Battlefront Traits Abilities And Advantages

Battlefront Traits

BATTLEFRONT TRAITS
Trait 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 Unit provides +3 Edge.
Fast Attack Unit - If you have more Units 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 Unit's magnitude is multiplied by 1.5 (round down) for the purposes of counting Victory Points.
- Skirmish Gain +1 Edge for every unit with this type.
Construct X This unit never takes Break tests, and instead of Magnitude, possesses wounds equal to X that deplete in the same way.
AT Tactician - So long as your side has morale advantage, this Unit provides +2 Edge, and all units on your side take -2 damage.
Berserker X The first time this unit's wounds drop to 0 or below, it regains X wounds and gains Armoured +2 and Powerful +2
Dervish - If you have more Units with this Trait than the enemy does, then you gain +2 Edge.
Pointman - If you have more Units with this Trait than the enemy does, the enemy loses -3 Edge.
Sniper - For every Construct and Troop Unit on your side, you gain +1 Edge, up to your Squad amount.
Special Training Command Your side's starting Morale increases by 1.
- Pilot This unit takes -2 damage per turn.
- Technician All allies count their Abilities as being stacked by 1 extra.
Offensive Passives
Air Support - If you gain a Victory or Decisive Victory as part of the Air Contest, then the following Naval or Land contests gain +1 Edge for every Troop Unit on your side, up to +3.
Powerful X You gain X Edge.
Reign of Terror - All enemy Units take a -10 to Break tests.
Support Passives
Armoured X This Unit 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 Units take a +10 to Break tests.
Retreat - This unit may be withdrawn from battle before any Tactics tests; their traits and abilities cease applying immediately.
Soul-Bound - You take a +10 to break tests.
Tactical Barriers - All allied Units 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 Unit Trait (for the purpose of Break tests).
Elite - This Unit possesses 40 Willpower and the Disciplined and Stubborn Unit traits (for the purposes of Break tests).

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Battlefront Abilities

Ability Name Quantity Timing Effect Stacking Effect
Before Test Abilities
Assassin Once Before If you win this round, deal +6 damage to units with the Coordinator or Special Training (Command) trait. Increase damage by +2.
Augmented Assault Once Before If you win this round, you double your Edge bonuses from AT Tactician and/or Dervish. Increase damage by +2.
Bombardment Once Before If you win this round, deal +10 damage to Troop Units. Increase damage by +5.
Command Post Once Before Gain a +10 to your Tactics test this turn. No effect.
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.
Focus Blast Once Before If you win this round, the enemy takes +2 damage, +1 for every unit on your side with the AT Field Trait. Increase damage by +2.
Intercept Once Before If you win this round, deal +10 damage to Fast Attack Units. Increase damage by +5.
Killing Field Once Before If you win this round, deal +6 damage to Dervishes. Increase damage by +2.
Mindbolt Once Before If you win this round, the enemy leader, and all enemy Hordes, take a -10 to their next tactics andbreak tests. Increase penalty by -5.
Momentum Once Before If you win this round, deal +5 extra damage to a single target of your choice. Increase damage by +2.
Obscuring Barrage Once Before The Enemy loses -3 Edge this round. Increase Edge penalty by -1
Pick Off Once Before If you win this round, deal +4 Damage to Constructs. Increase damage by +2.
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.
Rapid Charge Once Before If you win this round, deal +6 damage to Snipers. Increase damage by +2.
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.
Repair Construct Once After All Constructs regain 6 Wounds. Increase wounds by +2.
Royal Heartbreaker Once After If you won this round, you either deal either +5 damage to all targets, or deal +20 damage to a single target. No effect.

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Battlefront Advantages

Advantage Usability Range Duration Effect Stacking Effect
Attacks
Air Strike Your Turn Long (10km) - You hit an area with the following attack: 2d10+2X, P4, Blast (6), Tearing. +2 Damage and Penetration per extra use.
Air Blitz Your Turn Long (10km) - You hit an area with the following attack: 2d10+6X, P4, Blast (8), Tearing. +2 Damage and Penetration per extra use.
Go for the Throat Your Turn Medium (6km) - Select one enemy Leader, who may not be a Construct pilot as well (though a Leader in a Command Centre is valid). You make an SL (Tactics) test, opposed by their Dodge; if you succeed you deal 1 point of damage to them (not reduced by TB or AP) per difference between your DoS and the Leader's. They also suffer a level of fatigue. +2 damage and +1 Level of Fatigue per extra use on a success
Saturation Bombing Your Turn Medium (6km) Start of your next turn You hit an area with the following attack: 2d10X, P2, Blast (4). The area in the blast radius becomes DTV +4, and anyone entering the area also takes a hit. +2 Damage and +1 DTV per extra use.
Special Payload (Bolt) Your Turn Long (10km) - You hit a single enemy with the following attack: 3d10X, P6, Tearing. +2 Damage and Penetration per extra use.
Special Payload (Positron) Your Turn Long (10km) - You hit a single enemy with the following attack: 3d10X, P6, Positron. +2 Damage and Penetration per extra use.
Heavy Special Payload (Bolt) Your Turn Long (10km) - You hit a single enemy with the following attack: 3d10+2X, P8, Tearing. +2 Damage and Penetration per extra use.
Heavy Special Payload (Positron) Your Turn Long (10km) - You hit a single enemy with the following attack: 3d10+2X, P8, Positron. +2 Damage and Penetration per extra use.
Heavy Special Payload (Fusion) Your Turn Medium (6km) - You hit a single enemy with the following attack: 3d10X, P10, Fusion. Counts as Point-Blank. +2 Damage and Penetration per extra use.
Submarine Ambush Your Turn Medium (6km) Instantaneous You may select a single enemy either on or in the water. They are automatically hit with a Macrobattery attack, which deals +1d10 damage, doubles penetration and may not be dodged. +2 damage and Penetration per extra use.
Debilitating
Bakelite Drop Your Turn Universal Start of your next turn All enemy units take a -10 penalty to WS, BS and Agility. -5 per extra use
Bakelite Flood Your Turn Universal Until an affected unit passes a free Strength test All enemy units take a -10 penalty to WS, BS and Agility. -5 per extra use
Coastal Harassment Your Turn Universal Start of your next turn All enemy units on or adjacent to a Water square take a -20 penalty to Agility tests this turn. -10 penalty per stacking bonus
Depleted Rounds Your Turn Close (3km) Start of your next turn All enemy units reduce their AP on all areas by 2. +1 per extra use.
Depleted Rounds Mk2 Your Turn Close (3km) Start of your next turn All enemy units reduce their AP on all areas by 3. +1 per extra use.
Five Rounds Rapid Your Turn Close (3km) - Select one enemy. The next attack they take cannot be dodged or parried (but it may be deflected). -
Gruelling Attack Your Turn Close (3km) Start of your next turn Select one enemy unit with no Deflection. It must test Toughness or take a rank of Fatigue. -10 to test per extra use.
Quark Raid Your Turn Universal Start of your next turn All enemy units lose 40% Deflection. -40% per extra use
Quark Storm Your Turn Universal Start of your next turn All enemy units lose 60% Deflection. -60% per extra use
Defense and Support
Armoured Shield Your Turn Universal Start of your next turn All allied units gain +2 AP. +1 per extra use.
Countermeasures Your Turn Universal Start of your next turn Ranged Attacks against all Allied units take a -20 penalty. -10 per extra use
Flying Barrier Your Turn Universal Start of your next turn All allied units gain +40% Deflection. +40% per extra use.
Missile Shield Your Turn Universal Start of your next turn All Attacks against Allied units must reroll damage and take the worst result. -
Pathfinders Passive Universal Unlimited All of your forces treat all DTV as -1. -1 per extra use.
Recon Passive Universal Unlimited All allied units increase their vision range by +2. If 2 used, all allied units gain unlimited vision.
Offensive
Fire Support Your Turn Universal Start of your next turn All allied units gain +2 Penetration. +1 per extra use.
Heavy Fire Support Your Turn Universal Start of your next turn All allied units gain +2 Penetration and +1 Damage. +1 to both per extra use.
Markerlights Your Turn Universal Start of your next turn You may apply 2 Markerlights to any targets you like. +2 per extra use.
Markerlights Mk2 Your Turn Universal Start of your next turn You may apply 3 Markerlights to any targets you like. +3 per extra use.
Invasions and Captures
Boarding Assault Your Turn Close (3km) - Select one enemy Horde with the Capital Ship trait in Range; it must also have 0% Deflection. You test Tactics opposed by the Capital Ship's Toughness. On a success, the Capital Ship loses 20 magnitude, then is stunned for one round. If you win by a number of DoS more than its TB, it flips to your side; it may not take actions until the start of your next turn. Reroll Tactics test once per extra use.
Elite Guard Before Battle Universal Unlimited Select one Fortress or Capital Ship. It gains a +60 bonus to resist the 'Boarding Assault' or 'Fortress Assault' Advantage. If the chosen Horde is also benefitting from Garrison, treat Elite Guard as being the first level of Garrison (so applying Garrison adds another +10). +20 per extra use.
Fortress Assault Your Turn Close (3km) - Select one enemy Horde with the Fortress trait in Range. You test Tactics opposed by the Fortress's Toughness. On a success, the Fortress loses 20 magnitude, then flips to your side; it may not take actions until the start of your next turn. May use this Advantage one extra time per extra use.
Garrison Passive Universal Unlimited All of your Fortresses, Ships and Starships take a +40 bonus to resist the 'Boarding Assault' and 'Fortress Assault' Advantages. +10 per extra use.
Rapid Capture Your Turn Universal - Whenever an enemy Pilot or Leader becomes unattached, downed or forced to Eject, you may play this Advantage, then take a Tactics test opposed by their Agility or Stealth; on a success, you capture them. Happens before Search and Rescue. Reroll Tactics test once per extra use.
Retrieval Training Passive Medium (6km) Unlimited Any ejected Pilot or unattached Leader who enters range is immediately rescued. Increase Range by one step per extra use, max of Very Long
Search and Rescue Passive Universal Unlimited Whenever an allied Pilot or Leader becomes unattached, downed or forced to eject, you may make a Tactics-30 test to instantly retrieve them. +10 per extra use.
Search Teams Passive Universal Unlimited All enemy ejected Pilots or unattached Leaders take a -30 penalty to Agility or Stealth tests to avoid being captured. -10 per extra use.

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