diff --git a/Convergence_of_Cyriss.cat b/Convergence_of_Cyriss_Vengeance_(2013).cat
similarity index 78%
rename from Convergence_of_Cyriss.cat
rename to Convergence_of_Cyriss_Vengeance_(2013).cat
index 7f93939..ab45ddd 100644
--- a/Convergence_of_Cyriss.cat
+++ b/Convergence_of_Cyriss_Vengeance_(2013).cat
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+ When a warjack is hit by this weapon it becomes stationary for one round.
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+ Friendly 'faction mdels currently within Aurora's control area gan Refuge for one round. (When a model with Refuge hits an enemy model with an attack during its activation, immediately after its combat action ends the model wth Refuge can make a full advance. It cannot be targeted by free strikes during this movement.)
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+ Friendly Clockwork Angel units gain Combined Melee Attack.
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+ Models in this model's battlegroup gain Apparition. (During you Control Phase, place models with Apparition anywhere completely within 2" of their current location.)
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+ When this model makes a melee attack against an enemy model within the melee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additional damage die.
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+ Enemy models currently in Axis' control area suffer -2 SPD and STR, and friendly Faction models currently in Axis' control area gain +2 SPD and STR. Circumpotence lasts for one round.
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+ Models in this model's battlegroup gain Counter Charge. (When an enemy model advances and ends its movement within 6" of a model with Counter Charge and in its LOS, the model with Counter Charge can immediately charge it. If it does, it cannot make another counter until after your next turn. A model cannot make a counter charge while engaged.)
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+ This model gains +2 DEF against ranged attack rolls.
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+ At the start of this unit's activation, choose one of the folowing modes for the unit's weapons. Each of this model's melee weapons gains the ability listed for one round.
+- Accuracy - This weapon gains +2 on its attack rolls.
+- Shields Up - This weapon gains Buckler.
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+ Models in this model's battlegroup gain Shield Guard. (Once per round, when a friendly model is directly hit by a ranged attack during your opponent's turn while within 2" of a model with Shield Guard, you can choose to have the model with Shield Guard directly hit instead. The model is automatically hit and suffers all damage and effects. The model cannot use Shield Guard if it is incorporeal, knocked down, or stationary.)
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+ While within Lucant's control area, friendly Faction models gain +4 ARM. When a friendly Faction model in Lucant's control area makes a Repair skill check, it automatically succeeds. Clockwork Reinforcement lasts for one round.
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+ While in Syntherion's control area, models in his battlegroup can charge without spending focus and gain Weapon Platform. Technological Superiority lasts for one turn. (A model with Weapon Platform can make melee and ranged attacks in the same activation. When a model with Weapon Platform makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. A model with Weapon Platform can make ranged attacks even while in melee.)
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+ Models in this model's battlegroup gain Auto-Repair. (During your Control Phase, remove d3 damage points from models with Auto-Repair.)
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+ Directrix's MAT and RAT are each equal to her FOCUS for one turn.
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+ At the end of your Control Phase, you can put one Exponent Servitor into play within 1" of this model if there are fewer than two Exponent Servitors in play in Directrix's battlegroup.
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+ Models in this model's battlegroup gain Arc Node.
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- When a warjack is hit by this weapon it becomes stationary for one round.
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- Friendly 'faction mdels currently within Aurora's control area gan Refuge for one round. (When a model with Refuge hits an enemy model with an attack during its activation, immediately after its combat action ends the model wth Refuge can make a full advance. It cannot be targeted by free strikes during this movement.)
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- Friendly Clockwork Angel units gain Combined Melee Attack.
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- Models in this model's battlegroup gain Apparition. (During you Control Phase, place models with Apparition anywhere completely within 2" of their current location.)
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- When this model makes a melee attack against an enemy model within the melee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additional damage die.
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- Enemy models currently in Axis' control area suffer -2 SPD and STR, and friendly Faction models currently in Axis' control area gain +2 SPD and STR. Circumpotence lasts for one round.
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- Models in this model's battlegroup gain Counter Charge. (When an enemy model advances and ends its movement within 6" of a model with Counter Charge and in its LOS, the model with Counter Charge can immediately charge it. If it does, it cannot make another counter until after your next turn. A model cannot make a counter charge while engaged.)
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+ This model can make this special action only when B2B with a friendly Faction model with Construct. The construct gains Pathfinder for one turn.
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+ This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
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+ This model can make this special action only when B2B with a friendly Faction model with Construct. The construct's weapons gain Magical Weapon for one turn.
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+ Make 3 ranged attacks targeting a primary target and any number of secondary targets within 2" of the first target. Ignore intervening models when declaring secondary targets. A secondary target cannot be targeted by more attacks than the primary target. Auto Fire counts as one attack for ROF.
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+ Once per turn during this model's activation, you can place one servitor solo into play within 2" of this model.
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+ At the start of this unit's activation, choose one of the folowing modes for the unit's weapons. Each of this model's melee weapons gains the ability listed for one round.
+- Empowered Attack - This weapon gains +2 on its damage rolls.
+- Set Defence - A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
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+ Ranged attacks against friendly models made by a model with Clear! automatically miss.
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+ At the start of this unit's activation, choose one of the following modes for the unit's weapons. Each of this model's ranged weapons gains the ability listed for one round.
+- Empowered Attack - This weapon gains +2 on its damaged rolls.
+- Snipe - This attack gains +4 RNG.
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+ This attachment can be added to a Convergence unit.
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+ If this model is attached to a unit with Advance Deployment, it gains Advance Deployment. If it is attached to a unit with Ambush, it gains Ambush.
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+ Once per game during its unit's activation, this model can use Realignment. Models in this unit can reroll failed attack rolls and skill checks this turn. Each roll can be rerolled only once as a result of Realignment.
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+ This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
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+ This model can make this special action only when B2B with an enemy warjack. The warjack suffers 1 damage point to the column of your choice.
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+ While this model is not in melee, is within 6" of a friendly Faction warjack, and is in a friendly Faction warcaster's control area, the warcaster can channel spells through this model.
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+ This model gains one soul token for each friendly living Faction warrior model destroyed in its command range by a continuous effect, an enemy attack, or collateral damage of an enemy attack. This model can have up to three soul tokens at a time.
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+ Remove one soul token from this model to return one destroyed medium-based friendly Faction Clockwork Vessel Grunt to play or remove up to three soul tokens from this model to return one destroyed small-based friendly Faction Clockwork Vessel Grunt to play per token removed. Each Grunt must be placed within 1" of this model, in formation, and within 3" of another model in its unit.
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+ This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
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+ If this attack directly hits, instead of dealing damage normally, center a 4" AOE on the model hit and remove this model from play. The model hit suffers an unboostable POW 14 damage roll. If the attack misses, center the AOE on this model and remove this model from play. Models in the AOE other than the model directly hit and suffer an unboostable POW 7 blast damage roll. Blast damage from this attack is not considered to have been caused by a melee attack.
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+ Once per turn, when an enemy model advances into and ends its movement in this model's melee range, this model can immediately make one normal melee attack against it.
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+ Make 2 ranged attacks targeting a primary target and any number of secondary targets within 2" of the first target. Ignore intervening models when declaring secondary targets. A secondary target cannot be targeted by more attacks than the primary target. Auto Fire counts as one attack for ROF.
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+ When this model makes a ranged attack with this weapon during its activation, determine the position of the Permutation Servitors this model put into play. For each completely within its left firing arc, this model gains an additional die on its attack rolls. For each completely within its right firing arc, this model gains an additional die on its damage rolls. For each completely within its back arc, this model makes an additional Auto Fire attack.
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+ When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal Permutation Servitor model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects.
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+ At the start of this model's activation, remove any Permutation Servitors this model put into play from the table. Once per activation, after its normal movement, this model can place up to three Permutation Servitors anywhere within 1" of this model.
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+ This model does not begin the game in play and does not activate. This model cannot be targeted or h it by attacks made by the model that put it into play. If the model that put this model into play is destroyed or removed from play, remove this model from play.
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- Directrix's MAT and RAT are each equal to her FOCUS for one turn.
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- At the end of your Control Phase, you can put one Exponent Servitor into play within 1" of this model if there are fewer than two Exponent Servitors in play in Directrix's battlegroup.
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- Models in this model's battlegroup gain Arc Node.
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- Models in this model's battlegroup gain Shield Guard. (Once per round, when a friendly model is directly hit by a ranged attack during your opponent's turn while within 2" of a model with Shield Guard, you can choose to have the model with Shield Guard directly hit instead. The model is automatically hit and suffers all damage and effects. The model cannot use Shield Guard if it is incorporeal, knocked down, or stationary.)
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- While within Lucant's control area, friendly Faction models gain +4 ARM. When a friendly Faction model in Lucant's control area makes a Repair skill check, it automatically succeeds. Clockwork Reinforcement lasts for one round.
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- While in Syntherion's control area, models in his battlegroup can charge without spending focus and gain Weapon Platform. Technological Superiority lasts for one turn. (A model with Weapon Platform can make melee and ranged attacks in the same activation. When a model with Weapon Platform makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. A model with Weapon Platform can make ranged attacks even while in melee.)
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- Models in this model's battlegroup gain Auto-Repair. (During your Control Phase, remove d3 damage points from models with Auto-Repair.)
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+ When an enemy model advances and ends its movement within 6" of target model in this model's battlegroup, the affected model can immediately advance up to 3", then Admonition expires. The affected model cannot be targeted by free strikes during this movement.
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+ When target enemy warjack that is part of a battlegroup is damaged, its controller suffers 1 damage point.
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+ When an enemy model is hit by Battering Ram, it can be pushed 3" directly away from the spell's point of origin.
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+ Models hit lose Flight for one round.
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+ When Convection destroys a living enemy model, allocate 1 focus point to a warjack in this model's battlegroup that is in its control area.
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+ While in this model's control area, friendly models gain +2 DEF and ARM against ranged attacks. Deceleration lasts for one round.
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+ A model hit by Dissolution Bolt cannot channel spells for one round.
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+ Take control of target enemy non-character warjack that has a functional cortex. You can make a full advance with the warjack and can then make one normal attack, then Domination expires. Domination can be cast only once per turn.
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+ While in this model's control area, the ranged weapons of models in its battlegroup gain +2 RNG. Fire Group lasts for one turn.
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+ This model immediately makes one nrmal attack with one or its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous.
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+ Target friendly warjack can run, charge, or make slam or trample power attacks without spending focus and gains boosted melee attack rolls.
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+ Target model/unit suffers -2 SPD and DEF. Frendly Faction models with Construct charging an affected model gain +2" movement.
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+ Friendly Faction models beginning a charge in this model's control area gain Pathfinder.
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+ Target friendly Faction warjack gains +2 to melee attack and melee damage rolls. While within 3" of the affected warjack, friendly Faction models gain +2 on melee attack and melee damage rolls. Positive Charge lasts for one turn.
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+ Place the wall template anywhere completely in this model's control area where it does not touch a model's base, an obstruction, or an obstacle. When a model a enters or ends its activation in the wall area, it suffers 1 damage point.
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+ When target warjack in this model's battlegroup is disabled by an enemy attack anytime except while it is advancing, place it anywhere within 3" of its current location. Remove 1 damage point from each system, then Reconstruct expires.
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+ On a direct hit against an enemy model, center a 4" AOE on the model hit. After resolving the damage roll, models in the AOE are hit and suffer 1 point of damage.
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+ While in its control area, models in this model's battlegroup gain +1 cumulative bonus on melee attack and melee damage rolls for each other model in the battlegroup that hit an enemy model with a melee attack this turn while in this model's control area.
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+ Target friendly model/unit can advance up to 3" after all models have ended their activations on your turn.
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+ While in this model's control area, friendly Faction non-warcaster warrior models can spend 1 focus point on this model to boost a melee attack or melee damage roll during their activations.
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+ Friendly Faction warrior models/units beginning their activations in this model's control area gain +2" movement and Pathfinder during their activations. True Path lasts for one turn.
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+ While in ths model's control area, models in its battlegroup gain Bulldoze. Unstoppable Force lasts for one turn. (When a model with Bulldoze advances into B2B contact with an enemy model during its activation, it can push that model up to 2" directly away from it. A model can be pushed by Bulldoze only once per activation. Bulldoze has no effect when this model makes a trample power attack.)
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+ When an enemy model advances and ends its movement within 6" of this model, choose a warjack in htis model's battlegroup that is in its control area. That warjack can immediately make a full advance and then can make one normal melee or ranged attack targeting the enem model. The attack and damage rolls against that model are boosted. After the attacks is resolved, Watcher expires.
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@@ -3217,581 +5121,6 @@
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- When an enemy model advances and ends its movement within 6" of target model in this model's battlegroup, the affected model can immediately advance up to 3", then Admonition expires. The affected model cannot be targeted by free strikes during this movement.
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- Models hit lose Flight for one round.
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- This model immediately makes one nrmal attack with one or its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous.
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- While in this model's control area, friendly Faction non-warcaster warrior models can spend 1 focus point on this model to boost a melee attack or melee damage roll during their activations.
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- Friendly Faction warrior models/units beginning their activations in this model's control area gain +2" movement and Pathfinder during their activations. True Path lasts for one turn.
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- When an enemy model is hit by Battering Ram, it can be pushed 3" directly away from the spell's point of origin.
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- Target friendly warjack can run, charge, or make slam or trample power attacks without spending focus and gains boosted melee attack rolls.
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- Friendly Faction models beginning a charge in this model's control area gain Pathfinder.
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- Place the wall template anywhere completely in this model's control area where it does not touch a model's base, an obstruction, or an obstacle. When a model a enters or ends its activation in the wall area, it suffers 1 damage point.
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- While in ths model's control area, models in its battlegroup gain Bulldoze. Unstoppable Force lasts for one turn. (When a model with Bulldoze advances into B2B contact with an enemy model during its activation, it can push that model up to 2" directly away from it. A model can be pushed by Bulldoze only once per activation. Bulldoze has no effect when this model makes a trample power attack.)
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- When target enemy warjack that is part of a battlegroup is damaged, its controller suffers 1 damage point.
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- Take control of target enemy non-character warjack that has a functional cortex. You can make a full advance with the warjack and can then make one normal attack, then Domination expires. Domination can be cast only once per turn.
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- While in this model's control area, the ranged weapons of models in its battlegroup gain +2 RNG. Fire Group lasts for one turn.
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- On a direct hit against an enemy model, center a 4" AOE on the model hit. After resolving the damage roll, models in the AOE are hit and suffer 1 point of damage.
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- Target friendly model/unit can advance up to 3" after all models have ended their activations on your turn.
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- While in this model's control area, friendly models gain +2 DEF and ARM against ranged attacks. Deceleration lasts for one round.
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- A model hit by Dissolution Bolt cannot channel spells for one round.
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- Target friendly Faction warjack gains +2 to melee attack and melee damage rolls. While within 3" of the affected warjack, friendly Faction models gain +2 on melee attack and melee damage rolls. Positive Charge lasts for one turn.
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- When an enemy model advances and ends its movement within 6" of this model, choose a warjack in htis model's battlegroup that is in its control area. That warjack can immediately make a full advance and then can make one normal melee or ranged attack targeting the enem model. The attack and damage rolls against that model are boosted. After the attacks is resolved, Watcher expires.
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- When Convection destroys a living enemy model, allocate 1 focus point to a warjack in this model's battlegroup that is in its control area.
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- Target model/unit suffers -2 SPD and DEF. Frendly Faction models with Construct charging an affected model gain +2" movement.
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- When target warjack in this model's battlegroup is disabled by an enemy attack anytime except while it is advancing, place it anywhere within 3" of its current location. Remove 1 damage point from each system, then Reconstruct expires.
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- While in its control area, models in this model's battlegroup gain +1 cumulative bonus on melee attack and melee damage rolls for each other model in the battlegroup that hit an enemy model with a melee attack this turn while in this model's control area.
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@@ -3882,6 +5211,10 @@ Servicable. Friendly Faction models with the Repair ability can attempt to repai
This model can force friendly Faction warbeasts in its command range as if it were their controlling warlock.
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+ Immediately after a normal attack with this weapon is resolved during this model's combat action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1".
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+ When this model destroys one or more models with a melee attack during its combat action, immediately after the attack is resolved it must make one additional melee against another model in its melee range.
@@ -3957,6 +5290,43 @@ Servicable. Friendly Faction models with the Repair ability can attempt to repai
When this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved the model can make one additional melee attack. This model can gain only one additional attack from Cleave each activation.
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+ This model counts as a living model for the purposes of generating soul tokens.
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+ - Huge base
+ Occupies the space from its base to a height of 5"
+- Facing and Line of sight
+ Front arc is divided into two 90 degree fields of fire. L and R can only fire into respective field.
+- Targeting a colossal
+ A colossalantuan never gains a DEF bonus from concealment, cover, or elevation.
+ Cloud effects and forest terrain do not block line of sight to a gargantuan.
+ A model targeting a colossal with a ranged or magic attack does not suffer the target in melee attack roll penalty. If a ranged or magic attack misses a colossal in melee, that miss is not rerolled against another model. It misses completely.
+- Predeployment
+ colossal must be placed before normal deployment. If both players have models to predeploy, they predeploy their models in standard deployment order.
+- Massive
+ A colossal cannot be slammed, pushed, thrown, knocked down, or made stationary.
+- colossal movement
+ A colossal can only advance during its normal movement and cannot be placed.
+- Pathfinder
+ All colossals have Pathfinder
+- Controlling a colossal
+ Colossals must be assigned to a battlegroup, and your opponent can never take control of your colossal by any means.
+- Great Machine
+ A colossal can never gain Advance Deployment, Incorporeal, or Stealth.
+- Ranged attacks while in melee
+ A colossal can make ranged attacks while in melee. A colossal never suffers the firing in melee penalty when targeting a model it is in melee with. A colossal cannot gain the aiming bonus when engaged.
+- Colossal melee range
+ Colossal melee weapons and gargantuan melee attacks have a 2" melee range unless otherwise noted. This includes all power attacks made by a colossal.
+- Colossal power attacks
+ A colossal can make all the power attacks available to a warjack along with two additional attacks available only to colossals: power strike and sweep.
+ Power Strike - at least one Open fist. Its target must be in the Open Fist's field of fire and have a smaller base than the colossal. Melee attack, if hits slammed d6+2" directly away. POW of slam and collateral damage rolls equal to STR.
+ Sweep - at least one melee weapon in left or right field of fire. One melee attack with weapon against each model in the weapon's field of fire and within its 2" melee range. Models hit suffer damage roll with POW equal STR.
+Damaging a colossal
+ Colossals have two damage grids-right and left- but otherwise suffer damage like a smaller warjack. When a colossal is damaged, the damage grid to be marked is determined by the origin of the damage suffered.
+
+ During a combat action it did not make a charge attack, this model can make one melee attack with its Mount.
@@ -3999,6 +5369,12 @@ Servicable. Friendly Faction models with the Repair ability can attempt to repai
+
+
+
+
+
+ Models who received this order must forfeit their actions. After this units normal movement, place a 3" AOE cloud effect in play with its center point within 1" of the Leader. If the Grunt is B2B with the Leader, place a 5" AOE instead. This AOE remains in play for one round.
@@ -4091,6 +5467,10 @@ Servicable. Friendly Faction models with the Repair ability can attempt to repai
Center a 4" AOE on Rorsh. Models in the AOE other Than Rorsh and Brine suffer a POW 6 blast damage roll. After these damage rolls are resolved, Rorsh can make a full advance. If Brine was also in the AOE, it can make a full advance as well. They cannot be targeted by free strikes during this movement.
+
+ This model can make two additional attacks for each focus point spent to make additional attacks with this weapon.
+
+ This model is not a warlock but has the following warlock special rules: Battlegroup Commander, Control Area, Damage Transference, Forcing, Fury Manipulation, Healing, and Spellcaster. This model can have only non-character Faction lesser warbeasts in its battlegroup.
@@ -4284,6 +5664,10 @@ Servicable. Friendly Faction models with the Repair ability can attempt to repai
This model does not suffer fire damage and is immune to the fire continuous effect.
+
+ For one round, when a model/unit hit by this attack suffers a damage roll add +2 to the roll.
+
+
@@ -4307,6 +5691,10 @@ Servicable. Friendly Faction models with the Repair ability can attempt to repai
Friendly Farrow models/units in this model's command range never and immediately rally.
+
+ While B2B with a friendly Faction warjack, this model gains +2 DEF and ARM and cannot be knocked down.
+
+ Once per game during its unit's activation, this model can use Iron Zeal. For one round, while in formation models in this unit gain +4 ARM and cannot become stationary or be knocked down.
@@ -4571,6 +5959,10 @@ Attacks made with magical weapons are not magic attacks.
RNG 5. Target friendly warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn.
+
+ After all models in this unit have completed their actions, each can advance up to 3".
+
+ This model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.
@@ -4579,6 +5971,14 @@ Attacks made with magical weapons are not magic attacks.
This model gains Pathfinder during activations it charges.
+
+ Other models can make Bodge or Repair special actions to repair this model as if it were a warjack.
+
+
+
+ This model can upkeep spells on models in its battlegroup without spending focus.
+
+ When this model is hit by a melee attack made by an enemy model during your opponent's turn, after the attack is resolved this model can immediately make one nromal melee attack against that model. This model can make one Retaliatory Strike per turn.
@@ -4607,11 +6007,15 @@ Attacks made with magical weapons are not magic attacks.
Once per round, when a friendly model is directly hit by a ranged attack during your opponent’s turn while within 2˝ of this model, you can choose to have this model directly hit instead. This model is automatically hit and suffers all damage and effects. This model cannot use Shield Guard if it is incorporeal, knocked down, or stationary.
-
- When this model boxes a living model with a melee attack, this model can heal d3 damage points. If this model heals, the boxed model is removed from play.
+
+ For one round, each affected models gains a +4 ARM bonus while B2B with another affected model in its unit. This bonus does not apply to damage originating in the model's back arc. Models in this unit can begin the game affected by Shield Wall.
-
+
+ When this model hits an enemy model with an initial melee attack or a melee special attack that is not a power attack, it can advance up to 2" after the attack is resolved. This model cannot be targeted by free strikes during this movement.
+
+
+ When this model boxes a living model with a melee attack, this model can heal d3 damage points. If this model heals, the boxed model is removed from play.
@@ -4638,6 +6042,10 @@ Attacks made with magical weapons are not magic attacks.
At the end of this model's activation, if it destroyed one or more enemy models with melee attacks this activation it can make a full advance.
+
+ A warjack hit by this attack suffers the Stall continuous effect. While a warjack is suffering Stall, its base DEF becomes 7 and it cannot run or charge.
+
+ This model is a standard bearer.
@@ -4749,6 +6157,15 @@ Attacks made with magical weapons are not magic attacks.
Brine is bonded to Rorsh. During its activation, this model can charge or make a slam power attack against an enemy model that was damaged by a melee or ranged attack made by Rorsh this turn without being forced.
+
+ Granted: Fearless
+ - A warcaster htat is part of a warcaster unit always has the Granted: Fearless ability. While the warcaster is in play, the models in his unit gain Fearless.
+Battlegroup
+ - The other models in a warcaster's unit are part of his battlegroup.
+Attachments
+ - Warcaster unit cannot have unit and weapon attachments, but warcaster units can have warcaster attachments like standard warcasters. If a warcaster unit has a warcaster attachment, the attachment remains an independent model and does not become part of the warcaster unit.
+
+ Granted: Fearless
A warlock that is part of a warlock unit always has the Granted: Fearless ability. While the warlock is in play, the models in its unit gain Fearless.
@@ -4772,44 +6189,22 @@ Attachments
While knocked down, this model can make
-
- Immediately after a normal attack with this weapon is resolved during this model's combat action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1".
+
-
- This model can make two additional attacks for each focus point spent to make additional attacks with this weapon.
+
-
- This model counts as a living model for the purposes of generating soul tokens.
+
+ This model performs minor repairs to one damaged friendly Faction warjack with which it is B2B. Remove 1 damage point from the warjack.
-
- Other models can make Bodge or Repair special actions to repair this model as if it were a warjack.
+
+ Models hit by this attack suffer -2 DEF for one round.
-
- Granted: Fearless
- - A warcaster htat is part of a warcaster unit always has the Granted: Fearless ability. While the warcaster is in play, the models in his unit gain Fearless.
-Battlegroup
- - The other models in a warcaster's unit are part of his battlegroup.
-Attachments
- - Warcaster unit cannot have unit and weapon attachments, but warcaster units can have warcaster attachments like standard warcasters. If a warcaster unit has a warcaster attachment, the attachment remains an independent model and does not become part of the warcaster unit.
-
-
-
- For one round, when a model/unit hit by this attack suffers a damage roll add +2 to the roll.
-
-
-
-
-
-
- A warjack hit by this attack suffers the Stall continuous effect. While a warjack is suffering Stall, its base DEF becomes 7 and it cannot run or charge.
-
-
-
- This model can upkeep spells on models in its battlegroup without spending focus.
+
+ This model can make ranged attacks even while in melee.
diff --git a/Mercenaries-_Vengeance_(2013).cat b/Mercenaries-_Vengeance_(2013).cat
index ee1859a..78a7f2d 100644
--- a/Mercenaries-_Vengeance_(2013).cat
+++ b/Mercenaries-_Vengeance_(2013).cat
@@ -1,4 +1,5 @@
-
+
+
@@ -6,7 +7,7 @@
- While in this model's command range, enemy models pay double the focus or fury point cost to cast or upkeep spells.
+ While in this model's command range, enemy models pay double the focus or fury point cost to cast or upkeep spells.
@@ -30,7 +31,7 @@
- When a living model is destroyed in this model's command range, this model gains one corpse token. At the end of your next Control Phase, remove all corpse tokens from this model and add one Risen Grunt to this unit for each corpse token removed. Risen Grunts must be place in formation. This unit cannot h ave more than 20 Risen Grunts in play at a time.
+ When a living model is destroyed in this model's command range, this model gains one corpse token. At the end of your next Control Phase, remove all corpse tokens from this model and add one Risen Grunt to this unit for each corpse token removed. Risen Grunts must be place in formation. This unit cannot h ave more than 20 Risen Grunts in play at a time.
@@ -158,13 +159,13 @@
- - Grave Summons (* Action) - When this model uses Grave Summons it can spend any number of soul tokens. For each soul token spent put one friendly Thrall Warrior solo into play anywhere completely within 3" of this model.
+ - Grave Summons (* Action) - When this model uses Grave Summons it can spend any number of soul tokens. For each soul token spent put one friendly Thrall Warrior solo into play anywhere completely within 3" of this model.
- Hellfire (* Attack) - Hellfire is a RNG 10, POW 14 magic attack. A model/unit hit by Hellfire must pass a command check or flee.
- Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability.
+ Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability.
@@ -239,7 +240,7 @@
- Add this model's STR to the POW of this ranged attack.
+ Add this model's STR to the POW of this ranged attack.
@@ -307,13 +308,13 @@
-
+
- While in Ashlynn's control area, models gain two additional dice on their attack rolls. For each of those attack rolls, you choose two of the dice rolled to be discarded. Roulette lasts for one round.
+ While in Ashlynn's control area, models gain two additional dice on their attack rolls. For each of those attack rolls, you choose two of the dice rolled to be discarded. Roulette lasts for one round.
@@ -337,7 +338,7 @@
-
+
@@ -466,7 +467,7 @@
- Instead of making a normal damage roll on a hit, this model can throw the model hit as if it had hit with and passed the STR check of a throw power attack. The thrown model suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
+ Instead of making a normal damage roll on a hit, this model can throw the model hit as if it had hit with and passed the STR check of a throw power attack. The thrown model suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
@@ -538,7 +539,7 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
@@ -593,7 +594,7 @@
- Advancing enemy models that end their movement in Montador's control area are knocked down. While in Montador's control area, enemy models suffer -3 on attack rolls. Typhoon lasts for one round.
+ Advancing enemy models that end their movement in Montador's control area are knocked down. While in Montador's control area, enemy models suffer -3 on attack rolls. Typhoon lasts for one round.
@@ -688,13 +689,13 @@
- While in Damioano's control area, friendly Faction models gain +3 STR and ARM and can only move or be moved during your turn.
+ While in Damioano's control area, friendly Faction models gain +3 STR and ARM and can only move or be moved during your turn.
- During this model's activation, you can mark one or more coin boxes on its card. For each coin box you mark, you can use Paymaster once. When you do, choose one of the following incentives. Incentives are RNG CMD and can target only friendly Steelhead units. A Steelhead unit can be affected by an incentive only once per turn. When all five of its coin boxes have been marked, this model loses Paymaster for the rest of the game.
+ During this model's activation, you can mark one or more coin boxes on its card. For each coin box you mark, you can use Paymaster once. When you do, choose one of the following incentives. Incentives are RNG CMD and can target only friendly Steelhead units. A Steelhead unit can be affected by an incentive only once per turn. When all five of its coin boxes have been marked, this model loses Paymaster for the rest of the game.
-- Battle Maneuvers - Affected models gain Reform this turn. (After all models in a unit with Reform have completed their actions, each can advance up to 3".)
+- Battle Maneuvers - Affected models gain Reform this turn. (After all models in a unit with Reform have completed their actions, each can advance up to 3".)
- Money Shot - Affected models gain +2 to ranged attack and damage rolls for one turn.
@@ -704,7 +705,7 @@
- When this model makes an attack with this weapon, before the attack roll it can spend 1 focus point to give the attack a 3" AOE.
+ When this model makes an attack with this weapon, before the attack roll it can spend 1 focus point to give the attack a 3" AOE.
@@ -786,7 +787,7 @@
- Friendly models currently in Shae's control area immediately advance up to 3". During this movement, affected models gain Pathfinder and cannot be targeted by free strikes.
+ Friendly models currently in Shae's control area immediately advance up to 3". During this movement, affected models gain Pathfinder and cannot be targeted by free strikes.
@@ -794,7 +795,7 @@
- Immediately after a normal attack with this weapon is resolved during this model's combat action, the nemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1".
+ Immediately after a normal attack with this weapon is resolved during this model's combat action, the nemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1".
@@ -873,8 +874,8 @@
-
- This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal.
+
+ This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal.
@@ -882,7 +883,7 @@
- This model can attempt to Drive each warjack under its control in its command range. To Drive a warjack, this model must make a command check at any time during its activation. If the check succeeds, the warjack immediately makes a full advance. If the check fails, the warjack does not benefit from 'Jack Marshal this turn.
+ This model can attempt to Drive each warjack under its control in its command range. To Drive a warjack, this model must make a command check at any time during its activation. If the check succeeds, the warjack immediately makes a full advance. If the check fails, the warjack does not benefit from 'Jack Marshal this turn.
@@ -1002,7 +1003,7 @@
-
+
@@ -1017,11 +1018,11 @@
- Place this model after normal deployment, up to 6" beyond the established deployment zone.
+ Place this model after normal deployment, up to 6" beyond the established deployment zone.
- Place this model after normal deployment, up to 6" beyond the established deployment zone.
+ Place this model after normal deployment, up to 6" beyond the established deployment zone.
@@ -1041,19 +1042,19 @@
- Ranged and magic attacks declared against this model when the point of origin of the attack is greater than 5" away automatically miss. This model is not an intervening model (p. 43) when determining line of sight from a model greater than 5" away.
+ Ranged and magic attacks declared against this model when the point of origin of the attack is greater than 5" away automatically miss. This model is not an intervening model (p. 43) when determining line of sight from a model greater than 5" away.
- Ranged and magic attacks declared against this model when the point of origin of the attack is greater than 5" away automatically miss. This model is not an intervening model (p. 43) when determining line of sight from a model greater than 5" away.
+ Ranged and magic attacks declared against this model when the point of origin of the attack is greater than 5" away automatically miss. This model is not an intervening model (p. 43) when determining line of sight from a model greater than 5" away.
- One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
+ One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
- One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
+ One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
@@ -1286,7 +1287,7 @@
- This model is a gunfighter (p. 63). The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
+ This model is a gunfighter (p. 63). The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
@@ -1302,11 +1303,11 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
- After deployment but before the first player's turn, choose an enemy model/unit to be this unit's prey. While this model is in play, each model in its unit beginning its activation within 10" of the prey gains +2" movement that activation. While this model is in play, models in its unit gain +2 to attack and damage rolls against the prey. When the prey is destroyed or mreoved from play, choose another model/unit as the prey.
+ After deployment but before the first player's turn, choose an enemy model/unit to be this unit's prey. While this model is in play, each model in its unit beginning its activation within 10" of the prey gains +2" movement that activation. While this model is in play, models in its unit gain +2 to attack and damage rolls against the prey. When the prey is destroyed or mreoved from play, choose another model/unit as the prey.
@@ -1318,7 +1319,7 @@
- Immediately after a normal attack with this weapon is resolved during this model's combat action, the nemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1".
+ Immediately after a normal attack with this weapon is resolved during this model's combat action, the nemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1".
@@ -1326,7 +1327,7 @@
- When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
+ When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
@@ -1423,11 +1424,11 @@
- This model can attempt to drive each warjack under its control in its command range. To drive a warjack, this model must make a command check at any time during its activation. If it passes, the warjack gains Pathfinder and must use its normal movement and combat action to charge or make a slam power attack during its activation this turn. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
+ This model can attempt to drive each warjack under its control in its command range. To drive a warjack, this model must make a command check at any time during its activation. If it passes, the warjack gains Pathfinder and must use its normal movement and combat action to charge or make a slam power attack during its activation this turn. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
- This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
+ This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
@@ -1495,8 +1496,8 @@
-
- When another friendly Privateer model makes a tough roll of 4, 5, or 6 while in this model's command range, that model heals 1 damage point and is knocked down.
+
+ When another friendly Privateer model makes a tough roll of 4, 5, or 6 while in this model's command range, that model heals 1 damage point and is knocked down.
@@ -1504,11 +1505,11 @@
- Gains an additional die on this weapon's damage rolls against living models.
+ Gains an additional die on this weapon's damage rolls against living models.
- Add this model's STR to the POW of this ranged attack.
+ Add this model's STR to the POW of this ranged attack.
@@ -1576,7 +1577,7 @@
- Choose a number of friendly non-warcaster Faction warrios models currently in MacBain's control area up to the number of foucs points on him +5. When a chosen model is disabled, it heals 1 damage point and is knocked down. True Grit lasts for one round.
+ Choose a number of friendly non-warcaster Faction warrios models currently in MacBain's control area up to the number of foucs points on him +5. When a chosen model is disabled, it heals 1 damage point and is knocked down. True Grit lasts for one round.
@@ -1584,7 +1585,7 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
@@ -1670,7 +1671,7 @@
- While in Madhammer's control area, friendly Faction models gain an additional die on blast damage rolls and AOE ranged attack rolls this turn.
+ While in Madhammer's control area, friendly Faction models gain an additional die on blast damage rolls and AOE ranged attack rolls this turn.
@@ -1678,15 +1679,15 @@
- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
+ When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
- After determining the point of impact, roll deviation for two additional 4" AOEs from that point. A model hit by one of the additional AOEs suffers a POW 7 blast damage roll.
+ After determining the point of impact, roll deviation for two additional 4" AOEs from that point. A model hit by one of the additional AOEs suffers a POW 7 blast damage roll.
- This weapon's base stats become AOE - and POW 7 for this attack. When calculating damage from this attack, halve the base ARM stats of models with medium or larger bases. For this attack, this model gains +2 to damage rolls against models with small bases.
+ This weapon's base stats become AOE - and POW 7 for this attack. When calculating damage from this attack, halve the base ARM stats of models with medium or larger bases. For this attack, this model gains +2 to damage rolls against models with small bases.
@@ -1694,11 +1695,11 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
- When this model h its with an attack with this weapon, it can spend 1 focus point to use Back Blast. If it does, center a 3" AOE on the model hit. Models in the AOE suffer a POW 10 blast damage roll. This damage is not considered to have been caused by a melee attack.
+ When this model h its with an attack with this weapon, it can spend 1 focus point to use Back Blast. If it does, center a 3" AOE on the model hit. Models in the AOE suffer a POW 10 blast damage roll. This damage is not considered to have been caused by a melee attack.
@@ -1779,7 +1780,7 @@
- While within 5" of this model, non-myrmidon warjacks cannot channel spells or be allocated focus.
+ While within 5" of this model, non-myrmidon warjacks cannot channel spells or be allocated focus.
@@ -1891,7 +1892,7 @@
- When this model ends its normal movement within 5" of a friendly non-myrmidon warjack, its activation ends immediately.
+ When this model ends its normal movement within 5" of a friendly non-myrmidon warjack, its activation ends immediately.
@@ -1986,11 +1987,11 @@
- For one round, enemy models roll one less die when making attack and damage rolls while in Fiona's control area.
+ For one round, enemy models roll one less die when making attack and damage rolls while in Fiona's control area.
- Choose one friendly Sea Dog unit at the beginning of the game to be Cultists. Cultists are Thamarite models and gain Fearless. During your Control Phase, after replenishing focus, this model gains 1 additional focus point if it is within 1" of one or more friendly Cultists.
+ Choose one friendly Sea Dog unit at the beginning of the game to be Cultists. Cultists are Thamarite models and gain Fearless. During your Control Phase, after replenishing focus, this model gains 1 additional focus point if it is within 1" of one or more friendly Cultists.
@@ -2002,11 +2003,11 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
+ When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
@@ -2077,11 +2078,11 @@
- Friendly Sea Dogs models/units in this model's command range never flee and immediately rally.
+ Friendly Sea Dogs models/units in this model's command range never flee and immediately rally.
- While in this model's command range, friendly Sea Dog models gain an additional damage die on Hand Weapon attacks against warrior models.
+ While in this model's command range, friendly Sea Dog models gain an additional damage die on Hand Weapon attacks against warrior models.
@@ -2152,7 +2153,7 @@
- This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
+ This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
@@ -2218,7 +2219,7 @@
- When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
+ When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
@@ -2226,7 +2227,7 @@
- This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
+ This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
@@ -2318,7 +2319,7 @@
- Reduce the point cost of Vanguard warjacks in this model's battlegroup by 1.
+ Reduce the point cost of Vanguard warjacks in this model's battlegroup by 1.
@@ -2400,7 +2401,7 @@
- While in Ossrum's control range, friendly Rhulic models gain +2 ARM. Friendly Rhulic models/units activating in this model's control area gain +2 SPD and Pathfinder. Perfect Plan lasts for one round.
+ While in Ossrum's control range, friendly Rhulic models gain +2 ARM. Friendly Rhulic models/units activating in this model's control area gain +2 SPD and Pathfinder. Perfect Plan lasts for one round.
@@ -2544,7 +2545,7 @@
- This model can add this weapon's POW to its head-butt and slam power atack damage rolls.
+ This model can add this weapon's POW to its head-butt and slam power atack damage rolls.
@@ -2594,11 +2595,11 @@
- This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
+ This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
- During this model's activation, when it makes and attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
+ During this model's activation, when it makes and attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
@@ -2656,11 +2657,11 @@
- When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
+ When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
- This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
+ This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
@@ -2777,7 +2778,7 @@
- Place a 3" AOE clod effect in play. Its center point must be within 1" of this model. This AOE remains in play for one round.
+ Place a 3" AOE clod effect in play. Its center point must be within 1" of this model. This AOE remains in play for one round.
@@ -2848,11 +2849,11 @@
- Choose a table edge and a distance up to 8". Enemy models currently in Gorten's control area are pushed the chosen distance directly towards the chosen table edge in the order you choose. For one round, affected models cannotr give or receive orders and suffer -3 SPD, RAT and DEF.
+ Choose a table edge and a distance up to 8". Enemy models currently in Gorten's control area are pushed the chosen distance directly towards the chosen table edge in the order you choose. For one round, affected models cannotr give or receive orders and suffer -3 SPD, RAT and DEF.
- On a critical hit, this model can slam the model hit instead of rolling damage normally. The model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
+ On a critical hit, this model can slam the model hit instead of rolling damage normally. The model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
@@ -2972,13 +2973,13 @@
- This model can make one of the following fell calls anytime during its unit's activation. A friendly Faction model/unit can be affected by only one fell call each turn.
+ This model can make one of the following fell calls anytime during its unit's activation. A friendly Faction model/unit can be affected by only one fell call each turn.
- Call of Defiance - When a model in this unit that is in formation makes a Tough roll of 4, 5, or 6, it heals 1 damage point and is knocked down. Call of Defiance lasts for one round.
- Call to Action - Knocked down models in th is unit in formation immediately stand up.
-- Rage Howler - Enemy models/units currently in this model's command range must pass a command check or flee. Warjacks and warbeasts currently in this model's command range suffer -2 to attack rolls for one round.
+- Rage Howler - Enemy models/units currently in this model's command range must pass a command check or flee. Warjacks and warbeasts currently in this model's command range suffer -2 to attack rolls for one round.
@@ -3194,7 +3195,7 @@
-
+
@@ -3213,10 +3214,10 @@
-
+
-
+
@@ -3344,7 +3345,7 @@
- After an enemy model casts a spell within 10" of this model, this model may immediately make a normal ranged attack targeting that model.
+ After an enemy model casts a spell within 10" of this model, this model may immediately make a normal ranged attack targeting that model.
@@ -3364,15 +3365,15 @@
- Make an attack with this weapon. On a hit, after resolving the attack this model can immediately make one additional attack with this weapon targeting the last model hit or another model within 2" of the last model hit, ignoring ROF. This model can make up to four attacks during its activation as a result of Multi-Fire.
+ Make an attack with this weapon. On a hit, after resolving the attack this model can immediately make one additional attack with this weapon targeting the last model hit or another model within 2" of the last model hit, ignoring ROF. This model can make up to four attacks during its activation as a result of Multi-Fire.
- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
+ When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
+ When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
@@ -3445,7 +3446,7 @@
- To make a Scattershot special attack, Herne and Jonne must be B2B. Make a normal attack with this weapon. After determining point of impact for that attack, roll deviation for two additional 3" AOEs centered on that point. Models in an AOE are hit and suffer a POW 7 blast damage roll.
+ To make a Scattershot special attack, Herne and Jonne must be B2B. Make a normal attack with this weapon. After determining point of impact for that attack, roll deviation for two additional 3" AOEs centered on that point. Models in an AOE are hit and suffer a POW 7 blast damage roll.
@@ -3539,7 +3540,7 @@
- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
+ When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
@@ -3636,7 +3637,7 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
@@ -3644,7 +3645,7 @@
- On a critical hit, this model can slam the model hit instead of rolling damage normally. The model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
+ On a critical hit, this model can slam the model hit instead of rolling damage normally. The model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
@@ -3763,7 +3764,7 @@
- This model is a gunfighter (p. 63). The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
+ This model is a gunfighter (p. 63). The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
@@ -3771,15 +3772,15 @@
- - Ayisla's Veil (* Action) - This model gains Stealth. While Holt is B2B with her, he also gains Stealth, Ayisla's Veil lasts for one round.
+ - Ayisla's Veil (* Action) - This model gains Stealth. While Holt is B2B with her, he also gains Stealth, Ayisla's Veil lasts for one round.
- Kiss of Lyliss (* Attack) - Kiss of Lyliss is a RNG 10 magic attack. For one round, when a model/unit hit by Kiss of Lyliss suffers a damage roll add +2 to the roll.
-- Lurynsar's Touch (* Action) - RNG CMD. Target friendly model/unit. If the model /unit is in range, its weapons gain Magical Weapon for one turn.
+- Lurynsar's Touch (* Action) - RNG CMD. Target friendly model/unit. If the model /unit is in range, its weapons gain Magical Weapon for one turn.
- Once during your opponent's turn, when an enemy model within 12" of this model that is in its LOS targets this model with a ranged attack, this model can make a ranged attack against the model beofre it makes its attack roll. If this model's ranged attack hits, the enemy model suffers no damage but its attack automatically misses.
+ Once during your opponent's turn, when an enemy model within 12" of this model that is in its LOS targets this model with a ranged attack, this model can make a ranged attack against the model beofre it makes its attack roll. If this model's ranged attack hits, the enemy model suffers no damage but its attack automatically misses.
@@ -3857,11 +3858,11 @@
-
+
- When a friendly Faction model/unit fails a command check in this modelæs command range, you can mark one of this model's five coin boxes to cause the model/unit to pass the failed check.
+ When a friendly Faction model/unit fails a command check in this modelæs command range, you can mark one of this model's five coin boxes to cause the model/unit to pass the failed check.
@@ -3869,11 +3870,11 @@
- During this model's activation, you can mark one or more coin boxes on its card. For each coin box you mark, you can use Paymaster once. When you do, choose one of the following incentives. Incentives are RNG CMD, and can target only friendly Sea Dog units. A Sea Dog unit can be affected by an incentive only once per turn. When all five of its coin boxes have b een marked, this model loses Paymaster for the rest of the game.
+ During this model's activation, you can mark one or more coin boxes on its card. For each coin box you mark, you can use Paymaster once. When you do, choose one of the following incentives. Incentives are RNG CMD, and can target only friendly Sea Dog units. A Sea Dog unit can be affected by an incentive only once per turn. When all five of its coin boxes have b een marked, this model loses Paymaster for the rest of the game.
- Money Shot - Affected models gain +2 to ranged attack and damage rolls for one turn.
-- Payday - Affected models' melee attack rolls are boosted. When an affected model destroys an enemy model with a normal melee attack, immediately after the attack is resolved the affected model can advance up to 1". Payday lasts for one turn.
+- Payday - Affected models' melee attack rolls are boosted. When an affected model destroys an enemy model with a normal melee attack, immediately after the attack is resolved the affected model can advance up to 1". Payday lasts for one turn.
- Walk It Off - Affecte models gain Tough for one round.
@@ -4002,7 +4003,7 @@
- Models in Magnus' battlegroup currently in his control area can make a full advance or run after all friendly models have completed their activations this turn. Warjacks do not have to spend focus to run during this movement. During this movement models cannot be targeted by free strikes.
+ Models in Magnus' battlegroup currently in his control area can make a full advance or run after all friendly models have completed their activations this turn. Warjacks do not have to spend focus to run during this movement. During this movement models cannot be targeted by free strikes.
@@ -4111,11 +4112,11 @@
- Choose two table edges. Enemy models beginning an advance in Magnus' control area cannot advance toward those table edges for one round.
+ Choose two table edges. Enemy models beginning an advance in Magnus' control area cannot advance toward those table edges for one round.
- One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
+ One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
@@ -4215,7 +4216,7 @@
- This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
+ This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
@@ -4223,11 +4224,11 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
- This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
+ This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
@@ -4279,7 +4280,7 @@
- This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
+ This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
@@ -4334,7 +4335,7 @@
- Make an attack with this weapon. On a hit, after resolving the attack this model can immediately make one additional attack with this weapon targeting the last model hit or another model within 2" of the last model hit, ignoring ROF. This model can make up to four attacks during its activation as a result of Multi-Fire.
+ Make an attack with this weapon. On a hit, after resolving the attack this model can immediately make one additional attack with this weapon targeting the last model hit or another model within 2" of the last model hit, ignoring ROF. This model can make up to four attacks during its activation as a result of Multi-Fire.
@@ -4342,11 +4343,11 @@
- Once per game during its activation, this model can use Double Powder Ration. Ranged attacks made by friendly Faction models while in this model's command range gain +2 RNG. Double Powder Ration lasts for one turn.
+ Once per game during its activation, this model can use Double Powder Ration. Ranged attacks made by friendly Faction models while in this model's command range gain +2 RNG. Double Powder Ration lasts for one turn.
- If this model is included in an army, you can include one additional Sea Dog Deck Gun Crew unit over that unit's FA.
+ If this model is included in an army, you can include one additional Sea Dog Deck Gun Crew unit over that unit's FA.
@@ -4432,11 +4433,11 @@
- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
+ When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
- On a critical hit, instead of suffering a normal damage roll, each model in the AOE is thrown d6" directly away from the attacker regardlessof its base size. Move models furthest from the attacker first. The model directly hit by the attack sufers a POW 15 damage roll. Other model shit by the attack suffer a POW 8 damage roll. The POW of collateral damage is equal to the POW of the damage roll suffered by the thrown model.
+ On a critical hit, instead of suffering a normal damage roll, each model in the AOE is thrown d6" directly away from the attacker regardlessof its base size. Move models furthest from the attacker first. The model directly hit by the attack sufers a POW 15 damage roll. Other model shit by the attack suffer a POW 8 damage roll. The POW of collateral damage is equal to the POW of the damage roll suffered by the thrown model.
@@ -4444,7 +4445,7 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
@@ -4500,11 +4501,11 @@
- This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
+ This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
@@ -4622,7 +4623,7 @@
- Before the start of the game, choose one friendly warcaster, solo, or unit commander to be the Bokur's client. This model cannot be the client of another Bokur or have the same client as another Bokur. If its client leaves play, the Bokur loses all client benefits even if that client is replaced by another model. While within 6" of its client this model gains +2 to attack and damage rolls and never flees. If this model's client has Advance Deployment, this model gain Advance Deployment.
+ Before the start of the game, choose one friendly warcaster, solo, or unit commander to be the Bokur's client. This model cannot be the client of another Bokur or have the same client as another Bokur. If its client leaves play, the Bokur loses all client benefits even if that client is replaced by another model. While within 6" of its client this model gains +2 to attack and damage rolls and never flees. If this model's client has Advance Deployment, this model gain Advance Deployment.
@@ -4630,7 +4631,7 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
@@ -4696,19 +4697,19 @@
- - Arc Lightning (* Attack) - Arc Lightning is a RNG 10 magic attack. A model hit by this spell suffers a POW 10 electrical damage roll, and ligntining arcs from it to d3 consecutive additional models. The lightning arcs to the nearest model it has not arced to within 4" of the last model it araced to, ignoring this model. Each model the lightning arcs to suffers a POW 10 electrical damage roll.
+ - Arc Lightning (* Attack) - Arc Lightning is a RNG 10 magic attack. A model hit by this spell suffers a POW 10 electrical damage roll, and ligntining arcs from it to d3 consecutive additional models. The lightning arcs to the nearest model it has not arced to within 4" of the last model it araced to, ignoring this model. Each model the lightning arcs to suffers a POW 10 electrical damage roll.
-- Null Magic (* Action) - For one round, models cannot cast spells while within 12" of this model.
+- Null Magic (* Action) - For one round, models cannot cast spells while within 12" of this model.
- Stealth (* Action) - This model gains Stealth for one round.
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
- When an enemy model casts a spell while within 12" of this model, this model gains one power token. It can have up to three power tokens at a time. During its activation, this model can spend power tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost.
+ When an enemy model casts a spell while within 12" of this model, this model gains one power token. It can have up to three power tokens at a time. During its activation, this model can spend power tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost.
@@ -4770,11 +4771,11 @@
- Place this model after normal deployment, up to 6" beyond the established deployment zone.
+ Place this model after normal deployment, up to 6" beyond the established deployment zone.
- Place this model after normal deployment, up to 6" beyond the established deployment zone.
+ Place this model after normal deployment, up to 6" beyond the established deployment zone.
@@ -4798,11 +4799,11 @@
- When a living enemy warrior model in the mlee range of two or more models in this unit is boxed by a melee attack made by this model, remove the enemy model from play. You can add one Grunt to a friendly Sea Dog Crew unit in this model's command range. The Grunt must be placed in formation and within 3" of this model.
+ When a living enemy warrior model in the mlee range of two or more models in this unit is boxed by a melee attack made by this model, remove the enemy model from play. You can add one Grunt to a friendly Sea Dog Crew unit in this model's command range. The Grunt must be placed in formation and within 3" of this model.
- When a living enemy warrior model in the mlee range of two or more models in this unit is boxed by a melee attack made by this model, remove the enemy model from play. You can add one Grunt to a friendly Sea Dog Crew unit in this model's command range. The Grunt must be placed in formation and within 3" of this model.
+ When a living enemy warrior model in the mlee range of two or more models in this unit is boxed by a melee attack made by this model, remove the enemy model from play. You can add one Grunt to a friendly Sea Dog Crew unit in this model's command range. The Grunt must be placed in formation and within 3" of this model.
@@ -4887,11 +4888,11 @@
- Bone Shaker (* Attack) - Bone Shaker is a RNG 8, POW 12 magic attack. When this spell boxes a living or undead non-warcaster, non-warlock enemy warrior model, you can immediately take control of the model and make a full advance with the enemy model followed by a normal melee attack, then the boxed model is removed from play. The boxed model cannot be targeted by free strikes during this movement.
-- Death Field (* Action) - This model gains Dark Shroud. While within 3" of this model, frienldy models also gain Dark Shroud. Death Field lasts for one turn. (While in the melee range of a model with Dark Shroud, enemy models suffer -2 ARM.)
+- Death Field (* Action) - This model gains Dark Shroud. While within 3" of this model, frienldy models also gain Dark Shroud. Death Field lasts for one turn. (While in the melee range of a model with Dark Shroud, enemy models suffer -2 ARM.)
- When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal living model within 3" of this model directly hit instead. That model is automatically hit and sufers all damage and effects.
+ When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal living model within 3" of this model directly hit instead. That model is automatically hit and sufers all damage and effects.
@@ -4946,11 +4947,11 @@
- This model can attempt to Drive each warjack under its control in its command range. To Drive a warjack, thjis model must make a command check at any time during its activation. If it passes, the warjack can make one ranged attack this activation before its normal movement. After its normal movement, the warjack can only make melee attacks that activation. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
+ This model can attempt to Drive each warjack under its control in its command range. To Drive a warjack, thjis model must make a command check at any time during its activation. If it passes, the warjack can make one ranged attack this activation before its normal movement. After its normal movement, the warjack can only make melee attacks that activation. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
- This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
+ This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
@@ -5036,7 +5037,7 @@
- Reload (* Action) - During his activation this turn, the warcaster can make one additional ranged attack ignoring ROF.
-- Spyglass (* Action) - Measure the distance betwen two models within the warcaster's LOS.
+- Spyglass (* Action) - Measure the distance betwen two models within the warcaster's LOS.
@@ -5074,7 +5075,7 @@
- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
+ When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
@@ -5094,7 +5095,7 @@
- During this model's activation, when it makes and attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
+ During this model's activation, when it makes and attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
@@ -5149,7 +5150,7 @@
- During its activation this model can play one of the following tunes. When it does, choose a friendly unit. The tunes affects this model and will affect the unit if it is currently in this model's command range.
+ During its activation this model can play one of the following tunes. When it does, choose a friendly unit. The tunes affects this model and will affect the unit if it is currently in this model's command range.
- Dirge of Mists - affected models gain +1 DEF and Terror for one round.
@@ -5200,11 +5201,11 @@
- While in Damiano's control area, this model gains Quick Work. (When a model with Quick Work destroys one or more enemy models with a melee attack during its combat action, immediately after the attack is resolved it can make one normal ranged attack. Attacks gained from Quick Work do not count against a weapon's ROF.)
+ While in Damiano's control area, this model gains Quick Work. (When a model with Quick Work destroys one or more enemy models with a melee attack during its combat action, immediately after the attack is resolved it can make one normal ranged attack. Attacks gained from Quick Work do not count against a weapon's ROF.)
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
@@ -5336,7 +5337,7 @@
- This model can attempt to Drive each warjack under its control in its command range. To Drive a warjack, this model must make a command check at any time during its activation. If the check succeeds, the warjack can reroll one missed attack roll during its activation this turn. If the check fails, the warjack does not benefit from 'Jack Marshal this turn.
+ This model can attempt to Drive each warjack under its control in its command range. To Drive a warjack, this model must make a command check at any time during its activation. If the check succeeds, the warjack can reroll one missed attack roll during its activation this turn. If the check fails, the warjack does not benefit from 'Jack Marshal this turn.
@@ -5473,11 +5474,11 @@
- Once per game during its unit's activation, this model can use No Quarter. Models in this unit gain Fearless, Pathfinder and Terror. A model in this unit that charges gains +2" movement. No Quarter lasts for one round.
+ Once per game during its unit's activation, this model can use No Quarter. Models in this unit gain Fearless, Pathfinder and Terror. A model in this unit that charges gains +2" movement. No Quarter lasts for one round.
- Place this model after normal deployment, up to 6" beyond the established deployment zone.
+ Place this model after normal deployment, up to 6" beyond the established deployment zone.
@@ -5685,7 +5686,7 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
@@ -5780,11 +5781,11 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
- A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
+ A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
@@ -5851,7 +5852,7 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
@@ -5991,7 +5992,7 @@
- RNG 3. Target this model's warcaster. If the warcaster is in range, it gains an additional die on magic attack and magic damage rolls for the next spell it casts. Discard the lowest die in each roll. Arcane Secrets lasts for one turn.
+ RNG 3. Target this model's warcaster. If the warcaster is in range, it gains an additional die on magic attack and magic damage rolls for the next spell it casts. Discard the lowest die in each roll. Arcane Secrets lasts for one turn.
@@ -5999,7 +6000,7 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
@@ -6060,12 +6061,12 @@
- Flame Blast (* Attack) - Flame Blast is a RNG 10, AOE 3, POW 13 magic attack that causes fire damage. On a critical hit, models hit suffer the Fire continuous effect.
-- Smoke Bombs (* Action) - Place a 3" AOE cloud effect in play. It's center point must be within 1" of this model. This AOE remains in play for one round.
-- Vortex of Flames (* Action) - This model gains Righteous Flames for one round. (An enemy model that ends its activation within 2" of a model with Righteous Flames suffers thge Fire continuous effect.)
+- Smoke Bombs (* Action) - Place a 3" AOE cloud effect in play. It's center point must be within 1" of this model. This AOE remains in play for one round.
+- Vortex of Flames (* Action) - This model gains Righteous Flames for one round. (An enemy model that ends its activation within 2" of a model with Righteous Flames suffers thge Fire continuous effect.)
- When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continous effect.
+ When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continous effect.
@@ -6120,7 +6121,7 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
@@ -6190,7 +6191,7 @@
- While in Rutger Shaw's command range, this model gains Dodge and Tough.
+ While in Rutger Shaw's command range, this model gains Dodge and Tough.
@@ -6250,7 +6251,7 @@
- A Sea Dog Crew Grunt ending its normal movement within 3" of the Commodore can join this unit if it has fewer than three Crewmen. Replace the Grunt with the Crewman model. The Crewman has effects that were on the replaced Grunt, except for upkeep spells on the Grunt's unit. Sea Dog Crew Grunts replaced this way do not count toward Massive Casualties in their original unit.
+ A Sea Dog Crew Grunt ending its normal movement within 3" of the Commodore can join this unit if it has fewer than three Crewmen. Replace the Grunt with the Crewman model. The Crewman has effects that were on the replaced Grunt, except for upkeep spells on the Grunt's unit. Sea Dog Crew Grunts replaced this way do not count toward Massive Casualties in their original unit.
@@ -6266,21 +6267,21 @@
- This model's unit has no unit commander. Models in this unit within 8" of this model are in formation. If a model in this model's unit is out of formation when beginning its normal movement, it must either advance toward this model and forfeit its action or run directly toward this model. If this model is destroyed or removed from play, remove the remaining models in this unit from play.
+ This model's unit has no unit commander. Models in this unit within 8" of this model are in formation. If a model in this model's unit is out of formation when beginning its normal movement, it must either advance toward this model and forfeit its action or run directly toward this model. If this model is destroyed or removed from play, remove the remaining models in this unit from play.
- This model is not a warrior model. It does not activate but can advance up to 1" for each Crewman B2B with it at the beginning of its unit's activation. If this model is moved during its unit's activation, Crewmen in the unit cannot make a Fire! special attack that activation. This model is automatically hit by melee attacks. This model cannot be knocked down or made stationary.
+ This model is not a warrior model. It does not activate but can advance up to 1" for each Crewman B2B with it at the beginning of its unit's activation. If this model is moved during its unit's activation, Crewmen in the unit cannot make a Fire! special attack that activation. This model is automatically hit by melee attacks. This model cannot be knocked down or made stationary.Each time this weapon is used to make an attack, choose one of the following abilities:
-- Canister Shot - This weapon's base stats become RNG SP 10, AOE -, and POW 20. When resolving this attack, the firing model gains +2 to attack rolls.
+- Canister Shot - This weapon's base stats become RNG SP 10, AOE -, and POW 20. When resolving this attack, the firing model gains +2 to attack rolls.
-- Cannonball - This weapon's base stats become RNG 20, AOE -, and POW 16. Regardless of its base size, a model directly hit is slammed d6" directly away from the Commodore. Collateral damage from this slam is POW 16. If the model directly hit cannot be slammed, it suffers a POW 16 damage roll.
+- Cannonball - This weapon's base stats become RNG 20, AOE -, and POW 16. Regardless of its base size, a model directly hit is slammed d6" directly away from the Commodore. Collateral damage from this slam is POW 16. If the model directly hit cannot be slammed, it suffers a POW 16 damage roll.
-- Incendiary Shot - This weapon's base stats become RNG 16, AOE 4, and POW 14 for this attack. This attack causes fire damage, and models hit suffer the Fire continuos effect.
+- Incendiary Shot - This weapon's base stats become RNG 16, AOE 4, and POW 14 for this attack. This attack causes fire damage, and models hit suffer the Fire continuos effect.
@@ -6353,7 +6354,7 @@
- This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
+ This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
@@ -6437,11 +6438,11 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
- A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
+ A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
@@ -6573,12 +6574,12 @@
-
- This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal.
+
+ This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal.
- The model is a terrifying entity (p. 84). Models and units - friendly and enemy - within 3" of this model must pass a command check or flee.
+ The model is a terrifying entity (p. 84). Models and units - friendly and enemy - within 3" of this model must pass a command check or flee.
@@ -6586,7 +6587,7 @@
- Place this model after normal deployment, up to 6" beyond the established deployment zone.
+ Place this model after normal deployment, up to 6" beyond the established deployment zone.
@@ -6594,7 +6595,7 @@
- You can choose not to deploy this model at the start of the game. If it is not deployed normally, you can put it into play at the end of any of your Control phases after your first turn. When you do, choose any table edge except the back of your opponent's deployment zone. Place this model within 3" of the chosen table edge.
+ You can choose not to deploy this model at the start of the game. If it is not deployed normally, you can put it into play at the end of any of your Control phases after your first turn. When you do, choose any table edge except the back of your opponent's deployment zone. Place this model within 3" of the chosen table edge.
@@ -6602,7 +6603,7 @@
- When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point.
+ When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point.
@@ -6614,15 +6615,15 @@
- If its warcaster is in this model's command range during your Control Phase, the warcaster can upkeep one spell without spending focus.
+ If its warcaster is in this model's command range during your Control Phase, the warcaster can upkeep one spell without spending focus.
- This model can immediately negate any spell that targets it or a model within 3" of it by spending 1 soul token before the RNG of the spell is measured. The negated spell does not take effect, but its COST remains spent.
+ This model can immediately negate any spell that targets it or a model within 3" of it by spending 1 soul token before the RNG of the spell is measured. The negated spell does not take effect, but its COST remains spent.
- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
+ When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
@@ -6630,15 +6631,15 @@
- Choose a friendly Faction model. While in this model's command range, the chosen model gains +2 to AOE ranged attack rolls. When the chosen model's AOE ranged attacks deviate, you can reroll the direction and/or distance of the deviation. Each roll can be rerolled only once as a result of Artillerist. Artillerist lasts for one turn.
+ Choose a friendly Faction model. While in this model's command range, the chosen model gains +2 to AOE ranged attack rolls. When the chosen model's AOE ranged attacks deviate, you can reroll the direction and/or distance of the deviation. Each roll can be rerolled only once as a result of Artillerist. Artillerist lasts for one turn.
- As part of a charge, after moving but before making its charge attack, this model can make one ranged attack targeting the model charged unless they were in melee with each other at the start of this model's activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in mele penalty. If the target is not in melee range after moving, this model can make the Assault ranged attack before it's activation ends.
+ As part of a charge, after moving but before making its charge attack, this model can make one ranged attack targeting the model charged unless they were in melee with each other at the start of this model's activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in mele penalty. If the target is not in melee range after moving, this model can make the Assault ranged attack before it's activation ends.
- Affected models must charge or run. As part of a charge, after moving but before making its charge attack, an affected model can make one ranged attack targeting the model charged unless they were in melee with each other at the start of this model's activation.Models that received this order cannot make combined ranged attacks this activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in mele penalty. If the target is not in melee range after moving, the affected model can make the Assault ranged attack before it's activation ends.
+ Affected models must charge or run. As part of a charge, after moving but before making its charge attack, an affected model can make one ranged attack targeting the model charged unless they were in melee with each other at the start of this model's activation.Models that received this order cannot make combined ranged attacks this activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in mele penalty. If the target is not in melee range after moving, the affected model can make the Assault ranged attack before it's activation ends.
@@ -6658,11 +6659,11 @@
- Immediately after a normal attack with this weapon is resolved during this model's combat action, the nemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1".
+ Immediately after a normal attack with this weapon is resolved during this model's combat action, the nemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1".
- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
+ When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
@@ -6678,7 +6679,7 @@
- During this unit's activation, affected models make their combat actions before their normal movement. Affected models must make a full advance as their normal movement this activation.
+ During this unit's activation, affected models make their combat actions before their normal movement. Affected models must make a full advance as their normal movement this activation.
@@ -6694,7 +6695,36 @@
- Please refer to pages 20 to 23 of Colossals for full rules for colossals.
+ - Huge base
+ Occupies the space from its base to a height of 5"
+- Facing and Line of sight
+ Front arc is divided into two 90 degree fields of fire. L and R can only fire into respective field.
+- Targeting a colossal
+ A colossalantuan never gains a DEF bonus from concealment, cover, or elevation.
+ Cloud effects and forest terrain do not block line of sight to a gargantuan.
+ A model targeting a colossal with a ranged or magic attack does not suffer the target in melee attack roll penalty. If a ranged or magic attack misses a colossal in melee, that miss is not rerolled against another model. It misses completely.
+- Predeployment
+ colossal must be placed before normal deployment. If both players have models to predeploy, they predeploy their models in standard deployment order.
+- Massive
+ A colossal cannot be slammed, pushed, thrown, knocked down, or made stationary.
+- colossal movement
+ A colossal can only advance during its normal movement and cannot be placed.
+- Pathfinder
+ All colossals have Pathfinder
+- Controlling a colossal
+ Colossals must be assigned to a battlegroup, and your opponent can never take control of your colossal by any means.
+- Great Machine
+ A colossal can never gain Advance Deployment, Incorporeal, or Stealth.
+- Ranged attacks while in melee
+ A colossal can make ranged attacks while in melee. A colossal never suffers the firing in melee penalty when targeting a model it is in melee with. A colossal cannot gain the aiming bonus when engaged.
+- Colossal melee range
+ Colossal melee weapons and gargantuan melee attacks have a 2" melee range unless otherwise noted. This includes all power attacks made by a colossal.
+- Colossal power attacks
+ A colossal can make all the power attacks available to a warjack along with two additional attacks available only to colossals: power strike and sweep.
+ Power Strike - at least one Open fist. Its target must be in the Open Fist's field of fire and have a smaller base than the colossal. Melee attack, if hits slammed d6+2" directly away. POW of slam and collateral damage rolls equal to STR.
+ Sweep - at least one melee weapon in left or right field of fire. One melee attack with weapon against each model in the weapon's field of fire and within its 2" melee range. Models hit suffer damage roll with POW equal STR.
+Damaging a colossal
+ Colossals have two damage grids-right and left- but otherwise suffer damage like a smaller warjack. When a colossal is damaged, the damage grid to be marked is determined by the origin of the damage suffered.
@@ -6710,7 +6740,7 @@
- A friendly Faction model or unit in this model's command range can replace its current CMD with current CMD of the commander when making command checks (p. 84). Models with the Commander advantage should not be confused with units commanders that lead individual units (p. 71). All warcaster models have this advantage.
+ A friendly Faction model or unit in this model's command range can replace its current CMD with current CMD of the commander when making command checks (p. 84). Models with the Commander advantage should not be confused with units commanders that lead individual units (p. 71). All warcaster models have this advantage.
@@ -6726,7 +6756,7 @@
- On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged.
+ On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged.
@@ -6738,7 +6768,7 @@
- On a critical hit, instead of suffering a normal damage roll, each model in the AOE is thrown d6" directly away from the attacker regardlessof its base size. Move models furthest from the attacker first. The model directly hit by the attack sufers a POW 15 damage roll. Other model shit by the attack suffer a POW 8 damage roll. The POW of collateral damage is equal to the POW of the damage roll suffered by the thrown model.
+ On a critical hit, instead of suffering a normal damage roll, each model in the AOE is thrown d6" directly away from the attacker regardlessof its base size. Move models furthest from the attacker first. The model directly hit by the attack sufers a POW 15 damage roll. Other model shit by the attack suffer a POW 8 damage roll. The POW of collateral damage is equal to the POW of the damage roll suffered by the thrown model.
@@ -6754,7 +6784,7 @@
- On a critical hit, this model can slam the model hit instead of rolling damage normally. The model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
+ On a critical hit, this model can slam the model hit instead of rolling damage normally. The model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
@@ -6786,11 +6816,11 @@
- Once per turn, when an enemy model advances into and ends its movement in this model's melee range, this model can immediately make one normal melee attack against it.
+ Once per turn, when an enemy model advances into and ends its movement in this model's melee range, this model can immediately make one normal melee attack against it.
- This model can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.
+ This model can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.
@@ -6798,11 +6828,11 @@
- This model can attempt to drive each warjack under its control in its command range. To drive a warjack, this model must make a command check at any time during its activation. If it passes, the warjack gains Pathfinder and must use its normal movement and combat action to charge or make a slam power attack during its activation this turn. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
+ This model can attempt to drive each warjack under its control in its command range. To drive a warjack, this model must make a command check at any time during its activation. If it passes, the warjack gains Pathfinder and must use its normal movement and combat action to charge or make a slam power attack during its activation this turn. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
- This model can attempt to drive each warjack under its control in its command range. To drive a warjack, this model must make a command check at any time during its activation. If the check succeeds, the warjack immediately makes a full advance. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
+ This model can attempt to drive each warjack under its control in its command range. To drive a warjack, this model must make a command check at any time during its activation. If the check succeeds, the warjack immediately makes a full advance. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
@@ -6814,7 +6844,7 @@
- RNG 5. Target enemy warcaster or warlock. If the enemy warcazster or warlock is in range, firendly models/units in this model's command range can immediately make a full advance and a normal attack.
+ RNG 5. Target enemy warcaster or warlock. If the enemy warcazster or warlock is in range, firendly models/units in this model's command range can immediately make a full advance and a normal attack.
@@ -6830,11 +6860,11 @@
- This model can use Flak Field once per turn at any time during its activation but cannot interrupt its normal movement to do so. When this model uses Flak Field, models B2B with it suffer an unboostable POW 12 blast damage roll and other models within 2" of it suffer an unboostable POW 6 blast damage roll.
+ This model can use Flak Field once per turn at any time during its activation but cannot interrupt its normal movement to do so. When this model uses Flak Field, models B2B with it suffer an unboostable POW 12 blast damage roll and other models within 2" of it suffer an unboostable POW 6 blast damage roll.
- When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continous effect.
+ When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continous effect.
@@ -6858,7 +6888,7 @@
- This model can make power attack slams without spending focus or being forced. Models slammed bu this model are moved an additional 2".
+ This model can make power attack slams without spending focus or being forced. Models slammed bu this model are moved an additional 2".
@@ -6870,15 +6900,15 @@
- While this model is within 3" of its warcaster and is not knocked down or stationary, its warcaster cannot be targeted by free strikes and gains +2 DEF against melee attack rolls, and models attacking the warcaster do not gain back strike bonuses.
+ While this model is within 3" of its warcaster and is not knocked down or stationary, its warcaster cannot be targeted by free strikes and gains +2 DEF against melee attack rolls, and models attacking the warcaster do not gain back strike bonuses.
- This model is a gunfighter (p. 63). The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
+ This model is a gunfighter (p. 63). The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
- This model can add this weapon's POW to its head-butt and slam powe attack damage rolls.
+ This model can add this weapon's POW to its head-butt and slam powe attack damage rolls.
@@ -6886,7 +6916,7 @@
- This model is not a warrior model. It does not activate but can advance up to 1" for each Crewman B2B with it at the beginning of its unit's activation. If this model is moved during its unit's activation, Crewmen in the unit cannot make a Fire! special attack that activation. This model is automatically hit by melee attacks. This model cannot be knocked down or made stationary.
+ This model is not a warrior model. It does not activate but can advance up to 1" for each Crewman B2B with it at the beginning of its unit's activation. If this model is moved during its unit's activation, Crewmen in the unit cannot make a Fire! special attack that activation. This model is automatically hit by melee attacks. This model cannot be knocked down or made stationary.
@@ -6894,7 +6924,7 @@
- After deployment but before the first player's turn, choose an enemy model/unit to be this unit's prey. While this model is in play, each model in its unit beginning its activation within 10" of the prey gains +2" movement that activation. While this model is in play, models in its unit gain +2 to attack and damage rolls against the prey. When the prey is destroyed or mreoved from play, choose another model/unit as the prey.
+ After deployment but before the first player's turn, choose an enemy model/unit to be this unit's prey. While this model is in play, each model in its unit beginning its activation within 10" of the prey gains +2" movement that activation. While this model is in play, models in its unit gain +2 to attack and damage rolls against the prey. When the prey is destroyed or mreoved from play, choose another model/unit as the prey.
@@ -6918,7 +6948,7 @@
- Friendly X models/units in this model's command range never flee and immediately rally.
+ Friendly X models/units in this model's command range never flee and immediately rally.
@@ -6926,7 +6956,7 @@
- If one or more enemy models are in this model's command range during your Maintenance Phase, one friendly warrior model in this model's command range can advance up to 3".
+ If one or more enemy models are in this model's command range during your Maintenance Phase, one friendly warrior model in this model's command range can advance up to 3".
@@ -6954,7 +6984,7 @@
- Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability.
+ Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability.
@@ -6965,7 +6995,7 @@
- Friendly living Faction warrior models with small or medium bases can ignore friendly Faction warrior models in this model's command range when determining LOS and can advance through friendly Faction warrior models in this model's command range if they have enough movement to move completely past them.
+ Friendly living Faction warrior models with small or medium bases can ignore friendly Faction warrior models in this model's command range when determining LOS and can advance through friendly Faction warrior models in this model's command range if they have enough movement to move completely past them.
@@ -7028,7 +7058,7 @@
- Make an attack with this weapon. On a hit, after resolving the attack this model can immediately make one additional attack with this weapon targeting the last model hit or another model within 2" of the last model hit, ignoring ROF. This model can make up to four attacks during its activation as a result of Multi-Fire.
+ Make an attack with this weapon. On a hit, after resolving the attack this model can immediately make one additional attack with this weapon targeting the last model hit or another model within 2" of the last model hit, ignoring ROF. This model can make up to four attacks during its activation as a result of Multi-Fire.
@@ -7040,11 +7070,11 @@
- This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
+ This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
- When this model destroys one or more enemy warrior models with a normal melee attack, after the attack is resolved this model can immediately advance up to 1".
+ When this model destroys one or more enemy warrior models with a normal melee attack, after the attack is resolved this model can immediately advance up to 1".
@@ -7056,15 +7086,15 @@
- Instead of making a normal damage roll on a hit, this model can throw the model hit as if it had hit with and passed the STR check of a throw power attack. The thrown model suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
+ Instead of making a normal damage roll on a hit, this model can throw the model hit as if it had hit with and passed the STR check of a throw power attack. The thrown model suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
- During its activation, this model can make melee attacks with its ranged weapon, with a 1/2" melee range. Do not add this model's STR to damage rolls made with ranged attacks. Charge attacks made with ranged weapons are not boosted.
+ During its activation, this model can make melee attacks with its ranged weapon, with a 1/2" melee range. Do not add this model's STR to damage rolls made with ranged attacks. Charge attacks made with ranged weapons are not boosted.
- Gains an additional die on this weapon's damage rolls against living models.
+ Gains an additional die on this weapon's damage rolls against living models.
@@ -7084,7 +7114,7 @@
- Once during your opponent's turn, when an enemy model within 12" of this model that is in its LOS targets this model with a ranged attack, this model can make a ranged attack against the model beofre it makes its attack roll. If this model's ranged attack hits, the enemy model suffers no damage but its attack automatically misses.
+ Once during your opponent's turn, when an enemy model within 12" of this model that is in its LOS targets this model with a ranged attack, this model can make a ranged attack against the model beofre it makes its attack roll. If this model's ranged attack hits, the enemy model suffers no damage but its attack automatically misses.
@@ -7096,15 +7126,15 @@
- When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
+ When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
- This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
+ This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
@@ -7115,7 +7145,7 @@
When included in a Retribution army, this model is a Retribution model instead of a Mercenary model.
-
+ This model can control and reactivate only friendly Mercenary Rhulic warjacks.
@@ -7124,7 +7154,7 @@
- This model can be included only in a battlegroup controlled by a Mercenary Rhulic warcaster or assigned to a Mercenary Rhulic 'jack marshal. This model can be reactivated only by a friendly Mercenary Rhulic warcaster or a friendly Mercenary Rhulic 'jack marshal.
+ This model can be included only in a battlegroup controlled by a Mercenary Rhulic warcaster or assigned to a Mercenary Rhulic 'jack marshal. This model can be reactivated only by a friendly Mercenary Rhulic warcaster or a friendly Mercenary Rhulic 'jack marshal.
@@ -7140,7 +7170,7 @@
- A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
+ A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
@@ -7148,11 +7178,11 @@
- Once per round, when a friendly model is directly hit by a ranged attack during your opponent's turn while within 2" of this model, this model can become the target of the attack and be automatically hit instead. This model cannot use Shield Guard if it is incorporeal, knocked down, or stationary.
+ Once per round, when a friendly model is directly hit by a ranged attack during your opponent's turn while within 2" of this model, this model can become the target of the attack and be automatically hit instead. This model cannot use Shield Guard if it is incorporeal, knocked down, or stationary.
- For one round, each affected model gains a +4 ARM bonus while B2B with another affected model in its unit. This bonus does not apply to damage originating in the model's back arc. Models in this unit can begin the game affected by Shield Wall.
+ For one round, each affected model gains a +4 ARM bonus while B2B with another affected model in its unit. This bonus does not apply to damage originating in the model's back arc. Models in this unit can begin the game affected by Shield Wall.
@@ -7164,11 +7194,11 @@
- This model gains one soul token when a living enemy model is destroyed in it's command range. This model can have up to three soul tokens at a time. During its activation, this model can spend soul tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost.
+ This model gains one soul token when a living enemy model is destroyed in it's command range. This model can have up to three soul tokens at a time. During its activation, this model can spend soul tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost.
- While its warcaster is in this model's command range, when the warcaster casts a spell and is the point of origin for the spell, the spell gains +2 RNG.
+ While its warcaster is in this model's command range, when the warcaster casts a spell and is the point of origin for the spell, the spell gains +2 RNG.
@@ -7180,7 +7210,7 @@
- Ranged and magic attacks declared against this model when the point of origin of the attack is greater than 5" away automatically miss. This model is not an intervening model (p. 43) when determining line of sight from a model greater than 5" away.
+ Ranged and magic attacks declared against this model when the point of origin of the attack is greater than 5" away automatically miss. This model is not an intervening model (p. 43) when determining line of sight from a model greater than 5" away.
@@ -7188,11 +7218,11 @@
- If this model is directly hit by an enemy ranged attack, choose a friendly living non-incorporeal warrior model within 2" of it to be directly hit instead. That model is automatically hit and suffers all damage and effects.
+ If this model is directly hit by an enemy ranged attack, choose a friendly living non-incorporeal warrior model within 2" of it to be directly hit instead. That model is automatically hit and suffers all damage and effects.
- During this model's activation, when it makes and attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
+ During this model's activation, when it makes and attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
@@ -7200,7 +7230,7 @@
- While in this model's command range, friendly Steelhead models ignore other friendly Steelhead models when determining LOS. Friendly Steelhead models can advance through other friendløy Steelhead models in this model's command range without effect if they have enough movement to move completely past them.
+ While in this model's command range, friendly Steelhead models ignore other friendly Steelhead models when determining LOS. Friendly Steelhead models can advance through other friendløy Steelhead models in this model's command range without effect if they have enough movement to move completely past them.
@@ -7208,7 +7238,7 @@
- If this model is destroyed or removed from play, you can choose a Grunt in this unit within 1" of this model to take its place. Effects on this model expire, and it gains the effects on the chosen Grunt. Remove the Grunt from the tabel instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.
+ If this model is destroyed or removed from play, you can choose a Grunt in this unit within 1" of this model to take its place. Effects on this model expire, and it gains the effects on the chosen Grunt. Remove the Grunt from the tabel instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.
@@ -7216,11 +7246,11 @@
- This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
+ This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
- Add this model's STR to the POW of this ranged attack.
+ Add this model's STR to the POW of this ranged attack.
@@ -7758,7 +7788,7 @@
-
+
@@ -7924,4 +7954,4 @@
-
+
\ No newline at end of file
diff --git a/Protectorate_of_Menoth-_Vengeance_(2013).cat b/Protectorate_of_Menoth-_Vengeance_(2013).cat
index 33a21c8..6b72cd6 100644
--- a/Protectorate_of_Menoth-_Vengeance_(2013).cat
+++ b/Protectorate_of_Menoth-_Vengeance_(2013).cat
@@ -1,5 +1,5 @@
-
+
@@ -8970,7 +8970,36 @@
- Please refer to pages 20 to 23 of Colossals for full rules for colossals.
+ - Huge base
+ Occupies the space from its base to a height of 5"
+- Facing and Line of sight
+ Front arc is divided into two 90 degree fields of fire. L and R can only fire into respective field.
+- Targeting a colossal
+ A colossalantuan never gains a DEF bonus from concealment, cover, or elevation.
+ Cloud effects and forest terrain do not block line of sight to a gargantuan.
+ A model targeting a colossal with a ranged or magic attack does not suffer the target in melee attack roll penalty. If a ranged or magic attack misses a colossal in melee, that miss is not rerolled against another model. It misses completely.
+- Predeployment
+ colossal must be placed before normal deployment. If both players have models to predeploy, they predeploy their models in standard deployment order.
+- Massive
+ A colossal cannot be slammed, pushed, thrown, knocked down, or made stationary.
+- colossal movement
+ A colossal can only advance during its normal movement and cannot be placed.
+- Pathfinder
+ All colossals have Pathfinder
+- Controlling a colossal
+ Colossals must be assigned to a battlegroup, and your opponent can never take control of your colossal by any means.
+- Great Machine
+ A colossal can never gain Advance Deployment, Incorporeal, or Stealth.
+- Ranged attacks while in melee
+ A colossal can make ranged attacks while in melee. A colossal never suffers the firing in melee penalty when targeting a model it is in melee with. A colossal cannot gain the aiming bonus when engaged.
+- Colossal melee range
+ Colossal melee weapons and gargantuan melee attacks have a 2" melee range unless otherwise noted. This includes all power attacks made by a colossal.
+- Colossal power attacks
+ A colossal can make all the power attacks available to a warjack along with two additional attacks available only to colossals: power strike and sweep.
+ Power Strike - at least one Open fist. Its target must be in the Open Fist's field of fire and have a smaller base than the colossal. Melee attack, if hits slammed d6+2" directly away. POW of slam and collateral damage rolls equal to STR.
+ Sweep - at least one melee weapon in left or right field of fire. One melee attack with weapon against each model in the weapon's field of fire and within its 2" melee range. Models hit suffer damage roll with POW equal STR.
+Damaging a colossal
+ Colossals have two damage grids-right and left- but otherwise suffer damage like a smaller warjack. When a colossal is damaged, the damage grid to be marked is determined by the origin of the damage suffered.