I'm sure chad is always looking for new ideas and who knows if your idea is good/interesting enough maybe it will see print.
Rules:
1. You keep author credit but any abilities submitted becomes Your Move Games to publish, either as written or in modified form. We get to edit abilities as we see fit for print.
Slightly modified from another thread so chad doesn't have to post thisSo lets have some fun and come up with some cool and interesting abilities for new armies.
Try and keep them generic abilities that could be tweaked to work with any race/army/faction/whatever if possible but if you have a specific army/race in mind mention that as well.
Also try and keep your ideas all on one post. (edit your original post when you think of something new)
Fortune Telling - At the beginning of your movement and command phase you may look at the top card of your command deck. You can choose to put it on the bottom of your deck and look at the next card. This is a free action that can only be used once per turn. (could work with any magic or tribal styled army)
Hatred - During deployment you may mark a unit with hatred. Your unit gains the close command and you must mark an enemy unit as an objective. Units with hatred gain +1MC and +(1)0/0. A unit with hatred can not have its command changed or be directly controlled. If a unit with hatred routes or it's objective unit leaves the table the unit loses hatred.
Poisoned Weapons
On the roll of 1 on a damage dice results in another wound to the target from poisoning.
I've been kicking around ideas for a Demon based army and came up with the following:
Stuff of Nightmares
You may spend one Command Action to empower one of your units with Stuff of Nightmares. That unit gains the keyword Terrifying and +1 Courage while it has the mark. Erase the mark if the unit routs.
Feed off Pain
Defense +1/0 and +1 courage when engaded with an enemy not in the green.
Fighting squares - The army is trained to fight in squares (not rectangles). If the unit is unengaged before been final rushed it may turn a quarter turn to face the enemy.
Out Of Phase - Unit can be out of phase with this plane of existence (for example Ghosts/Spirits).
Unit is given a marker, which allows it to discount the first hit against the unit, i.e need 2 or more hits to hit it. Once hit, the marker is lost.
Demons
Soul Hunger: You may spend one Command Action to empower one of your units with Soul Hunger mark. That unit gains +1 Courage while it has the mark. If your unit does two or more damage during an attack while engaged, you may erase the mark to heal on damage. Erasing the mark counts as playing a Command Card.
Brimstone: Enemy units within range receive (-1) 0/0 hex.
Nightmares: All friendly units within range gain fearsome and +1 courage.
Unholy Vigor: All friendly units within range gain (+1) 0/0 blessing.
Shieldwall (for armies with large shields and close-packed warriors)
Units with Shieldwall get +1 defensive skill v Ranged attacks.
Fanaticism (for armies with warriors who'll keep fighting instead of routing)
After making a courage roll you can increase your courage by 2 by causing a point of automatic damage to the unit. This ability may be used multiple times.
Caltrops (for a sneaky army)
Any enemy unit charging this unit or making an attack when this unit flees takes 2 impact hits.
Hunters Instinct: You may spend one Command Action to empower one of your units with Hunters Instinct mark. That unit gains +1 Courage while it has the mark. If engaged enemy unit routs, gain (+2) 0/0 for the free attack. Erase mark if this unit routs.
Berserk
You may spend one command action to imbue a unit with "berserk" Put a marker/check the checkbox/whatever on the unit. The unit gets (+1)+0/+1 and -1/-0 (and maybe courage+1?).
Vengeful
If a unit with "vengeful" gets engaged with a unit that caused it to rout earlier on, it gets (+0) +1/+0, +0/+1 and Courage+1.
Persistence
A unit with "persistence" never routs but suffers a loss of one defensive skill if it fails a rout check. If there is no more defensive skill left, the unit suffers one point of damage. (however if you do not want a unit's defensive skill to drop you can choose to make it suffer a point of damage instead)
Last stand
If a unit with "last stand" is in the red, it suffers no penalties but it gets a bonus of courage +1 instead. (note: this does not apply if a unit is in the yellow though)