general keyword
Close Combat Master
A model with Close Combat Master may reroll one of its dice when making a combat roll.
 
general keyword
Expert Climber
A model with Expert Climber only spends two movement to move onto elevated terrain instead of three.
 
general keyword
Focus
A model with Focus may give up moving to roll an additional die when it attacks in the same turn.
 
general keyword
Leap
While moving, once per turn, a model with Leap may move onto elevated terrain by spending only one movement point.
 
general keyword
Nimble
When a model with Nimble dodges, it may reroll any of its dice.
 
general keyword
Ranged Master
A model with Ranged Master may reroll one of its dice when taking a ranged attack action.
 
general keyword
Sensei
Once per round, one die rolled by any model on the same team as the model with Sensei may be rerolled.
 
general keyword
Sneaky
A model with Sneaky begins the game in Stealth, regardless of the challenge’s special rules. A model with Sneaky may go into Stealth by spending either all of its movement or its action.
 
general keyword
Surefoot
A model with Surefoot only spends one movement point to move onto a rough terrain space and may move through foliage and remain in Stealth.
 
general keyword
Vigilance
If an enemy model in Stealth moves into the influence zone of a model with Vigilance, the moving model immediately loses Stealth.
 
general keyword
Wind in the Forest
A model with Wind in the Forest may stop during its movement to take an attack action. If the target of the attack is Stunned or Injured, the model may continue its movement as normal. After using this ability, the model cannot take an action.
 
air keyword
Accurate
When a model with Accurate makes a ranged attack, it gets +1at.
 
air keyword
Air Mastery
Once per round, after a model with Air Mastery makes a roll, it may re-roll any dice that did not result in Air.
 
air keyword
Gale Of Blows
After a model with Gale of Blows attacks, it can make a second attack at -2at. It may continue to make attacks at an additional -2at per attack, until its Attack attribute reaches 0.
 
air keyword
Long Shot
A model with Long Shot can spend its entire movement to increase the range of any ranged attacks it makes during that activation by +2.
 
air keyword
Sprint
When a model with Sprint runs, it may move an additional +2 spaces, i.e. double movement +2 spaces.
 
air keyword
Tanchyo's Wings
A model with Tanchyo’s Wings can move through spaces that are occupied by other models. If it attempts to move across an enemy model’s space, it must attempt to dodge. If the model fails to dodge, it is placed in an empty space in the enemy model’s influence zone that is chosen by the enemy model’s player, and gets Stunned. A model with Tanchyo’s Wings cannot end its movement in a space occupied by another model.
 
earth keyword
Dauntless
When a model with Dauntless defends, if its Defense is lower than the attacker’s Attack after any bonuses, the defender rolls the same number of dice as the attacker.
 
earth keyword
Earth Mastery
Once per round, after a model with Earth Mastery makes a roll, it may reroll any dice that did not result in Earth.
 
earth keyword
Guard
When a model with Guard assists a friendly model that is defending, the defending model gets +2df instead of +1.
 
earth keyword
Regeneration
When a model with Regeneration is in the Healing House, at the end of the round it makes an affinity test before models are moved into the Training Ground. If the test is successful, it is moved into the Training Ground in addition to any other models.
 
earth keyword
Tough
At the beginning of its activation, a model with Tough may make an affinity test. If the test is successful, it gets a Protect token.
 
earth keyword
Yamazuru's Tail
Attacks made against a model with Yamazaru’s Tail do not get back strike bonuses.
 
fire keyword
Combined Attack
When a model with Combined Attack assists a friendly model that is attacking, the attacker gets +2at instead of +1.
 
fire keyword
Engulf
When a model with Engulf attacks, if there is a Fire element in the dice pool that was not chosen as the combat result, the defender is Poisoned.
 
fire keyword
Fire Mastery
Once per round, after a model with Fire Mastery makes a roll, it may reroll any dice that did not result in Fire.
 
fire keyword
Frenzy
A model with Frenzy must attack an enemy model if it is able. Whenever a model with Frenzy attacks, it must attack twice against the same target. After attacking, the model’s Defense attribute is halved, rounded down, for the rest of the round.
 
fire keyword
Precision Strike
When a model with Precision Strike chooses Fire as the combat result, only enemy models within the attacker’s influence zone get Stunned.
 
fire keyword
Tora's Claws
A model with Tora’s Claws gets +1at when attacking models with a Stun token.
 
spirit keyword
Blink
Before a model with Blink moves, it may make an affinity test. If the test is successful, the model ignores all models, terrain, and influence zones when moving. The model must end its movement in a legal space. If the test fails, then the model halves its movement, rounding down.
 
spirit keyword
Fortune
At the beginning of its activation, a model with Fortune may make an affinity test. If the test is successful, the model may get a Lucky token, or give a Lucky token to any friendly model within their influence zone.
 
spirit keyword
Healing
A model with Healing may use its action to make an affinity test. If the test is successful, the model may remove all status effect tokens from one friendly model in its influence zone.
 
spirit keyword
Kitsune’s Bite
When a model with Kitsune’s Bite attacks, if there is a Spirit element in the attacker’s dice pool that was not chosen as the combat result, the defender is Cursed.
 
spirit keyword
Sicken
A model with Sicken may use its action to make an affinity test. If the test is successful, every enemy model within its influence zone is Poisoned.
 
spirit keyword
Spirit Mastery
Once per round, after a model with Spirit Mastery makes a roll, it may reroll any dice that did not result in Spirit.
 
water keyword
Drown
A model with Drown may use its action to make an affinity test. If the test is successful, any enemy model in its influence zone is Slowed.
 
water keyword
Entangle
A model with Entangle has an influence zone that extends two spaces away from its base. The model can only attack and assist adjacent models. Their front and back influence zones are shown on the diagram below.
 
water keyword
Ika’s Tentacles
When an enemy model attempts to dodge out of a space in the influence zone of a model with Ika’s Tentacles, the enemy model must roll one additional affinity element than it would normally need to dodge successfully.
 
water keyword
Redirection
When a model with Redirection is targeted by a Ranged Attack, it may make an affinity test. If the test is successful, the model may pick a friendly or enemy model within range of the attacker as the new target of the attack. The attacker cannot be chosen as the new target of the Ranged Attack.
 
water keyword
Tidal Wave
Once per round, a model with Tidal Wave gets +1df against a single attack.
 
water keyword
Water Mastery
Once per round, after a model with Water Mastery makes a roll, it may reroll any dice that did not result in Water.
 
void keyword
Backstab
A model with Backstab gets +2at, instead of +1, when making a back strike.
 
void keyword
Blood Lust
At the beginning of its activation, a model with Blood Lust may make an affinity test. If the test is successful, it gets a Haste token. The Haste token may be used this activation or following activations as normal.
 
void keyword
Dirty Fighter
When a model with Dirty Fighter attacks, after eliminations, the defender must have at least two more dice than the attacker in order to choose the result of the attack.
 
void keyword
Emptiness
A model with Emptiness gets +1at if the model they are attacking gets an assist bonus and it does not.
 
void keyword
Ijin's Horns
If a model with Ijin’s Horns moves three or more spaces before attacking, it gets +1at.
 
void keyword
Void Mastery
Once per round, after a model with Void Mastery makes a roll, it may reroll any dice that did not result in Void.
 
unique keyword
Hero
Models with Hero cannot gain XP, cannot increase their attributes, and cannot get new Keywords during league play. Heroes are unique characters. Duplicates of the same Hero may not be recruited to the same team.
 
unique keyword
Resilient
When a model with Resilient is Injured or Stunned by an effect caused by an enemy, roll a die. If any of the model’s affinities are rolled, then Injured is downgraded to Stunned, or Stunned is downgraded to nothing happening to the Resilient model.
 
unique keyword
Ronin
Models with Ronin follow all of the rules for models with Hero. Additionally, a team must pay Ronin a fee after each game, before rolls are made on the downtime table, in order for the Ronin to remain on the team. If a team cannot or does not want to pay a Ronin’s upkeep, the Ronin leaves the team and is erased from the roster. A Ronin’s upkeep must be paid after every game for it to stay on the team, even if the Ronin had to miss the game. This fee is the number of Koban listed after the slash on the model’s cost.