- Advance Party
- Consists of one squad and up to one individual model.
The advance party may deploy up to its MVx2 beyond the deployment zone
during set up (i.e. A unit of Samurai could deploy 20" from the table edge)
- Flanking Party
- Consists of one squad and up to one individual model.
The flanking party enters the game along turn 2 along any table edge w/o a
deployment zone (or in a large enough multi-player game, simply outside of
any deployment zone). Roll 1d20 at the start of turn 2 - if it is less than
or equal to the party's highest LD, the unit arrives this turn. If it is
greater, roll again next turn. If the die roll is a 20, the unit is lost
and never reaches the table. Nominate the squad and individual model during
set up.
- High Morale
- You may reroll 1 panic test per game. Add 2 to your
initiative until you take a casualty.
- Hero of the Moment
- Once per game, one of your non-individual figures
may take 2 additional actions.
- Thickened Armor
- Each of your individual models may reroll one armor
roll per game.
- Heroic Charge
- Once per game, one of your squads may add 1 to its MV,
CC and ST for one turn. Any enemy unit charged must make a panic test.
This is not compatible with Banzai Charge or Invoke Frenzy bonuses.
- Aggressive Army
- Your army adds +2 to all of its initiative rolls after
it eliminates an enemy squad or individual model.
- Murderous Crossfire
- Once per game, if you attack an enemy squad with
fire from two seperate squads, it must roll a panic check and takes one
randomly distributed damage 12 hit.
- Noted Hero
- Designate one of your individual models as the lynchpin of
your army. While this figure is alive, add +2 to all of your units' LD and
thus, to your initiative rolls. Any rally action taken by this figure
automatically succeeds. If this figure is killed, subtract 1 from all your
units' LD and roll an immediate panic check for any friendly unit within 6".
This result may apply to Dark Legion + A.I. forces, including the panic
check (the unit's program is dependant upon the prescence of the force).
- Weak Spot
- One opposing model has a -2 to its A against ranged or
close combat attacks. If it is a vehicle, subtract 1 from its AT for the
first attack against it.
- Confusion
- The opponent's troops are unprepared to meet your force.
None of his figures may exit his deployment zone on turn 1. Any of his
figures beyond the deployment zone may not advance towards any of your
figures if they have a LOS to them. The opposing player may not take give
orders actions on turn 1.
- Defective Weapons
- All of the opponent's figures fumble on attack
rolls of 19-20 in ranged combat.
- Ammunition Shortage
- All of the opponent's heavy weapons
(flamethrowers, rocket launchers + chainguns) run out of ammunition on any
fire attack roll of 20, and may not be used again in the course of the battle.
- Lost Unit
- One of the opponent's squads does not arrive until turn 2,
when it enters through his deployment zone. Nominate the squad during setup.
- Demoralized
- The opponent subtracts 2 from his LD for all morale tests.
- Green Troops
- Your opponent's troops are green or veteran units that
have a high amount of green troops within them. They must make a panic test
the first time that they are attacked, regardless of whether or not they
take a casualty.
- Unaware
- Your opponent's troops were unaware of your prescence - they
may not make any spot checks on turn 1, except against any of your troops
that fire and then hide.
- Sabotaged special equipment
- Any time your opponent rolls a fumble
with a character who possesses a special equipment item, necrobionics or
A.I. system/program (note : this does not include the Eradicator's repair
system or similar abilities) it is destroyed.
- Fragile Army
- Add 2 to the size of all of your opponent's squads for
calculating their break points.
- Unforseen conditions
- On turn 3 of the game, you and your opponent
should each roll an additional modification, ignoring results 1,2 and 14 if
they occur (in this case, do not reroll). Additionally, roll again,
ignoring a result of 20 (in this case, do not reroll).