Battlefront Traits, Abilities And Advantages List

Battlefront Traits

BATTLEFRONT TRAITS
Ability Name Subname Effect
Type Passives
Angelspawn Air This Angelspawn is deployed to Air Contests. Furthermore in P-Scale missions it gains the Flight (AB) trait.
- Sea This Angelspawn is deployed to Naval Contests. Furthermore in P-Scale missions it gains the Amphibious (AB) trait.
- Land This Angelspawn is deployed to Land Contests.
Assault Unit - So long as your side has morale advantage, this Horde provides +3 Edge.
Fast Attack Unit - If you have more Hordes with this Trait than the enemy does, then you gain +2 Edge.
Support Unit - For every Troop Unit on your side, you gain +1 Edge, up to your Squad amount.
Troop Unit - This Horde's magnitude is multiplied by 1.5 (round down) for the purposes of counting Victory Points.
Offensive Passives
Powerful X You gain X Edge.
Reign of Terror - All enemy Hordes take a -10 to Break tests.
Support Passives
Armoured X This Horde ignores X Mag Damage per turn.
AT Field - You take no damage and automatically pass Break tests unless the enemy wins by 3 DoS or more than your commander.
Coordinator - All allied Hordes take a +10 to Break tests.
Soul-Bound - You take a +10 to break tests.
Tactical Barriers - All allied Hordes take 2 less Magnitude Damage.
Terrain Passives
Terrain Adept X For each X terrain the Battlefront provides, you gain +1 Edge.
Terrain Master X For each X terrain the Battlefront provides, you gain +2 Edge.
Terrain Poor X For each X terrain the Battlefront provides, your enemy gains +2 Edge.
Morale
Regular - You possess 25 Willpower (for the purpose of Break tests).
Veteran - You possess 30 Willpower and the Disciplined Horde Trait (for the purpose of Break tests).
Elite - This Horde possesses 40 Willpower and the Disciplined and Stubborn Horde traits (for the purposes of Break tests).

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Battlefront Abilities

Ability Name Quantity Timing Effect Stacking Effect
Before Test Abilities
Bombardment Once Before If you win this round, deal +10 damage to Troop Units. Increase damage by +5.
Deep Strike Once Before If you win this round, deal +10 damage to Support Units. Increase damage by +5.
Disrupt Once Before If you win this round, the enemy leader takes a -10 penalty to their next Tactics test. Increase the penalty by -5.
Intercept Once Before If you win this round, deal +10 damage to Fast Attack Units. Increase damage by +5.
Raid Once Before If you win this round, the enemy loses an extra point of Morale. On a success, all enemy units take a -5 penalty to Break tests this turn.
Reserves Once Before or After All Hordes with this ability regain +20 Magnitude. No effect.
Shock Attack Once Before If you win this round, the enemy takes a -20 penalty to all Break tests. Increase the penalty by -5.
Silent Running Once Before You halve any magnitude damage taken this turn (round down) and gain +4 Edge. increase Edge bonus by 2.
Tank Hunter Once Before If you win this round, deal +10 damage to Assault Units. Increase damage by +5.
After Test Abilities
Ambush Once After Requires Forest, Rough or Urban terrain. May be used after a Tactics roll you won. You increase total damage to the enemy by +4 for this turn, and they take a -5 penalty to Break tests. Increase damage by +2.
Drone Support Twice After You may either deal +1 mag damage to all enemies, or reduce all mag damage to all allies by 1. Increase effect by +1, to max +5.
Evasive Maneuvers Twice After Reduce your Mag damage taken by 4. No effect.
Penetrate Once After Enemies lose the Armoured trait for this round only. No effect.

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