Horde Abilities

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 Half Action 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.
Drone Abilities
Attack Drone Free 1 3 per Battle You increase the amount of damage you deal by 1 until the start of your next turn. May be stacked.
Shield Drone Free 1 3 per Battle You reduce the amount of damage taken by 1, to a minimum of 0, until the start of your next turn. May be used even if it is not your turn. May be stacked.
Utility Drone Free 1 3 per Battle You gain a +10 bonus to all tests until the start of your next turn. May be stacked.
Grenade Abilities
Anti-Armour Assault Half Action 1 1 Per Battle You make a ranged attack with the Crack Grenade profile. The attack deals +2 damage per squad, and gains +1 Penetration per squad.
Blind Assault Half Action 1 2 Per Battle You make a ranged attack using either the Smoke or Blind Grenade profile.
Flashbang Assault Half Action 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 Half Action 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 Half Action 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 Half Action 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. You may instantly spend make another Full Move action. 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 Half Action 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 You may make an immediate Run Action as a Free Action.
Jump Packs Free 1 6 per Battle Use at the start of your turn. Until the end of the turn, you possess the Hoverer (AB) trait and can make Boosted Jumps as a Half Action. 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 make a Full Move, 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 Full Action 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. Targets 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 Half Action 1 Unlimited Any allied Hordes within Close Range (30dm/3km) 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 Half Action 1 Unlimited Any allied Horde within Close Range (30dm/3km) of you take a +10 to all WP tests this turn. Any allied Horde 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 Half Action 2 Unlimited You deploy a markerlight against a single target. 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 Half Action 2 Unlimited You fire one Markerlight for every 2 Squads you possess, which may be deployed against a single target or dispersed out. 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 Full Action 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 Full Action 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 Half Action 1 Unlimited Any allied Hordes within Close Range (30dm/3km) 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.
Special Abilities
Assimilate Passive 1 Unlimited Whenever you deal Magnitude Damage to an enemy Horde in melee, you may regenerate your own Magnitude by an equal amount. If this would increase your Magnitude over 100, then the excess Magnitude is shifted to another Shadowmen horde within 4dm. If there is no such Horde, or all other nearby Shadowmen Hordes are at full strength, this instead creates a new Horde. This Horde has your Characteristics, skills, talents, traits, abilities and weapons. However, the offspring Horde also replaces their Armour Plating value with that of the enemy Horde, if that value is higher; it is also treated as having copies of all the Horde's weapons, but not Specialists.
Spread Blessings Passive 1 Unlimited Whenever you defeat an enemy Horde lacking the Machine Quality, you replace it with a Horde of Vessels possessing 20 Mag.

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E-Scale Horde Ability List

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 You may, once per round, make a free attack with one of your non-Specialist weapons against an enemy that moves within, or attacks an ally within, Support Range of you.
Garrison Passive 1 No Limit You always count as possessing one instance of the 'Garrison' Advantage. (This gives you a +40 bonus against the Boarding Assault and Fortress Assault Advantages.)
Melee Abilities
Positron Drill Free 5 No Limit You may activate this when you 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.
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 Full Action 5 1 per Battle You make a Ranged attack against a target within Long Range (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.
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.
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 Half Action 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 Full Action 5 No Limit You make a Ranged attack against an enemy within Long Range (15km). 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.
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
Assault Carrier Passive 1 No Limit You count as a Launch Port/Supply Port. Constructs can stand on your deck and/or retreat below. When a Construct deploys via your Launch Port, they may make a Boosted Jump or as a Free Action. Furthermore, Constructs within your Support radius may use your Supply Port as though they were adjacent to you.
Dirac Jammer Passive 1 No Limit You count as possessing the 'Dirac Jammer' equipment with unlimited running time. Once per turn, you may activate or deactivate it. The Jammer may not be attacked.
Eva Base Passive 3 No Limit You count as a Launch Port/Supply Port. Constructs can stand on your deck and/or retreat below.
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.
Positron Outlet Passive 1 3 per battle You count as possessing the 'Heavy Duty Portatron Generator' equipment. The Outlet may not be attacked.
Supply Crews Full Action 4 1 per Battle Select one spent Advantage that derives from an Air Horde. You now regain that Advantage. Note that only one Advantage may be refreshed per battle, even if you have multiple units with Supply Crews.
Thruster Ingenuity Half Action 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).

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