So as a bit of a preview before everyone has their hands on the full beta documents I decided to list some of the commonly seen abilities. You’ll notice once you get the cards that many abilities have been consolidated into a single ability names. This does mean Malifaux loses some flavor on abilities and action, but it lowers the learning curve of the game overall

Old Abilities (same as M2E)

Agile: This model may leave the engagement range of enemy models with the Walk Action.



Arcane Reservoir +X: While this model is in play, increase this Crew’s Maximum Hand Size by +X.



Armor +X: Reduce all damage suffered by this model by +X.



Bullet Proof +X: Reduce all damage suffered by this model from Projectile Action by +X.



Disguised: This model may not be the target of Actions generated by the Charge Action.



From The Shadows: This model may be deployed at the start of the game, rather than during Deployment. If so, this model may be deployed anywhere on the board that is at least 6″ away form the enemy Deployment Zone, and it may not take the Interact Action on the first Turn.



Gunfighter: This model may treat any of its projectile Actions as having a range of Melee Attack 1″.



Hard to Kill: When this model suffers damage, if it has 2 or more Health, it may not be reduced to below 1 Healt



Hard to Wound: Damage flips against this model suffer a (-) Flip.



Laugh Off: This model cannot be moved by enemy effects.



Regeneration +X: At the start of this model’s Activation, it Heals +X.



Ruthless: This model ignores the Terrifying and Manipulative Abilities of other models.



Unimpeded: This model ignores the Severe Terrain Traits.





New/Changed Abilities

Accomplice: After this model end its Activation, a friendly model within 6″ that has not Activated this turn may discard a card or Pass Token to do so.



Arcane Shield +X: At the start of the Turn, this model gains Shielded +1.



Attuned: This model may use Soulstones.



Blade Rush: When this model takes the Charge Action, it may move through other models. Enemy models moved through in this way suffer 1 damage.



Bedside Manner: After another friendly model within Aura 3″ suffers damage, this model may discard a card to place that model in base contact with this model after resolving the current Action.



Butterfly Jump: After resolving an enemy Attack Action targeting this model, this model may move up to 3″



Charge Through: This model’s Melee Attack Actions that are generated by the Charge Action gain (+) to their damage flips.



Chatty: Enemy models within Aura 6 must discard a card to take the Interact Action.



Combat Finesse: Melee Actions targeting this model cannot be Cheated.



Companion: After a friendly model ends its Activation within 6″ of this model, if this model has not Activated this turn, it may discard a card or Pass Token to do so.



Counterspell: Enemy models within Aura X” must discard a card to declare Triggers during opposed duels with this model.



Deadly Pursuit: During the End Phase, this model may Push up to 4″.



Demise (unique name): After this model is killed, something happens



Don’t Mind Me: Being engaged or taking the Disengage Action does not prevent this model from declaring the Interact Action.



Eat Your Fill: After Killing an enemy model with a Melee Attack Action, this model Heals 2.



Evasive: Reduce all damage this model suffers from Shockwave, Pulse, and Blast effects to 0.



Expert Shot: This model ignores Friendly Fire.



Extended Reach: Enemy models within Aura 2″ cannot take Attack Actions generated by the Charge Action.



Flight: When this model declares the Walk or Charge Action, instead of moving normally, this model may Place itself within X”, where X is equal to this model’s Mv. This modle does not suffer Falling damage.



Flurry: Once per Turn. After this model resolves a Melee Attack during its Activation, after all resulting Triggers have resolved, this model may discard a card to take that Action again. This additional Action does not count against this model’s Action limit.



Frenzied Charge – This model may ignore the Once per Activation restriction on the Charge Action.



Grit (unique name): While this model has half of its maximum Health or less, gains unique benefit



Ill Omens +X: This Crew increases the value of its Initiative flips by +X.



Incorporeal: Reduce all damage this model suffers from Attack Actions by 1, to a minimum of 0. This model ignores Terrain while moving and ignores the Hazardous Terrain Trait. This model may move through other models and vice versa.



Insignificant: This model is ignored for the purposes of Strategies and Schemes, and it may not take the Interact Action.



Manipulative: If this model has not yet Activated this Turn, enemy models suffer (-) Flip to Actions targeting it.



Mindless: When this model is Summoned, it is treated as having already Activated this Turn, and the opponent does not gain a Pass Token.



Nihilism: When this model would gain a Condition, it may discard a card. If it does so, it does not gain the Condition.



Nimble: This model may treat the Walk Action as a Bonus Action.



Opportunist: After this model targets an enemy model with an Attack Action, this model may end one of the target’s Conditions to gain (+) Flip to its duel.



Penetrating Stench: After an enemy model Activates while engaging this model, the enemy model must discard a card or gain Stunned.



Precise: This mode’s Melee Attack Actions ignore Armor, Hard to Wound, Hard to Kill, and the Shielded Condition.



Protected (type): When this model is targeted with an Attack Action, it may discard a card to change the target to a friendly (type) model within 2″ of this model (ignoring range, LOS, and targeting restrictions).



Puny: Enemy models are not considered to be engaging or engaged by this model for the purposes of Friendly Fire and may leave this model’s engagement range with the Walk Action. This model does not drop any Markers when Killed.



Rapid Fire: Once per Turn. After this model resolves a Projectile Action during its Activation, after all resulting Triggers have resolved, this model may discard a card to take that Action again. This additional Action does not count against this model’s Action limit.



Run and Gun: This model’s Charge Action may generate Projectile Actions instead of Melee Actions.



Rush +X: When this model takes the Charge Action, increase the distance it Pushes by +2″.



Serene Countenance: Enemy Attack Actions that target this model receive a (-) flip.



Sniper: When this model lowers the Focused Condition to gain a (+) Flip to the duel and resulting damage flip of a Projectile Action, it may instead treat the Action as having +10″ range.



Stampede: After this model ends a Charge Action in base contact with another model, this model may suffer 1 damage. If it does so, all other models in base contact with this model suffer 1 damage.



Stealth: Enemy models cannot target this model from more than 6″ away.



Terrifying (X): After an enemy model targets this model with an Attack Action, the enemy model must pass a TN (X) Wp duel or the Action fails.



Trample: This model may move through other models during any move.



Wicked: When this model makes a successful Melee Attack Action generated by an enemy model’s Disengage Action, this model’s Action has its normal effects and does not reduce the enemy model’s Push distance.





Of course there are other shared abilities, but these are the more common ones that are found within multiple Keywords. Once you look at specific crews you’ll notice they all have a few abilities that are repeatedly found within that specific Keyworded crew.



You’ll also notice when you see the cards that many Action names and Trigger names have been consolidated as well, but you’ll see all those come Wednesday.