特殊能力(Special Abilities)在一场奇幻故事中演绎一场战争最有趣的部分实际上是:你所带领的部队并不局限于现实世界中存在的。尽管你招募的大多数单位是武者或者战士,不过你也可以招募到圣武士、牧师或其他在集团战斗中具有实用能力的军队。
你甚至可以招募怪物,无论是类人形态的地精、巨魔或兽人,还是非人形的半人马及座狼。这些生物都具有在集团战斗中十分有用的怪物特殊能力。除非与这些生物结盟,标准的王国并不具有使用怪物军队的能力。你可以通过外交法令或者在冒险中帮助它们来结盟。
只有在军队中大多数的单位具有后述列出的能力时才能应用这些能力。而对于职业能力,能力名称后附有附加说明,标注了军队中的单位要使用该能力必须满足的等级以及职业。这里并未列出5级之后获得的职业能力,因为要招募具有较高职业等级的单位,且数量足矣构成军队是不可能的。如果一项职业能力之后列出两种选项,那么你必须在构成军队时从中选择一种,并且无法再进行更改。
你可以是使用后述特殊能力作为灵感来创作属于你自己的额外军队能力。除非另有说明,这些特殊能力的效果(除了生命值伤害)会在战斗结束时结束。请注意在影响盟友军队的能力也可以用于影响你自身。
属性伤害/吸取:该能力视同流血。
炼金术(炼金术士 1):每场战斗1次,你的军队能够如同拥有治疗药剂军备一般治愈自身。这并不会消耗BP。
两栖:军队可以移入或穿越水体,并且忽略水中屏障(water barriers)带来的防御。
动物伙伴(德鲁伊 1,游侠 4):动物伙伴使军队的OM增加1点。
水栖:在对抗水中或者船只上的军队时,军队的OM与DV增加1点。在对抗陆上的军队时OM降低2点(若军队同时还具有两栖特殊能力,则不会受到OM的惩罚)。
勇气灵光(圣武士 3):军队免疫恐惧效果,并且在避免溃逃的士气检定中自动成功。
盔甲训练(战士 3):该职业能力会调整穿着中甲的单位的基本速度;因此也相应地调整军队的速度。
流血:当这支军队在近战中造成伤害时,目标军队在下一个阶段开始时自动受到1d6点伤害。
盲感:军队由于黑暗、隐形以及天气而使OM与DV受到的惩罚减半。
盲视:军队不会由于黑暗、隐形以及天气而使OM与DV受到惩罚。
炼金炸弹(炼金术士 1):该能力视同喷吐武器。
英勇(战士 2):将单位的英勇加值应用至对抗恐惧以及溃逃时的士气检定中。
喷吐武器:军队能够进行远程攻击。在远程以及近战阶段,它造成+1d4点伤害。
制造药水(炼金术士 1):军队可以为自身或者其他军队制造治疗药剂,而不需要满足任何在治疗药剂军备中的建筑需求。你必须如常为这些药剂支付BP。
燃烧:该能力视同流血。
掘地:军队能够花费远程或近战阶段进行移动,用于在一个防御工事(或城墙)下掘穴。在之后的阶段中,它会忽略这个防御工事的防御。在军队使用掘穴的阶段中,只能攻击使用掘穴或浅地的军队,也只能被此类军队攻击。
食尸:军队在战斗胜利之后,并且允许吞食战场遗留的尸体时,当周的开支降低1点(最低为0)。
挑战(骑士 1):每场战斗1次,军队可以在对抗目标军队时OM增加2点,但是在对抗来自非目标军队的进攻时,DV降低1点。这些效果会在战斗的剩余时间内持续下去。
引导负能量(牧师 1):在近战阶段,军队对目标活物军队造成+1d4伤害。如果具有该能力的是不死军队,则可以使用该能力治疗自身,用于取代对敌军造成额外伤害;若它在一个远程或近战阶段的OM受到等同于其ACR一半的减值,则可以治疗等同于其ACR的生命值。
引导正能量(牧师 1,圣武士 4):在近战阶段,军队对目标不死军队造成+1d4伤害。军队可以使用该能力治疗自身,用于取代对敌军造成额外伤害;若它在一个远程或近战阶段的OM受到等同于其ACR一半的减值,则可以治疗等同于其ACR的生命值。
攀爬:军队视防御工事的防御比正常低25%。该优势无法应用至无法攀爬的防御工事上(比如护城河或者力墙术)。
战斗流派(游侠 2):每场战斗1次,军队可以选择远程攻击或者近战攻击的OM增加1点,该效果会在战斗的剩余时间内持续下去。
构装体:军队免疫疾病、恐惧、麻痹与毒素。
创造沙暴:每场战斗1次,军队能够使用沙暴战场环境影响战斗的场地。沙暴会在战斗的剩余时间内持续下去。
创造衍体:如果军队摧毁了规模与其相等或更大的活物军队,它可以立刻恢复等同于其ACR的两倍的生命值,或者创造一支与其类型相同但是规模比自身小两阶的军队。
伤害减免:见强效防御。
黑暗视觉:军队在昏暗或者黑暗之中,OM或DV不会受到惩罚。
科研发现(炼金术士 2):该能力视同流血。
疾病:如果该军队对任何军队造成伤害,受伤的军队会染病,并且在战斗后的每一天,OM与DV累积受到-1减值。治愈疾病需要成功进行受到该减值修正的稳定检定,之后该减值每天减少1点,直至完全消失。
神佑(圣武士 3):这支军队免疫疾病。
潜地:该军队忽略土石建造的防御工事,并且能够如同掘地特殊能力一般在其他防御工事下掘穴。
幻灵(召唤师 1):该能力视同动物伙伴。
能量吸取:若该军队对一支敌军造成伤害,那么敌军的OM与DV会在24小时内减少1点。
反射闪避(武僧 2,盗贼 2):具有施法能力的军队在攻击拥有该能力的军队时,施法能力带来的OM加值减半。并且拥有该能力的军队在受到喷吐武器能力攻击时,额外伤害减半。
快速痊愈:在每个远程或近战阶段,该军队会恢复数值等同于其快速痊愈数值一半的生命值。在非战斗状态,该军队每小时会恢复等同于其快速痊愈数值的生命值。
宿敌(游侠 1):该军队在对抗其游侠宿敌列表中所选择的生物类型时,OM增加1点。
偏好地形(游侠 3):敌军从有利地形以及战场优势中获得的加值减半。
恐惧:若该军队对一支敌军造成伤害,那么敌军必须尝试进行士气检定(DC = 10 + 你的军队的ACR)。失败则意味着军队会害怕并且无法尝试在下一个阶段中进行进攻检定。若军队在士气检定中失败,并且该阶段已经处于害怕的状态,则会溃逃。
凶猛:即使士气低落或者近乎死亡,该军队也会持续战斗。若军队战败或溃逃,它仍旧能持续再行动一个近战阶段,不过在该阶段它的OM与DV降低4点。
飞行:若军队在近战阶段中不进行攻击,则无法被近战攻击所伤,除非发动攻击的军队也具有飞行能力。该军队还忽略城墙带来的防御加值,但是无法忽略其他防御工事。
疾风连击(武僧 1):在首个近战阶段,军队的OM增加1点。在第二个以及之后的近战阶段中,提升为增加2点。
攫抓:该军队的单位能够抓住它们的敌人,使其难以逃脱。目标军队在避免溃逃或者使用撤退战术的士气检定中受到-2减值。
巫术(女巫 1):当你组建具有该能力的军队时,从治愈或大釜中选择一个。
治愈:每场战斗1次,军队能够治疗等同于其ACR一半的生命值。
大釜:军队可以为自身或者其他军队制造治疗药剂,而不需要满足任何在治疗药剂军备中的建筑需求。你必须如常为这些药剂支付BP。
猎手羁绊(游侠 4):当你组建具有该能力的军队时,从同伴或动物中选择一个。
同伴:每场战斗1次,军队可以使自身的OM与一支盟军的OM增加1点,该效果会在战斗的剩余时间内持续下去。
动物:该能力视同动物伙伴。
免疫:若军队免疫某种特殊能力(比如毒素),那么具有该能力的敌军则无法在对抗具有免疫能力的军队时获得优势。对于有多种免疫的军队,见强效防御。
虚体:该军队不会因非魔法攻击而受到伤害,并且魔法攻击也只能造成一半伤害。它会忽略敌军因护甲军备而获得的DV加值。它在撤退的检定中自动成功。并且还在所有种类的地形中具有机动力特殊能力。
激发勇气(吟游诗人 1):该军队的OM增加1点,并且在对抗恐惧与溃逃的士气检定中获得+2加值。此外,该军队还可以将这些加值应用至同一场战斗的一支盟友军队。
隐形:任何军队在对具有该能力的军队进行攻击时,OM均会受到-2减值。任何军队在对抗具有该能力的军队的攻击时,DV受到-2减值。无法看到隐形生物的军队无法妨碍具有该能力的军队进行撤退。
审判(审判者 1):每个远程或近战阶段1次,该军队可以选择使其伤害增加1点、DV增加1点、治疗等同于其ACR一半的生命值、或者将其攻击视为魔法武器。该能力会在该军队由于恐惧而无法进攻的阶段中暂不生效,并且会在军队溃逃时立刻结束。
丹田气池(武僧 1):该军队的攻击视同魔法武器。
圣疗(圣武士 2):该能力视同引导正能量。
强光失明:该军队在明亮光照(bright light)下OM与DV降低2点。
强光敏感:该军队在明亮光照(bright light)下OM与DV降低1点。
昏暗视觉:该军队不会受到昏暗带来的减值。
恩惠(圣武士 3):在战斗结束时,该军队能够治愈一支盟友军队的疾病。
无心智:该军队的士气检定永远不会失败,但是必须使用标准策略以及标准战术。
机动力:如果单位具有某种让他们在某种战场地形中获得机动力(mobility)优势的能力(比如沼蜍人(Boggard)在沼泽中),那么该军队在此地形中对抗不具有该能力的军队时,OM增加1点。
坐骑(骑士 1):军队的坐骑会使军队的OM与DV增加1点。
骑士团(骑士 1):当使用挑战能力时,该军队的DV在对抗挑战目标时增加1点。
麻痹:每当该军队对一支敌军造成伤害时,敌军的DV降低1点。
石化:该能力视同麻痹。
植物:该军队免疫恐惧、麻痹以及毒素。
毒素抗力(炼金术士 2):若该军队受到毒素伤害,则该伤害会降低,数值为单位的毒素抗力加值的一半。
毒素:该能力视同流血。
猛扑:军队的OM增加1点。
强力冲锋:军队的OM增加1点。
狂暴(野蛮人 1):每场战斗1次,指挥官可以命令军队狂暴。军队的OM增加2点,DV降低1点,并且在对抗恐惧以及溃逃的士气检定中获得+1加值。当该效果生效时,该军队无法使用谨慎作战、稳固阵型、围歼、铜墙铁壁、射手支援或撤退战术,也无法使用防御与谨慎的策略。若正在使用这些战术或策略,则会立刻切换至标准战术或策略。
耙抓:军队造成的伤害增加1点。
再生:在每个远程或近战阶段,该军队都会恢复数值等同于再生数值的生命值。当一支具有再生能力的军队生命值降低至0点时,只有在该阶段的结束时,有至少一支敌军军队存活并对正在再生的生物进行终结,该军队才会战败。在战斗之后,该军队每小时会恢复等同于其再生数值一半的生命值。
撕扯:军队造成的伤害增加1点。
能量抗力:见强效防御。
接石:军队在对抗远程攻击时DV增加1点。若敌人使用攻城武器或者投石进行攻击,则DV额外再增加1点。
投石:军队能够进行远程攻击。在远程阶段,它造成+4点伤害。
盗贼天赋(盗贼 2):该军队获得流血能力。
灵敏嗅觉:军队由于黑暗、隐形以及天气而使OM与DV受到的惩罚减半。
幻灵护体(召唤师 4):军队的DV增加1点。
强效防御:若军队具有某些强效的防御力,诸如强大的伤害减免、或者多种免疫和/或能量抗力。那么DV增加10点,但是只有在对抗无法克服这些防御能力的军队时生效。
在某些情况下,DM可以规定由于这种防御力,一支军队无法被敌军战胜(尽管DM绝不应该坑玩家,让他们对抗这种军队,除非由玩家执意挑起这样愚蠢的战斗)。
制裁邪恶(圣武士 1):每场战斗中的一个近战阶段,军队在对抗邪恶军队时OM增加2点。若目标军队为不死或邪恶异界生物,则OM改为增加4点。
偷袭(盗贼 1):当军队进行伏击、使用围歼战术或者在使用诈败战术之后的下个阶段时,OM增加1点。
法术抗力:该军队在对抗具有施法能力的军队时,DV增加6点。
施法:若军队的单位具有使用魔法(无论是来自类法术能力还是真正使用法术),则使军队的OM与DV增加,增加数值为个体单位能够施放的法术的最高等级。若军队所具有的任何攻击法术射程大于接触,那么该军队可以进行远程攻击。
震慑拳(武僧 1):该能力视同麻痹。
集群:该军队受到的非魔法攻击伤害减半,但是魔法攻击能造成1.5倍伤害。它会忽略敌军因护甲军备而获得的DV加值。它无法伤害任何具有虚体或强效防御能力的军队。它在撤退的检定中自动成功。
战术(骑士 1):该军队自动学会一种战术(通常为骑兵突袭战术);这并不会算在军队能够了解的最高战术数量内。
传送:该军队忽略防御工事的防御。它在撤退的检定中自动成功。灵界旅行(Ethereal travel)以及类似的效果同样会赋予该能力。具有传送能力的军队能够在同一天内旅行至任意地块(它本身的速度于此无关,并且不会受到困难地形的阻碍)。
追踪(审判者 2,游侠 1):该军队将其ACR加在妨碍军队使用撤退战术的士气检定,以及遇到伏击时的DV上。雾霾会使其伤害降低四分之一,而非原本的减半。
践踏:军队的OM增加1点。
陷阱感知(盗贼 3):当使用破坏攻城设施战术时,军队将其ACR的一半加在判断是否摧毁一台攻城武器的进攻检定上。
颤动感知:军队由于黑暗、隐形以及天气而使OM与DV受到的惩罚减半。
拌摔:在每个近战阶段,目标军队的DV降低1点,直至该阶段结束。
不死:该军队免疫疾病、恐惧、麻痹以及毒素。军队的DV增加2点。
反自然灵光:该能力视同恐惧,但是只适用于动物(包括动物坐骑)。
漩涡:该能力视同麻痹,但是只限对抗在水面或水中的目标。
武器专精(战士 4):每场战斗1次,使军队的远程或近战攻击时的OM增加2点。
旋风:该能力视同麻痹。
自然变身(德鲁伊 4):每场战斗1次,该军队可以获得水栖、两栖、攀爬、黑暗视觉、飞行、昏暗视觉或灵敏嗅觉特殊能力,但是处于该效果时会失去施法能力。军队能够在之后的任意阶段中结束该能力。
原文
劇透 - :
Special Abilities
Part of the fun of playing out a war in a fantasy game is the fact that you aren't limited to real-world troops. Though most recruited units are warriors or fighters, you may be able to recruit an army of paladins, clerics, or other characters with abilities useful in mass combat.
You might even be able to recruit monsters, whether humanoids such as goblins, trolls, and orcs, or exotic creatures such as centaurs and worgs. These creatures could have monster special abilities useful in mass combat. A typical kingdom doesn't have access to monster armies unless it has formed alliances with such creatures, either through formal Diplomatic edicts or befriending them during adventures.
Modifiers for these abilities apply only if most of the units in an army have the listed ability. For a class ability, a parenthetical note after the ability name indicates the class and the level the units of the army must be to confer that ability. This listing doesn't include class abilities acquired after 5th level, as it's unlikely you'll be able to recruit enough units of that class level to form an army. If a class ability listed here presents two alternative options, you must choose one of these options when the army is formed, and it can't ever be changed.
You can use the following special abilities as inspiration to generate additional army abilities of your own. Unless otherwise stated, the effects of these special abilities (other than hp damage) end when a battle ends. Note that you count as your own ally for abilities that effect allied armies.
Ability Damage/Drain: This ability functions as bleed.
Alchemy (Alchemist 1): Once per battle, the army can heal itself as if it had the healing potions resource. This doesn't cost BP.
Amphibious: The army can move in or across bodies of water and ignore Defense from water barriers.
Animal Companion (Druid 1, Ranger 4): The army's animal companions increase the army's OM by 1.
Aquatic: The army increases its OM and DV by 1 against armies in the water or on ships. The army decreases its OM by 2 against armies on land (unless the army also has the amphibious special ability, in which case it doesn't have this OM penalty).
Aura of Courage (Paladin 3): The army is immune to fear effects and automatically succeeds at Morale checks to avoid a rout.
Armor Training (Fighter 3): This class feature adjusts the base speed of units in medium armor; adjust the army's speed accordingly.
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 reduces its OM and DV penalties by half from darkness, invisibility, and weather.
Blindsight: The army takes no penalties to its OM and DV from darkness, invisibility, or weather.
Bomb (Alchemist 1): This ability functions as the breath weapon ability.
Bravery (Fighter 2): Apply the unit's bravery bonus on Morale checks against fear and routs.
Breath Weapon: The army can make ranged attacks. In the Ranged and Melee phases, it deals +1d4 points of damage.
Brew Potion (Alchemist 1): The army can create healing potions for itself or another army without needing any of the building requirements described in the healing potion resource. You must pay the BP cost for these potions as normal.
Burn: This ability functions as bleed.
Burrow: The army can dig under one fortification (or City Walls) by spending a Ranged or Melee phase moving. In later phases, it ignores that fortification's Defense. During the phase the army uses burrow, it can attack or be attacked only by armies using burrow or earth glide.
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.
Challenge (Cavalier 1): Once per battle, the army may increase its OM by 2 against a target army, but it also reduces its DV by 1 against attacks from any army that is not the target army. These effects last for the rest of the battle.
Channel Negative Energy (Cleric 1): In the Melee phase, the army deals +1d4 points of damage against a living target army. If the army with this ability is undead, instead of dealing extra damage to an enemy army, it can use this ability to heal itself; if it takes an OM penalty equal to half its ACR for one Ranged or Melee phase, it heals a number of hit points equal to its ACR.
Channel Positive Energy (Cleric 1, Paladin 4): In the Melee phase, the army deals +1d4 points of damage against an undead target army. Instead of dealing extra damage to an enemy army, the army can use this ability to heal itself; if it takes an OM penalty equal to half its ACR for one Ranged or Melee phase, it heals a number of hit points equal to its ACR.
Climb: The army treats the Defense of fortifications as 25% lower than normal. This benefit doesn't apply if the fortification can't reasonably be climbed (such as a moat or wall of force).
Combat Style (Ranger 2): Once per battle, increase the army's OM for either ranged attacks or melee attacks by 1 for the rest of the battle.
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 OM or DV penalties in dim light or darkness.
Discovery (Alchemist 2): This ability functions as bleed.
Disease: If the army damages an enemy, the enemy becomes diseased and takes a cumulative —1 penalty to its OM and DV 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.
Divine Health (Paladin 3): The army is immune to disease.
Earth Glide: The army ignores fortifications made of earth or stone and can burrow under other fortifications as if using the burrow special ability.
Eidolon (Summoner 1): This ability functions as the animal companion ability.
Energy Drain: If the army damages an enemy, it reduces the enemy's OM and DV by 1 for 24 hours.
Evasion (Monk 2, Rogue 2): An army that attacks this army halves its OM bonus from the spellcasting ability and halves the extra damage from the breath weapon ability.
Fast Healing: Each Ranged or Melee 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.
Favored Enemy (Ranger 1): The army increases its OM by 1 against an army of a type of creature chosen from the ranger favored enemy list.
Favored Terrain (Ranger 3): Reduce an enemy's bonuses from advantageous terrain and battlefield advantage by half.
Fear: If the army damages an enemy army, that army must attempt a Morale check (DC = 10 + your army's ACR). Failure means the enemy army is afraid and can't attempt an Offense check to attack during the next phase. If an army fails a Morale check during a phase in which it is already afraid, it routs.
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, and its OM and DV are reduced by 4 for that phase.
Flight: If the army doesn't attack in the Melee phase, it can't be attacked with melee attacks except by an army with flight. The army ignores Defense bonuses from City Walls, but not other fortifications.
Flurry of Blows (Monk 1): In the first Melee phase, increase the army's OM by 1. In the second and subsequent Melee phases, increase it by 2 instead.
Grab: The army's units latch onto their opponents, making it difficult to escape. The target army takes a —2 penalty on Morale checks to resist a rout or use the withdraw tactic.
Hex (Witch 1): When you create an army with this ability, choose either healing or cauldron.
Healing: Once per battle, the army can heal a number of hit points equal to half its ACR.
Cauldron: The army can create healing potions for itself or another army without needing any of the building requirements described in the healing potion resource. You must pay the BP cost for these potions as normal.
Hunter's Bond (Ranger 4): When you create an army with this ability, choose either companions or animal.
Companions: Once per battle, the army may increase its OM or an allied army's OM by 1 for the rest of the battle.
Animal: This ability functions as animal companion.
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 nonmagical attacks, and only half damage from magical attacks. It ignores enemy DV bonuses from armor resources. It automatically succeeds at checks to withdraw. It has a mobility advantage in all kinds of terrain.
Inspire Courage (Bard 1): The army increases its OM by 1 and gains a +2 bonus on Morale checks against fear and routs. Alternatively, the army may apply these bonuses to an allied army in the same battle.
Invisibility: Any army attacking this army takes a —2 penalty to its OM for that attack. Any army attacked by this army takes a —2 penalty to its DV against its attacks. Armies that can't see invisible creatures can't prevent this army from withdrawing.
Judgment (Inquisitor 1): Once each Ranged or Melee phase, the army may choose to increase its damage by 1, increase its DV by 1, heal a number of hit points equal to half its ACR, or treat its attacks as magic weapons. This ability is suspended for any phase in which the army is unable to attack because of fear, and ends immediately if the army routs.
Ki Pool (Monk 4): The army's attacks count as magic weapons.
Lay on Hands (Paladin 2): This ability functions as channel positive energy.
Light Blindness: The army decreases its OM and RV by 2 in bright light.
Light Sensitivity: The army decreases its OM and RV by 1 in bright light.
Low-Light Vision: The army takes no penalties for dim light.
Mercy (Paladin 3): At the end of a battle, the army can cure a disease on one allied army.
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 OM by 1 for that battle against armies without such mobility.
Mount (Cavalier 1): The army's mounts increase the army's OM and DV by 1.
Order (Cavalier 1): When using the challenge ability, increase the army's DV by 1 against the challenged army.
Paralysis: Each time the army damages an enemy army, reduce the enemy army's DV by 1.
Petrification: This ability functions as paralysis.
Plant: The army is immune to fear, paralysis, and poison.
Poison Resistance (Alchemist 2): If the army takes poison damage, reduce the damage by half of the unit's poison resistance bonus.
Poison: This ability functions as bleed.
Pounce: The army increases its OM by 1.
Powerful Charge: The army increases its OM by 1.
Rage (Barbarian 1): Once per battle, the commander may order the army to rage. Increase the army's OM by 2, decrease its DV by 1, and add a +1 bonus on its Morale checks against fear and routing. While this is in effect, the army can't use the tactics cautious combat, defensive wall, expert flankers, hold the line, sniper support, or withdraw; nor can it use the defensive or cautious strategies. If using such a tactic or strategy, you immediately switch to the standard tactic or strategy.
Rake: The army increases the damage it deals by 1.
Regeneration: The army regains a number of hit points equal to half its regeneration value each Ranged or Melee 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 by 1.
Resistance: See the entry for significant defense.
Rock Catching: The army increases its DV by 1 against ranged attacks. This increases by an additional 1 if the army is attacked with siege weapons or thrown rocks.
Rock Throwing: The army can make ranged attacks. In the Ranged phase, it deals +4 points of damage.
Rogue Talent (Rogue 2): The army gains the bleed ability.
Scent: The army reduces its OM and DV penalties from darkness, invisibility, and weather by half.
Shield Ally (Summoner 4): Increase the army's DV by 1.
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 (though the GM should never pit the PCs against such an army unless the PCs initiate a foolish battle).
Smite Evil (Paladin 1): In one Melee phase per battle, the army may increase its OM by 2 against an evil army. If the target army is undead or evil outsiders, the OM increases by 4 instead.
Sneak Attack (Rogue 1): The army increases its OM by 1 when making an ambush, when using the expert flankers tactic, or on the phase after using the false retreat tactic.
Spell Resistance: The army increases its DV by 6 against armies with the spellcasting ability.
Spellcasting: If an army's units can use magic (from either spell-like abilities or actual spellcasting), increase its OM and DV by the spell level of the highest-level spell the individual unit can cast. If any of the army's offensive spells has a range greater than touch, the army can make ranged attacks.
Stunning Fist (Monk 1): This ability functions as paralysis.
Swarm: The army takes half damage from nonmagical attacks, but 1-1/2 times as much damage from magical attacks. It ignores DV bonuses from armor resources. It can't harm an army with the incorporeal or significant defense ability. It automatically succeeds at checks to withdraw.
Tactician (Cavalier 1): The army automatically learns one tactic (usually the cavalry experts tactic); this doesn't count toward an army's maximum number of known tactics.
Teleportation: The army ignores the Defense of fortifications. It automatically succeeds at checks to withdraw. Ethereal travel and similar effects also grant this ability. An army with teleportation can travel to any hex on the same day (its speed is irrelevant and not hampered by difficult terrain).
Track (Inquisitor 2, Ranger 1): The army adds its ACR to Morale checks to prevent an army from using the withdraw tactic and to its DV to prevent ambushes. It reduces the damage it deals in fog by one quarter instead of one half.
Trample: The army increases its OM by 1.
Trap Sense (Rogue 3): When using the siegebreaker tactic, the army adds half its ACR to the Offense check to determine if a siege engine is destroyed.
Tremorsense: The army reduces its OM and DV penalties from darkness, invisibility, and weather by half.
Trip: Each Melee phase, the target enemy army reduces its DV by 1 until the end of the phase.
Undead: The army is immune to disease, fear, paralysis, and poison. Its DV 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.
Weapon Specialization (Fighter 4): Once per battle, increase the army's OM for either ranged or melee attacks by 2.
Whirlwind: This ability functions as paralysis.
Wild Shape (Druid 4): Once per battle, the army may gain the aquatic, amphibious, climb, darkvision, flight, low-light vision, or scent special abilities, but loses the spellcasting ability while this is in effect. The army can end this ability in any later phase.