Some models may include ot purchase enhancements, these are special rules added to characters that provide special bonuses or perhaps deficits to the model.
Players may also create custom enhancements check out the link for more info:
Limit: Any enhancement that limits the unit is a free enhancement. 0 points
Stat Upgrades: This model may increase any stat it wishes paying points according to the character creation rules. X points.
No Value may exceed 20.
Custom Wargear: Any unit may add custom wargear paying points according to the character creation rules. X points
Basic Enhancements: This model adds any wargear tag paying its cost accordingly: X points
Custom Spells: This unit adds custom spells paying points according to the character creation rules. 8 points
Joust Maneuver: If this model is equipped with a Pike and moved in the movement phase, +1 to Melee Attack Rolls: 2 points
Fly: This model may move over heroes and basic units but may not stop on top of them. 1 point
Transport: This unit may have up to 10 Basic or Hero units, 5 Monstrous Units or 1 Titanic Unit stored inside it. 1 point
Exfiltrate: This unit may be taken off the map in the movement phase and redeployed on another turn. 1 point
Subtrefuge: This model may deploy anywhere on the board if it is not the first battle round. 5 points
Ramming Speed: When this unit or any unit within half of this unit's movement is selected to fight in the fight phase, this unit may move up to half its movement over any models. This unit will then fight every unit it moved over using its defense as its martial and its remaining wound count as its strength. This unit may not stop on any models. 3 points
Lighting Quick: If this model moved this turn, it gains [Shield 4] but suffers -1 to all attack rolls. 2 points
Too Fast to Pin: This model may retreat up to 6" and will never suffer opportunity attacks. 3 points
Mobile Weapons Platform: This unit ignores any movement penalties and always fights in the fight phase and may fire all ranged weapons in the shooting phase. 5 points
Mindless Hunger: must attack the closest enemy within 8", otherwise they may act freely. -1 Point
Open Top: Any units inside this unit may fire ranged attacks. 5 points
Eagle Eye: This unit may reroll misses on ranged attack rolls. 10 points
Hulking Pull: Ranged weapons gain +24" Range and Strength +2 and +1 Wound. 9 points
This enhancement must be placed on a weapon, not a unit.
Sharp Shooter: 1's count as 6's on ranged attack rolls. 5 points
Mobile Weapons Platform: This unit ignores any movement penalties and always fights in the fight phase and may fire all ranged weapons in the shooting phase. 5 points
Phase Attack: This model gets +1 to it's attack rolls: 10 points
If this enhancement is placed on a weapon, not a unit, then 5 Points.
Oversized: This model may ignore the Two-Handed limitation. 1 point
Voice of Command: This unit adds their Integrity (I) to any fight that is within 12" of them. 3 points
Hulking Might: Melee Weapon gains Range 3, [Wound 3]. 13 points
This enhancement must be placed on a weapon, not a unit.
Joust Maneuver: If this model is equipped with a Pike and moved in the movement phase, +1 to Melee Attack Rolls:. 2 points
Mindless Hunger: must attack the closest enemy within 8", otherwise they may act freely. -1 points
Pack Hunter: Add +1 Integrity for each model of the same class within 1" of this model up to a maximum of 3. 1 point
Phase Attack: This model gets +1 to it's attack rolls. 10 points
Juggernaut: 1's always count as 6's when rolling in the Fight Phase. 2 points
Ramming Speed: When this unit or any unit within half of this unit's movement is selected to fight in the fight phase, this unit may move up to half its movement over any models. This unit will then fight every unit it moved over using its defense as its martial and its remaining wound count as its strength. This unit may not stop on any models. 3 points
Oversized: This model may ignore the Two-Handed limitation. 1 point
Mechanized Arm: Add +1 wound to all melee attacks. 5 points
This enhancement must be placed on a weapon, not a unit.
Ominous X: Enemies within X" of this model cannot add positive integrity to their martial stat. X points
Spell Reflect X: Within X" ranged Spell Attacks that miss this unit cause a wound on the attacker on a 4+. X points
Arcane Profanity: Opponents must pay double faith to resist spells and add bonuses to their resistance rolls from this unit. 1 point
Occultic Alliance: This unit may take 1 spell from any faction specific Spell List, this spell costs double charge. 5 points.
Master of Affinity: This unit may cast 3 spells per phase. 10 points
Contageous Spells: Any Spells this uniit casts has affect all units in coherency: 15 points
Conduit of Affinity: Other allied units can measure distance from this unit when casting spells. 1 point
Spells: This unit adds 1 Universal or Faction Spell (from their faction). 5 points
Custom Spells: This unit adds custom spells. 8 points
Rally: May spend 1 point of faith when a unit within coherency is wounded, on a 4+ ignore that wound. 5 points
Reanimation: Unit may expend 1 affinity when wounded to ignore that wound on a 5+.. 5 points
Medic: This unit may expend 1 point of a Affinity to heal a unit 1 Wound. 5 points
This unit may choose to replace the word Affinity with Faith or Destiny when adding this upgrade, but all Faith and Destiny increase by 4 points per point on the profile.
Example: Unit with 3 Faith who chooses "Faith" for this abiity goes up by 12 Points.
Joust Maneuver: If this model is equipped with a Pike and moved in the movement phase, +1 to Melee Attack Rolls. 2 points
Deflection: When not in coherency, non-spell, non-quick shot ranged attacks miss on a 4+. 5 points
Reflect X: Within X" ranged attacks that miss this unit cause a wound on the attacker on a 4+. X points
Spell Reflect X: Within X" ranged Spell Attacks that miss this unit cause a wound on the attacker on a 4+. X points
Refuse Death: This unit gains +1 on Heroic Resolve Rolls. 2 points
Consume: Regain 1 wound for every unit that dies when within range 1 of them. 10 points
Lighting Quick: If this model moved this turn, it gains [Shield 4] but suffer -1 to all attack rolls. 2 points
Too Fast to Pin: This model may retreat up to 6" and will never suffer opportunity attacks. 3 points
Hatchery: This unit removes X wounds from itself to spawn a Horror unit work 5 times X within 3" of itself. 1 Point
Engineer: All allied [Machine] units of this faction within 6" of this model will regain 1 lost wound after this model finishes it's movement. 50 points
Hacker: Any opposing model within 24" of this model will lose any benefits of Invisibility Cloaks, Bubble Shields, and Void Armor [Shield] Bonuses. 5 points
Engineer: All allied [Machine] units of this faction within 6" of this model will regain 1 lost wound after this model finishes its movement. 50 points