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Henry

Traits - the Active and Passive list

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OK folks, some of you asked for it, so here’s the big break down of all  traits that are currently in the game and whether they are active or passive. This list is up to date as of September 17, including all rules and errata available from the Resources page. If you spot any errors then please comment below. I’ll be hiding responses once they’ve been answered to keep the thread short.
 
This guide is not a rules clarification as such and is not definitive, it is a simple tool to help you. If you want to know whether a trait is passive or active, rather than searching through a big list, ask yourself some simple questions:
 
1) May I choose to use the trait during my model’s activation?
2) May I choose to use the trait when the trait’s defined requirements have been met?
    If the answer to either of these questions is YES, you have an active trait.
 
3) Does the trait have an effect at all times?
4) Does the trait automatically have an effect when the requirements have been met?
    If the answer to either of these questions is YES, you have a passive trait.
 

Remember that active traits are actions, they may not interrupt another action unless a specific timing step has been triggered.
 
 
 
Active traits a player may choose to use during a model’s activation
At Your Post
Bag of Coffers
Bag of Quaffers
Big Breakfast
Big Game Traps
Cabbage Punt
Cloud Jumper
Crazy
Empowered Voice
Fixer
Get Over Here!

Hot Shot
Incensed
Launch Control  
Look Busy!
Nature’s Blessing
Pit Fall
Planting Season
Purity
Six Pack
Smoke Cloud
Spider Nests
Talisman
Territorial
Webbing
 
 
 
Active traits a player may choose to use when the defined requirement are satisfied
Ass Kicking
Back to the Shadows
Berserk
Between a Rock…
Blood Dance
Control Strings
Counter Charge
Escaping Fate
Family
Fertiliser
Fly Keeper
Follow Up
Football Dervish
Forceful Blow
Foundation
Gravity Well
Hundred Hand Stance
Intimidating Roar
I've Been Burnt Before...
Knockback
Linked
Long Legs
Lunar Eclipse
Nature’s Chill
Nature’s Growth
Ooooh… BALL!
Pack Mentality
Pain Response
Poised
Reactive Solution
Rollerball
Rush Keeper
Scything March
Shadow Like
Stop Slacking!
Swift Strikes
Tag Along
Take One for the Team
Team Player
The Last Straw
Tutelage
Unpredictable Movement

Close Control
Fire Forged
Hidden Damage
Life Drinker
Rapid Growth
Regenerate
Stoic
Sturdy


 
Passive traits 

Above and Beyond

Ambush
Anatomical Precision
Animosity
Assist
Battering Ram
Beautiful
Benched
Blessed
Blood Scent
Breaking Play
Burning Effigy
Burning Passion
Burning Spirit
Burning Strike
Charmed
Chemical Admixture
Chemical Frenzy
Contract
Covalence
Cover of Darkness
Crow Scarer
Crucial Artery
Damaged Target
Dark Doubts
Defence support
Deteriorating
Determination
Extended Reach
Fear
Floored
Flying
Football Legend
For the Family
Fork Off!
Foul Odour
Furious
Gluttonous Mass
Go Ape!
Goal Defence
Goal of the Month
Haemophilia
Hale and Hearty
Hit That One!
Hobble
Hooked
Hunter’s Prey
Impart Faith
Impart Wisdom
Inanimate Object
Inspiring Hat
Isolated Target
Kick Support
Kindled
Lash Out
Lend a Hand
Light Footed
Lone Hunter
Loved Creature
Magical Brew
Match Fit
Make it Rain
Maverick
Momentous Inspiration
Motivated Mud Concealer
Never Say Die
Noxious Death
Offensive Defense
One, Two!
Overheat
Painful Rage
Paint on your Boots
Poisonous Fumes
Protected
Pyromaniac
Ready to Go
Reanimate
Resolute
Rising Anger
Rowdy
Scores for Fun
Searing Strike
Sentinel
Shelling Out
Shove the Boot in
Showboating
Skilled With Shadow
Slippery
Smell Blood
Support from the Wing
Sweeping Charge
Tactical Advice
That’s Not the Ball
The Old Ways
The Owner
Thought

Thuggery
Tough Hide
Usurper
Venomous Strike
Vindictive
Volley Threat
Winter’s Blessing

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On 14/09/2017 at 4:03 PM, Spinsane said:

Is this list supposed to override the timing sequence we have on page 51?

1. Start of Activation - The first effects and abilities that are resolved when a model activates.

2. During Activation - A model may make actions.

3. End of Activation - Effects and abilities that trigger when an activation ends.

Just note that of these, the only one that mentions a model being allowed to make any action is Step 2, hence my question: am I tu understand that some actions can now occur during the start and end of activation steps too?

 
Can we expect this list to be updated so it better reflect (possibly amongst others) the following ruling?
 

Thanks everyone for the feedback so far, this will be an ongoing effort.

As stated before, this is NOT a rules clarification, it may have some errors. Always assume rules clarifications overrule this tool.

 

Regarding the timing sequence, while a player cannot choose to use an action in the Start and End of Activation steps (i.e. they can't use traits in the "Active traits a player may choose to use during a model's activation" list), an effect or ability may resolve that allows a player to use an action (i.e. from the "Active traits a player may choose to use when the defined requirements are satisfied" list). This is in accordance with the timing sequence on Pg 51.

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