Special Abilities

Name Description
Combo Attack If the Attack is successful then after resolving a Damage Roll, deduct 2 from the Success Level of the Attack. If the new Success Level is 0 or greater make another Damage Roll against the Defender. Repeat this process until the Success Level is less than 0. If the Success Level of the original attack was 0 or 1, after resolving a Damage Roll, make one additional Damage Roll against the Defender at Success Level 0.
Critical Attack If this model's Attack is successful, and the individual dice results of the Damage Roll are the same number, remove the Defender from play.
Drag Attack If the Attack is successful, move the Attacker 1" away from the Defender, then move the Defender 1" directly toward the Attacker. The Defender does not suffer a Damage Roll from this Attack.
Dual Attack If the Attack is Successful, after rolling Damage, make one more Damage roll at the same success level.
Forceback Attack If the Attack is successful, move the Defender 1" directly away from the Attacker, then move the Attacker 1" directly towards the Defender. The Defender suffers half the wounds from the Damage Roll caused by this Attack.
Gokusatsu Attack If this attack is Successful, remove the defender and attacker from play. If the enemy model has this Exceptional Attack, then this attack has no effect on either combatant.
Grapple Attack If the attack is successful, the Defender becomes Held. Place a Held marker on the Defender. The Defender does not suffer a Damage roll from this Attack but may not attack during this Melee Exchange.
Ivory Prison Attack If this Attack is successful then remove the non- Insignificant, non-Soulless Target from play and deploy a Prone, non-unique Kairai under your control by replacing the target
Powerful Attack If the Attack is successful, then the Attacker gains +3 to the Damage Roll caused by this Attack.
Push Attack If the Attack is successful, move the Defender directly away from this model until it leaves this model's ZoC. The Defender does not suffer a Damage Roll from this Attack.
Sidestep Attack If the Attack is successful, the Attacker leaves BtB and then moves away from the Defender until the Attacker leaves The Defender's ZoC, at which point its movement ends. The Attacker makes no damage roll.
Slam Attack If the Attack is successful, the Defender is moved 3" directly away from the Attacker and becomes prone. The Defender suffers half the wounds from the Damage Roll caused by this Attack.
Stun Attack If the attack is Successful, the Defender gains a Stunned Marker after the Damage Roll.
Sweep Attack If the Attack is successful, then the Defender becomes Prone. The Defender suffers half the wounds from the Damage Roll caused by this Attack.
Throw Attack If the Attack is successful, the Defender is moved 2" in a straight line and becomes Prone. The Defender suffers half the Wounds from the Damage Roll caused by this Attack.
Counterstrike Defence If this Defence is successful, and the Attacker allocated any dice to Attack, then deduct 2 from the Success Level of the Defence. If the Success Level is 0 or greater, then make a Damage Roll against the Attacker using the modified Success Level of the Defence.
Drag Defence If the Defence is successful, move the Defender 1" away from the Attacker, then move the Attacker directly into BtB with the Defender.
Eagle's Flight Defence If the Defence is successful this model may Move 3" after the Melee Exchange is resolved.
Forceback Defence If the Defence is successful, move the Attacker 1" directly away from the Defender, then move the Defender directly into BtB with the Attacker.
Grapple Defence If the Defence is successful, the Attacker becomes Held. Place a Held marker on the Attacker.
Push Defence If the Defence is successful, move the Attacker directly away from the Defender until it leaves the defender's ZoC.
Sidestep Defence If the Defence is successful, the Defender leaves BtB and then moves away from the Attacker until the Defender leaves The Attacker's ZoC, at which point its movement ends.
Sweep Defence If the Defence is successful, then the Attacker becomes Prone.
Throw Defence If the Defence is successful, the Attacker is moved 2” in a straight line and becomes Prone.