Incendiary Assault 1 Full 1 3 Per Battle You make a ranged attack with the Incendiary Grenade profile. The attack deals +2 damage per squad, and gains +1 Blast per squad.
Positron Grenade Assault 1 Full 1 1 Per Battle You make a ranged attack with the Positron Grenade profile. The attack deals +2 damage per squad, and gains +1 Penetration per squad.
Melee Abilities
Bloody Reverie Free 3 3 per Battle May be used whenever an enemy Horde that you were engaged with in close combat breaks and flees. You gain +20 WS and +2 SB for the next 2 rounds. During this time, you are also Fearless.
Breakthrough Free 1 3 per Battle You must be mounted. Activate this ability after making a Charge attack (move-attack). You may instantly spend any unused Movement Points to move as normal. Furthermore, before moving you may test Strength opposed by your enemy's Toughness, with you gaining a +10 bonus for every rank of Squad advantage over your enemy (or a flat +20 if they weren't a squad). On a success, you may move through this unit during your Breakthrough move.
Close Assault Free 1 3 per Battle Use at the start of the turn. Until the end of your turn, you gain +20 WS and may substitute the Degrees of Success from your attack rolls with your WS Bonus (inc. the +20 WS in the workings).
Tank Assault 1 Full 3 3 per Battle You make a melee attack against a single target. The attack type changes to X, deals +1d10 damage and deals +1 damage and Penetration for every Squad you have remaining. This does not apply to your Specialists or Leaders.
Movement Abilities
Blitzkrieg Free 1 3 per Battle Use at the start of your turn. You double your base Movement Points this turn (if you use Rapid Movement, you get three times your base MP, total). Furthermore, this ability allows you to move, perform an action, then move again, with the second movement using any remaining MP.
Jump Packs Free 1 6 per Battle Use at the start of your turn. You double your base Movement Points this turn (if you use Rapid Movement, you get three times your base MP, total), and until the end of the turn, you possess the Hoverer (AB) trait. Any melee attacks performed after a Jump Pack move gain +10 to hit, +1 damage and Devastating (1). Jump Pack moves ignore most difficult terrain and in certain circumstances (open spaces etc) can lift you onto higher floors or over enemies.
Rapid Retreat Free 1 3 per Battle May be used after you have suffered a single attack from an enemy unit. You instantly gain 4 MP which you may only use to move away from the attacker.
Ranged Abilities
Fire Storm Free 1 3 Times per Battle Use at the start of the turn. Until the end of your turn, You gain +20 BS and double your Semi/Full max. However, you may not perform any ranged attacks on your next turn.
Killing Field 1 Full 3 3 Times per Battle You make a Ranged attack; if your attack is performed with a Semi or Full Auto weapon, then the attack affects all squares adjacent to its target square. This attack counts as a Blast (5) attack on everything it hits, and for every Squad you have, deals +1 Damage and Pen. Enemy horde are forced to test vs. Pinning as though they'd been the target of a Horde Pinning attack. Specialists may make their attack as normal.
Weapon Expertise Passive/1 Full 1 Unlimited You may use the Custom Ammo, Special Bolts, Maximal and Variable modes as normal with equipped weaponry. You may switch between ammo/modes as a Full, and will continue firing in that mode unless you change to another (inc. default).
Support Abilities
Do not go Gentle 1 Full 1 Unlimited Any allied units within 5dm/2km of you gain Unnatural Toughness (+2) this turn. Furthermore, a single allied Horde unit affected by this ability may reduce all Magnitude damage taken by 1 this turn. This ability does not stack with other uses of this ability.
Long Live the Revolution 1 Full 1 Unlimited Any allied units within 5dm/2km of you take a +10 to all WP tests this turn. Any allied unit affected by this ability currently suffering from Fear/Break may make an instant rally test. This ability does not stack with other uses of this ability.
Markerlight 1 Full 2 Unlimited You select a single enemy within visual range. Then, select a single ally. Any attacks the chosen ally makes against your chosen enemy take a +10 BS bonus until the start of your next turn. In E-Scale against Independent Characters, if a single body part is hit with 3 Markerlights in the same turn (from any source), then Called Shot penalties against the location disappear and all Horde attacks against the target hit location.
Markerlight Mk2 1 Normal 2 Unlimited You select a single enemy within visual range. Any attacks any ally makes against your chosen enemy take a +10 BS bonus until the start of your next turn. In E-Scale against Independent Characters, if a single body part is hit with 3 Markerlights in the same turn (from any source), then Called Shot penalties against the location disappear and all Horde attacks against the target hit location.
Orchestrate 1 Full 1 Unlimited You generate a pool of Rerolls equal to your IB. Allies within your personal visual distance may use rerolls freely. Any unspent rerolls vanish permanently by the start of your next turn.
Sabotage 1 Full 1 3 Times per Battle Choose one enemy Horde within AB dm/km. The target tests Awareness; on a failure, they are stunned for 1 round.
Sing the Songs of Angry Men 1 Full 1 Unlimited Any allied units within 5dm/2km of you take a +10 bonus to attack tests this turn. Furthermore, a single allied unit affected by this ability may reroll one attack test this turn. This ability does not stack with other uses of this ability.
Sustained Assault Free 1 Unlimited Use at the start of your turn. Any attack you make this round gains a +20 bonus to hit, deals +2 damage, and scores one extra hit per 2 DoS, which stacks with all other bonus hit mechanisms. At the end of your turn, you take 20 Magnitude damage, which does not trigger a Break test.
Vigilance Free 3 3 Times per Battle You may automatically reroll all failed Awareness tests this turn.
Weapons Team Passive 1 Unlimited You gain an extra Weapons Specialist, who is treated as per usual for a Weapons Specialist and may be equipped with any weaponry your Specialists may access.

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E-Scale Exclusive Abilities

E-SCALE HORDE ABILITY LIST
Ability Name Action Squad Req. Qty. Effect
Defensive Abilities
Ablative Gel Passive 5 No Limit You negate the first attack dealt to you that does damage per round.
Automatic Defenses Passive 1 No Limit At the start of your turn, as a free, you may attack all enemies in Flak Cannon or Maser Swatter range once using those weapons.
Melee Abilities
Bloody Awakening 1 Free 1 3 Per Battle Use at the start of your turn. For the rest of this turn, you possess the Lightning Attack trait.
Dislodge 1 Full 3 No Limit You make a Melee attack against a Small enemy Horde, dealing +1 damage for every squad you have. If the attack successfully damage, then you sacrifice any damage you make; the enemy horde is instead shifted back one square in a direction opposite your own, or in a direction adjacent to the direction opposite your own (so if you are north of the target, the target may be pushed south, southwest or southeast).
Fortress Assault 1 Free 3 3 per battle Use at the start of your turn. If you attempt to capture an enemy Fortress during its turn, you gain a +30 to the test.
Positron Drill 1 Full 5 No Limit Make a Melee attack against an E-Scale enemy of size Monumental or larger (Battleships included). You ram it with your massive Positron Drill, dealing 6d10+5 P15 damage with the Positron, Proven (3) and Hy-Prog qualities. You may not move or attack for another 2 rounds afterwards. This weapon loses the Positron quality if you are submerged.
Render Field 1 Full 1 No Limit Target one adjacent enemy unit. Your target's ATS is reduced by 2d5 for 3 turns, but you lose 20 Magnitude.
Movement Abilities
Rapid Deployment Free 1 Pre-Battle Use before the Battle to deploy yourself to any location on the Map (within reason). Instructions may be specific, or they may be, within reason, vague ('deploy to a square within 10km of this square in cover' for example).
Ranged Abilities
AT Cannon 1 Full 5 1 per Battle You make a Ranged attack against a target within 10km. The attack deals 4d10+(ATS/2) energy damage, Pen ATS, Blast 10, and has the Positron quality. Until the start of your next turn, your ATS is zero.
Bombing Run 1 Full 1 1 per battle You deal a Ranged attack with a Missile-class weapon in your possession, dealing +2 damage, +2 Penetration and +2 Blast for every squad you have. However, the attack possesses the Cumbersome (0) quality. Furthermore, you may make a normal Weapon Specialist attack if possible as well.
Capital Weapons Passive 1 No Limit You have two extra Weapon Specialists, as shown in the Specialists tab. They may be hit with Called Shots as per the norm, and possess 20 Wounds each.
Critical Strike Free 1 2 Times per Battle Use at the start of your turn. Any attacks made against enemies whom you treat as Surprised deal +1d10 damage and +5 pen.
Damocles-Pattern Weapons Passive 1 No Limit You have three extra Weapon Specialists, as shown in the Specialists tab. They may be hit with Called Shots as per the norm, and possess 20 Wounds each.
Dragon Bomb Assault 1 Full 1 1 Per Battle You make a Ranged attack with the Dragon Burst Bomb profile. The attack deals +2 damage per squad, and gains +1 Penetration and +1 Devastation per squad.
Graviton Cannon 1 Full 5 No Limit You make a Ranged attack against an enemy within 10km. This attack deals 3d10 P15 damage with the Graviton, Devastating (10) and Blast (6) qualities. You may not move or attack for another 2 rounds afterwards.
Heavy Missile Strike 1 Full 3 2 Per Battle You make a Ranged attack against an enemy within 30km. Fire to hit with +20 bonus. On a hit, target suffers a 3d10+2X P4 Blast 5 hit.
Main Guns Passive 1 No Limit You have one extra Weapon Specialist, as shown in the Specialists tab. They may be hit with Called Shots as per the norm, and possess 20 Wounds.
Support Abilities
Armored Shield 1 Full 1 No Limit Select an ally adjacent to you. For every squad you have, your chosen Ally gains +1 AP to all areas for one round, but whenever the ally takes damage, the Horde also takes Magnitude damage as well, equal to the amount of damage taken to the ally (to a max of 5 damage per attack). Multiple-hit attacks such as Semi or Full Auto or Lightning Attacks count as a single attack for the purposes of damage.
Command Center Passive 1 No Limit You grant your commanding OD a +10 to all tests involving any of their subordinates. Furthermore, your OD may command two Horde Armies instead of one. This ability does not stack.
Countermeasures 1 Normal 1 2 per battle Choose either yourself or an adjacent ally. Until the start of your next turn, all BS rolls to hit your chosen target take a -20 penalty. This ability does not stack.
Countermeasures Mk2 1 Normal 1 No Limit Choose either yourself or an adjacent ally. Until the start of your next turn, all BS rolls to hit your chosen target take a -20 penalty. This ability does not stack.
Eva Base Passive 3 No Limit You count as a Launch Port/Supply Port. Evas/Superheavies can stand on your deck and/or retreat below.
Fire Support 1 Full 1 3 per battle You choose a single adjacent allied Independent Character. Your chosen Ally gains +1 Pen per Squad to their next attack.
Heavy Fire Support 1 Full 1 3 per battle You choose a single adjacent allied Independent Character. Your chosen Ally gains +1 Pen per Squad, and +1 Damage per 2 squads, to their next attack.
Rising Wraiths Passive 1 No Limit Whenever you deal damage, you regain 1d3 Magnitude. You may only trigger this ability once per round.
Tactical Barriers 1 Free 1 5 Per Battle Until the start of your next turn, you and all adjacent allies gain 10% Deflection per Squad. This Deflection is only valid against weapons with the Conventional Quality; against these weapons you roll Deflection as normal instead of instantly deflecting them (as per the Conventional trait). Allies benefitting from more than one Tactical Barrier add the two values together.
Support Offensive Abilities
Bakelite Drop 1 Normal 3 1 per battle Select a single adjacent enemy. Your chosen enemy loses -10 WS and Agility until end of their next turn. This ability does not stack.
Bakelite Flood 1 Normal 3 3 per battle Select a single adjacent enemy. Your chosen enemy loses -10 WS and Agility. These penalties remain until your target passes a free Strength test on their turn. Additional uses of ability stack.
Depletion Rounds 1 Full 3 No Limit Target one enemy within 20dm/2km. Your chosen enemy's AP is reduced by 2 until the start of its next round. This ability does not stack with itself.
Depletion Rounds Mk2 1 Full 3 No Limit Target one enemy within 20dm/2km. Your chosen enemy's AP is reduced by 3 until the start of its next round. This ability does not stack with itself or with Depletion Rounds.
Five Rounds Rapid 1 Full 4 3 per battle Select one E-Scale enemy within 20dm/2km. Your chosen enemy loses a single unspent Reaction.
Five Rounds Rapid Mk2 1 Full 4 3 per battle Select one E-Scale enemy within 20dm/2km. Your chosen enemy loses a single unspent Reaction and takes +2 damage from all sources until the end of their next turn. This damage bonus does not stack.
Logistical Preparations Free 1 Pre-Battle Use before the battle begins. You gain one of the following Horde abilities: the Rapid Deployment ability, the Heavy Weapons Team ability, the Fire Storm ability, the Close Assault ability or the Weapon Expertise ability.
Missile Shield Full 1 3 Per Battle You create a 5km bubble around yourself. Until the start of your next turn, whenever an ally in this field is struck by a non-surprise Conventional attack from an enemy Horde, you may make a BS test. On a success, you negate the attack. You may use Missile Shield a number of times per turn equal to your Squad Number, although you take a stacking -10 penalty per test made past the first one.
Saturation Bombardment Full 3 3 Per Battle Select a number of squares within weapons range equal to the number of Squads you have. The chosen squares become Difficult Terrain (4) until the start of your next round. Any non-flying units in or moving through the square take a ranged attack from your main weapon. Note: if you have Anti-Air Missiles as your main weapon, then this ability affects flying units instead of ground units.
Specialist Barrage 1 Free 3 2 Per Battle Use at the start of your turn. Select a single weapon from your Weapon Specialist list. Until the end of your turn, you may use this weapon in place of your regular weapons when making attacks.
Spirit Predators Passive 1 No Limit You ignore enemy ATS for the purposes of Deflection.
Supply Crews Passive 4 No Limit Any Aircraft-based Hordes adjacent to you may spend a Full Action once per battle to heal 40 Magnitude, regain any lost Specialists and replenish all expended Abilities.
Thruster Ingenuity 1 Full 1 1 per battle You instantly regain +20 Magnitude. If you are still alive at the end of the battle and have not used this ability, then it is automatically expended then (but not if you were completely destroyed).
Under Foot 1 Normal 1 No Limit Select one adjacent enemy Independent Character. Your chosen enemy halves its movement speed for a number of Rounds equal to your Squad number, but you lose 20 Magnitude which does not trigger break tests.
Quark Discharge 1 Full 1 No limit Select one enemy within 10dm/1km. For every squad you possess, the nemy loses 10% Deflection until the start of your next turn, but you lose 20 Magnitude, which does not trigger break tests.

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