diff --git a/.gitignore b/.gitignore
new file mode 100644
index 0000000..3af9bb7
--- /dev/null
+++ b/.gitignore
@@ -0,0 +1,2 @@
+# Ignore BattleScribe automatic backups
+backups
diff --git a/backups/Circle_of_Orboros_Exigence_(2014) 221217105856095.cat b/backups/Circle_of_Orboros_Exigence_(2014) 221217105856095.cat
deleted file mode 100644
index afe70a3..0000000
--- a/backups/Circle_of_Orboros_Exigence_(2014) 221217105856095.cat
+++ /dev/null
@@ -1,6952 +0,0 @@
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- A living model hit by this weapon has its base DEF reduced to 7 and cannot run or charge. Paralysis lasts for one round.
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- Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon.
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- This model's front arc extends to 360°.
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- If target enemy model advances during its activation, immediately after ending this movement this model can advance up to 3". A model can move only once per turn as a result of Hound. Hound lasts for one round.
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- Enemy models lose Camoflage and Stealth while within 5" of this model. Hunting Howls lasts for one round.
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- Other friendly Faction models gain +2 to ranged attack rolls against enemy models within 5" of this model and in its LOS.
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- Warbeasts: Circle non-character construct warbeasts, Megalith
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-Units: Druids of Orboros, Druid Stoneward & Woldstalkers, Sentry Stone & Mannikins, Shifting Stones
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-Solos: Blackclad Wayfarer, Druid Wilder
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- Requirements: The army can only include the models listed above.
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-Benefit: Sentry Stone & Mannikin Units can be placd up to 20" from the back edge of Baldur's deployment zone.
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- Requirements: The army includes one or more Shifting Stone units and one or more Sentry Stone & Mannikin units.
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-Benefit: Up to one warbeast in Baldur's battlegroup gains Advance Deployment for each Shifting Stone or Sentry Stone & Mannikin unit in the army.
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- Requirements: The army includes two Druid Stonewalker & Woldstalker units.
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-Benefit: Druid Stonewalker & Woldstalker units gain Advance Move. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
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- Requirements: The army includes Megalith.
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-Benefit: Reduce the point cost of heavy warbeasts by 1.
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- while in Baldur's control area, friendly models gain cover. While in Baldur's control area, enemy models never have Pathfinder and treat open terrain as rough terrain.
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- When a model is damaged by this weapon it sufers -3 SPD and DEF for one round.
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- Friendly models currently in Baldur's control area again Roots of the Earth for one round. (A model affected by Roots of the Earth gains +3 ARM, cannot be knocked down, and cannot move or be placed.)
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- During your Control Phase place one Wurm token on this model. For each Wurm token on this model it gains +1 STR. At the end of this model's activation it suffers 1 damage point for each Wurm token on it. This damage cannot be transferred.
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- Warbeasts in this model's battlegroup with Construct beginning their activations in this model's contorl area can charge and make power attacks without being forced. This model can heal friendly warbeasts in its battlegroup that have Construct.
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- Remove all Wurm tokens from this model.
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- When a model is damaged by this weapon it suffers -3 SPD and DEF for one round.
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- • Hunter's Mark - (*Attack) Hunter's Mark is RNG 10 magic attack that causes no damage. Friendly models can charge or make a slam power attack against an enemy model hit by Hunter's Mark without being forced or spending focus. A friendly model charging an enemy model hit by Hunter's Mark gains +2" of movement. Hunter's Mark lasts for one turn.
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-• Phase Jump (*Action) - If it is within 2" of friendly Shifting Stone model, place thie model anywhere completely within 12" of its current location. Otherwise, place it within 2" of a friendly Shifting Stone model anywhere on the table. After using Phase Jump, this model's activation ends.
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-• Stone Spray (*Attack) - Stone Spray is a RNG SP 8, POW 12 magic attack. On a critical hit, the model hit is knocked down.
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- Choose a table edge and a distance up to 5". Models in Thorle's battlegroup that are in his control area are pushed the chosen distance directly toward the chosen table edge in the order you choose. At the end of your turn, choose a distance up to 5". Models in Thorle's battlegroup that are in his control area are pushed the chosen distance directly away from the chosen table edge in the order you choose.
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- When a warbeast with Construct in this model's battlegorup is forced to use its animus while in this model's control area, reduce the COST of the animus by 1.
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- This model can attempt repairs on any damaged friendly Faction construct. To attempt repairs, this model must be B2B with the damaged construct and make a skill check. If successful, remove d6 damage points from the construct.
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- Only warbeasts with Construct can be part of this model's battlegroup.
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- When a friendly Faction warbeast in this model's command range is forced to use its animus, reduce the COST of the animus by 1. Rites of Dawn lasts for one turn.
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- Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy models is knocked down after being pushed.
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- When Brennos the Elderhorn destroys one or more enemy models with a melee or ranged attack during its combat action while in Morvahna's control area, Morvahna heals 1 damage point. When Brennos the Elderhorn suffers damage from an enemy melee or ranged attack while in Morvahna's control area, Morvahna heals 1 damage point.
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- When a living or undead model is boxed by this weapon, center a 3" AOE on it and then remove the model from play. The AOE is a froest that remains in play for one round.
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- This model ignores the firing into melee penalty when making magic atacks against models in Wurmwood's command range.
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- This model ignores forests when determining LOS. While in a forest, this model gains +2 DEF against melee attack rolls and can advance through obstructions and models if it has enough movement to move completely past them.
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- This model gains one soul token for each living model destroyed in its command range. This model can have up to five soul tokens at a time. If this model is in Cassius the Oathkeeper's control area at the start of his activation, at that time Cassius can remove soul tokens from it to put fury on himself at 1 fury point per soul token removed.
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- This model gains +1 ARM for each soul token currently on it.
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- This model is included in any army that includes Cassius the Oathkeeper. If Cassius is destroyed or removed from play. remove this model from play. This model is part of Cassius' battlegroup.
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- This model has no movement or action and cannot be knocked down or moved. It's front arc extends to 360°. It has no melee range, cannot engage, and is automatically hit by melee attacks.
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- This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
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- When this model would suffer damage, you must assign that damage to Cassius the Oathkeeper. This model does not suffer the damage assigned to Cassius. This damage can be transferred.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- This model's front arc extends to 360°.
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- This model gains 1 fury point at the start of each of your Control Phases. It can have up to 3 fury points at a time. If this model is in a friendly warlock's control area, the warlock can leach fury points from it during your Control Phase. During its activation, this model can spead fury ponts to boost attack or damage rolls, at 1 fury point per boost.
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- This model cannot be placed.
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- This weapon's AOE is a cloud effect that remains in play for one round.
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- When a model is hit with this weapon, you can have lightning arc to the nearest model within 4" of the model hit, ignoring the attacking model. The model the lightning arcs to sufers an unboostable POW 10 electrical damage roll.
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- On a Critical hit, the model hit becomes stationary for one round unless it has immunity: Cold.
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- This model is an Officer. The Officer is the unit commander of its unit.
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- This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.
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- • Concentrated Fire (*Action) - This activation models in this unit gain a +1 cumulative bonus to ranged damage rolls for each other model in this unit that has hit an enemy model with a ranged attack this activation.
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-• Zephyr (*Action) - Models in this unit that are in formation can immediately advance up to 3". They cannot be targeted by free strikes during this movement.
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- If this model is disabled by an enemy attack, you can choose a non-disabled model in this unit within 3" of his model to be destroyed. If another model is destroyed as a result of Self-Sacrifice, this model heals 1 damage point.
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- This model never flees and automatically passes command checks.
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- This model is not a living model, never flees, and automatically passes comand checks.
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- This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.
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- Before the start of the game, attach this model to a friendly Faction warlock for the rest of the game. Each warlock can have only one model attached to it.
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- While this model is in its warlock's control area, the warlock can force, leach, reave, heal and transfer damage to the warbeasts in its battlegroup that are in this models's command range.
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- • Condition (*Action) - RNG 3. Target friendly Faction warbeast. If the warbeast is in range, place any number of fury points on or remove any number of fury points from it.
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-• Spirit Tap (*Action) - This model immediately casts the animus of a friendly Faction warbeast in its command range as a spell. This model cannot cast an animush with a RNG of SELF. This model must make a special attack to cast an offensive spell. Other spells are cas by making a special action.
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- This attachment can be added to a Druids of Orboros unit.
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- This model can force friendly Faction warbeast in its command range as if it were their controlling warlock.
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- This model gains an additional +2 DEF when benefiting from concealment or cover.
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- • Elemental Protection (*Action) - Models in its unti gain Immunity: Cold, Immunity: Eectricity, and immunity: FIre for one round.
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-• Medicate (*Action) - RNG 3. Target friendly Faction warbeast. If the warbeast is in range, it heals d3 damage points. A warbeast can be affected by Medicate only once per turn.
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-• Summon Vortex (*Action) - Center a 3" AOE cloud effect on thsi model. Enemy models suffer -2 to attack rolls while in the AOE. Summon Vortex lasts for one round.
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-• The Devouring (*Attack) - The Devouring is a RNG 10, AOE 4, POW 8 magic attack. Add 1 to the POW of the attack for each model in this unit.
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- Models in this unit gain Advance Deployment.
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- This model gains an additional +2 DEF when benefiting from concealment or cover.
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- • Counter Magic (*Action) - This model cannot be targeted by enemy spells. While within 3" of this model +1" for each other model in this unit that is in formation, friendly models cannot be targeted by enemy spells and enemy models cannot cast spells. Counter Magic lasts for one round.
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- • Force Bolt (*Attack) - Force Bolt is RNG 10, POW 10 magic attack. An enemy model hit by this attack can be pushed d3" directly toward or away from this model. Choose the direction before rolling the distance. On a critical hit, the enemy model is knocked down after being pushed.
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- • Medicate (*Action) - RNG 3. Target friendly Faction warbeast. If the warbeast is in range, it heals d3 damge points. A warbeast can be affected by Medicate only once per turn.
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- • Summon Vortex (*Action) - Center a 3" AOE cloud effect on this model. Enemy models suffer -2 to attack rolls while in the AOE Summon Vortex Lasts for one round.
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- This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.
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- This model gains an additional +2 DEF when benefiting from concealment or cover.
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- • Counter Magic (*Action) - This model cannot be targeted by enemy spells. While within 3" of this model +1" for each other model in this unit that is in formation, friendly models cannot be targeted by enemy spells and enemy models cannot cast spells. Counter Magic lasts for one round.
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- • Force Bolt (*Attack) - Force Bolt is RNG 10, POW 10 magic attack. An enemy model hit by this attack can be pushed d3" directly toward or away from this model. Choose the direction before rolling the distance. On a critical hit, the enemy model is knocked down after being pushed.
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- • Medicate (*Action) - RNG 3. Target friendly Faction warbeast. If the warbeast is in range, it heals d3 damge points. A warbeast can be affected by Medicate only once per turn.
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- • Summon Vortex (*Action) - Center a 3" AOE cloud effect on this model. Enemy models suffer -2 to attack rolls while in the AOE Summon Vortex Lasts for one round.
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- This model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.
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- At the beginning of this model's activation, choose one of the following warp effects. Warp effects last for one round. If this model frenzies it must choose Warp Strength at the start of its activation.
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- • Protective Plate - This model gains +2 ARM.
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- • Warp Speed - This model gains +2 SPD.
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- • Warp Strength - This model gains +2 STR.
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- While this model is not engaged and is in a friendly Faction warlock's control area, the warlock can channel spells through it.
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- While in this model's command range, enemy models lose Tough and cannot heal or be healed.
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- This model has no movement or action and cannot be knocked down or moved. Its front arc extends to 360°. It has no melee range, cannot engage, and is automatically hit by melee attacks.
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- Thsi model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
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- Once per turn during its activation, place this model anywhere within 5" of its current location. This model cannot be placed except as a resault of Strange Growth.
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- At the beginning of this model's activation, choose one of the following warp effects. Warp effects last for one round. If this model frenzies it must choose Warp Strength at the start of its activation.
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-• Hyper Aggressive - When this model suffers damage from an enemy attack anytime except while it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model.
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-• Snacking - 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.
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-• Warp Strength - This model gains +2 STR.
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- This model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.
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- This model can be included in Kromac's theme forces. It can also be bonded to Kromac.
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- While engaging an enemey model, this model gains +2 ARM.
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- This model gains +2 to charge attack roll with this weapon.
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- When an enemy model advances and ends its movement within 6" and in the LOS of this model, this model can immediately make a slam power attack agaist that model. If this model makes a counter slam, it cannot make another until after your next turn. This model cannot make a counter slam while engaged.
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- When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model up to the distance the slammed model was moved.
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- This model can make slam power attacks without spending focus or being forced. Models slammed by this model are moved an additional 2".
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- This model can add this weapon's POW to its head-butt and slam power attack damage rolls.
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- While damaged this model can charge or make power attacks without being forced.
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- While in Grayle's control area, Friendly Faction models gain Stealth. When a friendly Factoin model in Grayle's control area destroys an enemy model with a melee attack during its activation, another friendly Faction model in Grayle's contorl area can advance up to 3". A model can advance only once this turn as a result of Darkest Night. Darkest Night lasts for one round.
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- Friendly Wolf of Orboros models again Hunter. (A model with Hunter ignores forests, concealment and cover when determining LOS or making a reanged attack.)
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- 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.
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- Kaya can force warbeasts in her battlegroup even if they are outside her control area. At the end of the activation of each warbeast in her battlegroup, you can place that warbeast anywhere within 3" of Kaya. Call of the Hunt lasts for one turn.
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- Living warbeasts in this model's battlegroup begining their activation in its control area can run, charge, or make a slam or trample power attack without being forced.
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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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- While engaging an enemy model, this model gains +2 ARM.
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- This model is included in any army that includes Kaya the Moonhunter. If Kaya is destroyed or removd from play, remove this model from play. This model is part of Kaya's battlegroup.
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- While this moel is within 3" of its warcaster or warlock and is not knocked down or stationary, its warcaster or warlock cannont be targeted by free strikes and gains +2 DEF against melee attack rolls, and models attacking the warcaster or warlock do not gain back strike bonuses.
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- Laris is bonded to Kaya the Moonhunter. If Laris fenzies, he cannot choose Kaya as his target. While Laris is in Kaya's control area, she can channle spells through him.
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- Place up to 3 fury points on each friendly Faction warbeast in Kaya's battlegroup that is in her control area. She can immediatel leach fury points from warbeasts in her battlegroup in her control area.
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- Living warbeasts in this model's battlegroup in it's control area gain +2 on melee attack rolls.
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- On a critical hit, the model hit is knocked down.
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- Kromac suffers up to damag points. For each damage point he suffers, Kromac gains 1 fury point. Kromac's fury point total cannot exceed his current FURY as a result of Blood Rage. If Kromac is in human form when this feat is used, he can immediately take beast form; replace his human model with his beast model. Effects on the replaced model are applied to the beast model.
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- When this model suffers damage from an enemy attack during an opponet's turn while in human form, immediately after the attack is resolved this model can spend 1 fury point to take beast form. Replace its human model with the beast model. Effects on the replaced model are applied to the beast model.
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- At the start of your Maintenace Phase, choose a form for this model to take: human or beast. If it changes form, replace the model in play with its alternate form. Effects on the replaced model are applied to the alternate form. You decide with form this model starts th game in.
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- At the start of your Maintenace Phase, choose a form for this model to take: human or beast. If it changes form, replace the model in play with its alternate form. Effects on the replaced model are applied to the alternate form. You decide with form this model starts th game in.
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- This model cannot upkeep spells and cannot cast non-animus spells.
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- After using its normal movement to make a fll advance but before performing an action, you can place this model anywhere completely within 5" of its current location. Any effects that prevent it from charging also prevent it from using jump.
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- This model can advance through terrain and obstacles without penalty and can advance through obstructions and other models if it has enough movement to move completely past them. This model ignores intervening models whn declaring its charge target.
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- Friendly Ciricle models/units in this model's command range never flee and immediately rally.
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- Enemy models currently in Krueger's control area are pushd 3" directly away from Krueger and suffer -2 SPD for one round. You determine the order models are moved.
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- During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
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- A warjack hit loses its focus points and cannot be allocated focus or channel spells for one round.
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- Place three 3" AOEs anywhere completely in Krueger's control area. Enemy models in one or more of the AOEs when they are placed suffer a boostable POW 10 electrical damage roll. During each of your Maintenace Phases, remove one AOE. An enemy model entering or ending its activation in one or more AOEs suffers an unboostable POW 10 electrical damge roll.
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- When a model is hit with this weapon, you can have lightning arc to the nearest model within 4" of the model hit, ignoring the attacking model. The model the lightning arcs to suffer an unboostable POW 10 electrical damage roll.
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- During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automtically hits.
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- When this model makes its firest melee attack during its activation, it makes one melee attack with thsi weapon against each model in its LOS and this weapon's melee range.
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- This model can make melee and ranged attacks during the same combat action. When this model makes its initial attacks, it can make oth its inital ranged and melee attakcs.
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- When this attack hits an enemy model, immediately after the attack is resolved place thsi model B2B with the enemy model.
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- If this model is in Baldur's control area at the start of Baldur's activation, Baldur automatically heals d3 damage points.
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- During your Control Phase, remove d3 damage points from this model. During your Control Phase, remove 1 damage point from friendly Woldwardens B2B with it.
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- Once per activation while in its controller's control area, thsi model can be forced to cast one of its warlock's spells with COST of 3 or less. This models's controller is considered to have cast the spell but this model is its point of orgin. When making a magic attack roll, this model uses its controller's FURY. This model cannot cast spells with a RNG of SELF or CTRL.
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- When a model is damaged by this weapon it suffers -3 SPD and DEF for one round.
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- While in Mohsar's control area enemy models cannot be used to channel spells, cannot leach fury, and cannot have fury leached from them. Disjunction lasts for one round.
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- This model's front arc extends to 360°.
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- Once per turn during its activation this model can remove 1 fury point from a warbeast in its battlegroup that is in its control area and add 1 fury point to its own current total. The warbeast suffers d3 damge points
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- Thsi model rolls an additional die on this weapon's damage rolls against non-living models.
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- When a friendly Faction model destroys a living or undead enemy model with a melee attack while in Morvahna's control area this trn, center a 3" AOE on the destroyed model and remove tht model from the table. The AOE is forest terrain that remains in play for one round. Enemy models in the AOE when it is put in play are hit and suffer an unboostable POW 13 blast damage roll.
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- When this model is directly hit by an emeny ranged attack, you can choose to have one friendly, non-incorporeal Faction warrior model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects.
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- An enemy model damage by this weapon suffers Harrow for one round. Once per turn this model can transfer damage from an enemy attack to an enemy model with Harrow.
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- Morvahna immediately suffers 1 or more damage points. This damge cannot be transferred. For each damage point she suffers, return one destroyd non-character living friendly Faction warrior model to play completely within her contorl area. Place returned trooper models in formation with their original units. Units cannot exceed the number of models they had t the start of the game as a result of Blood Sacrifice. Returned models forfeit their actions the turn they retun to play.
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- When a friendly Faction model in its control area is destroyed by an enemy attack, this model heals 1 damage ponit.
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- When a friendly Faction model makes an attack or damage roll during its activation while in this model's control area, this model can suffer d3 damage points to cause that model to reroll that roll. Each roll can be rerolled only once due to Scales of Fate.
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- When an attack with this weapon hits, this model can suffer 1 damage point to gain an additional die on the damage roll against the model hit. Life Trader can be used once per attack.
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- When an enemy model hit by this weapon, it is knocked down down and can be pushed 1" directly away from this model. If it is pushed, this model can immediately advance directly toward the pushed model up to th distance that model was moved.
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- At the begining of this model's activation, choose one of the following warp effects. Warp effects last for one round. If this model frenzies it must choose Warp Strength at the start of its activation.
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- • Ghostly - This model can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. This model cannot be targeted by free strikes.
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- • Spell Ward - This model cannot be targeted by spells.
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- • Warp Strength - This model gains +2 STR
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- Whiles in this model's command range, friendly Warpwolf models can use Ghostly as if it were a Controlled Warping effect on their cards.
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- This model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.
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- While making a trample power attack, this model ignores free strikes and does not stop when it contacts a model with a medium or larger base, an obstacle, or an obstruction. This model makes models regardless of their base size.
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- This model can make trample power attacks.
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- This model can add this weapon's POW to its trample power attack damage rolls.
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- This model gains an additional +2 DEF when benefiting from concealment or cover.
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
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- While in this model's command range, friendly Reeves of Orboros models gain Camuflage.
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- When this model destroy one or more enemy models with a melee attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Quick Work do not count against a weapon's ROF.
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- When this model destroy one or more enemy models with a ranged attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Snap Fire do not count against a weapon's ROF and cannot generate additional attacks from Snap Fire.
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- When this model destroys an enemy model with a normal ranged attack, immediately after te attack is resolved it can advance up to 2".
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- This model gains +2 to charge attack rolls with this weapon.
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- This attachment can be added to a Reeves of Orboros unit.
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- This model can participate in combined ranged attacks with other models in its unit.
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- This model is an Officer. The Officer is the unit commander of its unit.
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- This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.
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- While this model is in play, models in this unit gain Swift Hunter. (When a model with Swift Hunter destroys an enemy model with normal ranged attack, immediately after the attack is resolved it can advance up to 2".)
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- This model ignores forests, concealment, and cover when determining LOS or making ranged attack.
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- When this model destroys one or more enemy models with a ranged attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Snap Fire do not count against a weapon's ROF and cannot generate additonal attacks from Snap Fire.
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- Models in this unit gain Ranked Attacks. (Friendly Faction models can ignore models with Ranked Attacks when Determining LOS.)
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
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- When this model destroys one or more enemy models with a ranged attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Snap Fire do not count against a weapon's ROF and cannot generate additonal attacks from Snap Fire.
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- This model can add thsi weapon's POW to its head-butt and slam power attack damage rolls.
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- If this model hits the same model with both its initial attacks with this weapon, after resoving the attacks it can immediately make a double-hand throw, head-butt, headlock/weapon lock, push, or throw power attack against that target.
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- At the end of target friendly Faction model's activation, that model can immediately perform a special action. Acceleration lasts for one turn.
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- Models within 2" of this model suffer a POW 8 damage roll.
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- When checking to see if this model is in its contorller's control area, double the area.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- This model is not a living model, never flees, and automatically passes comand checks.
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- This model is an Officer. The Officer is the unit commander of its unit.
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- Ranged and magic attacks declared against this model when the point of orgin of the attack is greater than 5" away automatically miss.
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- Once per turn at any time during its unit's activation, this model can use Devour Magic. When it does, you can remove up to 1 focus or fury point from each enemy model in its command range. For each focus or fury point removed, placed 1 fury point on this model. A model can have focus or fury removed form it only once per turn as result of Devour Magic. This model can have up to 5 fury points at a time.
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- This model has no movement or action and cannot be knocked down or moved. Its front arc extends to 360°. It has no melee range, cannot engage, and is automatically hit by melee attacks.
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- This model can spend 1 fury point to use Phase once at any time during its unit's activation. When it does, place this model anywhere within 5" of its curent location.
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- If there are fewer than 3 fury points on the Sentry Stone at the start of its activation, place 1 fury point on it. If there are fewer than three Mannikin Grunts in this unit in play at any time during its unit's activation, this model can spend a fury point to put a Manikin Grunt into playl Place the Mannikin Grunts in formation. Mannikin Grunts cannot activate the activation they are put in play. If this model is destroyed or removed from play, the Mannikin Grunts in its unit are removed from play.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- This model is not a living model, never flees, and automatically passes comand checks.
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- This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.
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- Center a 3" AOE on this model, then remove the model from play. This AOE is a forest that remains in play for one round.
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- While in formation, this model can spend fury on its unit command during its unit's activation to boost attack or damage rolls.
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- Once per activation, after making a full advance but before performing an action, this model can be forced to be placed completly within 5" of its current location. Any effects tha prevent charging also prevent this model from using Bounding Leap.
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- When a model misses this model with a charge or a power attack, the attacking model is knocked down.
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- 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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- This model can add this weapon's POW to its head-butt and slam power attack damage rolls.
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- This Attachment can be added to a Shifting Stones unit.
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- This model cannot advance this turn after being placed by Shifting.
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- While this model is in play, models in its unit gain Stealth.
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- • Rock Hammer (*Action) - Rock Hammer is a RNG 8, AOE 3, POW 14 magic attack. On a critical hit, models hit are knocked down.
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-• Stone Form (*Action) - For one round or until it advances, this model gains +4 ARM, its base DEF is reduced to 5, and it is automatically hit by melee attacks.
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- This model never flees and automatically passes command checks.
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- This model has no movement or action and cannot be knocked down or moved. Its front arc extends to 360°. It has no melee range, cannot engage, and is automatically hit by melee attacks.
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- At the beginning of your Control Phase, before leaching, you can remove 1 fury point from a friendly Faction warbeast within 1" of this model.
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- Choose one of th following effects at the start of this unit's activation:
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-• Healing Field - Models in this unit that are in formation and friendly Faction model within 1" of one or more of them heal d3 damage points. Roll separately for each model. Healing Field can heal warbeasts with Construct.
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-• Shifting - Place each model in this unit that i in formation anywhere within 8" of its current location.
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-• Teleportation - If all three Shifting Stone models in this unit are in formation, place one friendly Faction model whose base is within the triangular area between them anywhere within 8" of its current location. The placed model must forfeit its movement after being placed this turn. A model can be affected by Teleportation only once per turn.
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- Before their normal movement, affected models can make one ranged attack. During their normal movement, affected models must charge or run. The ranged attack is made before declaring a charge target.
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- This attachment can be added to a Tharn Bloodtracker unit.
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- While this model is in play, after all models in its unit have completed their actions, each can advance up to 3".
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- After deployment but before the first player's turn, choos an enemy model/unit to be this model/unit's prey. This model gains +2 to attack and damge rolls against its prey. When this model begins its activation within 10" of its prey, it gains +2" movement that activation. When the prey is destroyed or removed from play, choose another model/unit to be the prey.
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- Models in this unit gain 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 nomal ranged attack. atacks gained from Quick Work do not count against a weapon's ROF.)
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- Add this model's STR to the POW of this ranged attack.
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- After deployment but before the first player's turn, choose and enemy model/unit to be this model/unit's prey. This model gains +2 to attack and damage rolls against its prey. When this model 10" of its prey, it gains +2" movement that activation. When the prey is destroyed or removed from play, choose another model/unit to be the prey.
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- When attacking with this weapon, add an additional die to its damage rolls.
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- Add this model's STR to the POW of this ranged attack.
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- When this model makes an attack with this wepaon during its activation, choose of the following abilities:
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-• Blood Burst - When this attack boxes a living enemy model, center a 5" AOE on the boxed model, then remove the model from play. Enemy models in the AOE are hit and suffer a blast damage roll with a POW equal to the boxed model's STR.
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-• BLood Spiller - Gain an additional damage die against a living model.
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-• Dispel - When this weapon hits a model/unit, upkeep spells on that model/ unit immediately expire.
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- When this model destroys one or more enemy warrior models with a normal mele attack, after the attack is resolved this model can immediately advance up to 1".
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- While in this model's command range, friendly Tharn Ravager models ignore other friendly Tharn Ravager models when determining LOS. Friendly Tharn Ravager models can advance through other friendly Tharn Ravager models in this model's command range without effect if they have enough movement to move completely past them.
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- This model gains +2 to charge attack rolls with this weapon.
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- This attachment can be added to a Tharn Ravagers unit.
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- While this model is in play, the melee weapons of models in its unit gain Brutal Charge. (A model gains +2 to charge attack damage rolls when attacking with a weapon with Brutal Charge.)
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- Models in this unit gain Advance Deploymnet.z
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- This model gains +2 to charge attack rolls with this weapon.
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- This model ignores forests whn determining LOS. While in a forest, this model gains +2 DEF against melee attack rolls and can advance through obstructions and other models if it has enough movement to move completely past them.
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- This attachment can be added to a Tharn Ravagers unit.
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- 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 oher at the start of this model's activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in melee penalty. If the target is not in melee range after moving, this model can make the Assault ranged attack before its activation ends.
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- When a model is hit with this weapon, you can have lightning arc to th nearest model wthin 4" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll.
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- This model gains +2 to charge attack rolls with this weapon.
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- This model gains a corpse token each time it destroys a living enemy model with melee attack. This model can have up to three corpse tokens at a time. It can spend corpse tokens during its activation to boost an attack or damage roll or to make an additional melee attack at one token per boost or additional attack.
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- This model ignores forests whn determining LOS. While in a forest, this model gains +2 DEF against melee attack rolls and can advance through obstructions and other models if it has enough movement to move completely past them.
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- This model gains +2 to charge attack rolls with this weapon.
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- Affected models must charge or run. As part of 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 the affected models's activatoin. 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 melee penalty. If the target is not melee range after moving, the affected model must still make the ranged attack before its activation ends.
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attacked.
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- After deployment but before the first player's turn, choose an enemy model/unit to be this model/unit's prey. This model gains +2 to attack and damage rolls against its prey. When this model begins its activation within 10" of its prey, it gains +2" movement that activation. When the prey is destroyed or removed from play, choose another model/unit to be the prey.
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- When attacking with this weapon, add an additional die to its damage rolls.
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- This model can reroll missed attack rolls with this weapon. Each attack roll can be roll can be rerolled only once as a result of Luck.
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- Add this model's STR to the POW of this ranged attack.
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- This model begins the game with one corpse token. When a damage roll against this model exceeds its ARM, it can spend a corpse token to suffer 1 damage point instead of the total rolled.
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- While this model is in play, models in its unit gain Overtake. (When a model with Overtake destroys
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- This model begins the game with one corpse token. When a damage roll against this model exceeds its ARM, it can spend a corpse token to suffer 1 damage point instead of the total rolled.
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- While this model is in play, models in its unit gain Prowl. (Models with Prowl gain Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.)
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- This model begins the game with one corpse token. When a damage roll against this model exceeds its ARM, it can spend a corpse token to suffer 1 damage point instead of the total rolled.
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- While this model is in play, models in htis unit gain Gang. (When making a melee atack targeting an enemy model in melee range of another model in its unit, a model with Gang gains +2 to melee attack and melee damage rolls.)
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- While in this model's control area, models in its battlegroup extend their front arcs 360 degrees and when determining LOS ignore cloud effects, forest terrain, and intervening models.
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- The only warbeasts that can be included in this model's battlegroup are warbeasts with Flight. Reduce the point cost of warbeasts with Flight in this model's battlegroup by 1.
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- Wen making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, this model gains +2 to melee damage rolls.
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
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- Once per turn if this model is not in melee, when a friendly Reeve of Orboros hits an enemy model with an attack, immediately after the attack is resolved this model can change the model hit. This model's charge attack roll boosted.
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- This attachment can be added to a Warpborn Skinwalker unit.
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- While this model is in play, models in its unit gain Blood Drinker. (Immediately after model with Blood Drinker resolves a melee attack in which it destorys one or more living models, it can end its activation to heal d3 damage points.)
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- When a model in this unit is damaged by an emeny attack, models in this unit gain +2 SPD for one round.
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- When this model is hit by a melee attack made by an enemy model during your opponet's turn, after the attack is resolved this model can immediately make one normal melee attack against that model. This model can make one Retaliatory Strike per turn.
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- Models in this unit gain Rapid Strike. (A model with Rapid Strike can make one additional melee attack each combat action.)
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- While engaging an enemy model, this model gains +2 ARM.
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- When a model in this unit is damaged by an enemey attack, models in this unit gain +2 SPD for one round.
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- While engaging an enemy model, this model gains +2 ARM.
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- At the begining of this model's activation, choose one of the following warp effects. Warp effects last for one round. If this model frenzies it must choose Warp Strength at the start of its activation.
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- • Berserk - When this model destroys one or more models with a melee attack during its combat action, immediately after the attck against nother model in its mele range.
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- • Prowl - This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
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- • Warp Stregth - This model gains +2 STR
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- This model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.
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- This model's front arc extends to 360
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- On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold
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- A friendly Faction warlock can transfer damage to this model even if this model has a number of fury points equal to its current FURY.
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- This model does not suffer blast damge. Friendly models B2B with it do not suffer blast damage.
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- When an enemy model is hit by this weapon, it is knocked down and can be pushed 1' directly away from this model. If it is pushed, this model can immediately advance directly toward the pushed model up to the distance that model was moved.
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- Once per activation while in its controller's control area, thsi model can be forced to cast one of its warlock's spells with COST of 3 or less. This models's controller is considered to have cast the spell but this model is its point of orgin. When making a magic attack roll, this model uses its controller's FURY. This model cannot cast spells with a RNG of SELF or CTRL.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make one additional melee attack against that model. If the additional attack hits, the target is slammed d6' directly away from thsi model. The POW of the slam damage roll is equal to the STR of this model + the POW of this weapon. The POW of collateral damage is equal to the STR of this model.
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- 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.
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- During its activation, this model can be forced to use Stone Form. FOr one round or until it advances, this model gains +4 ARM, its base DEF is reduced to 5, and it is automatically hit by melee attacks.
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- When a living or undead model is boxed by this weapon, center a 3" AOE on it and then remove the model from play. The AOE is a forest that remains in play for one round.
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- When a living or undead model is boxed this weapon, center a 3" AOE on it and them remove the model from play. The AOE is a forest that remains in playh for one round.
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- This model cannot be targeted by spells
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- When a model is directly hit with this weapon, center 3" AOE on it. You can then have lightning arc to the nearest model within 4" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll. After this damage roll is resolved, center a 3" AOE on the model the lightning arced to. The AOE remain in play for one round. Models entering or ending their activations in an AOE suffer a POW 10 electrical damage roll.
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- When an enemy model is directly hit by an attack made with thi weapon, center a 4" AOE on the model drectly hit. Models in the AOE are knocked down.
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- After an enemy model casts spell within 10" of this model, this model can immediately make a normal ranged attack targeting that model.
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- Gain an additional die on attack and damge rolls with this weapon against models with an enemy upkeep spell on them.
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- When this model destroys one or more enemy models with a melee attack during its activation, immediatel 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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- While mounted, this model has base SPD 8 and base ARM 17. While dismounted, it has base SPD 6, base ARM 15.
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- When this model makes 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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- This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or th AOE of a cloud effect.
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- This attachment can be added to a Wolves of Orboros unit.
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- Thi model can particaipate in combined melee attacks with othr models in its unit.
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- This model is an Officer. The Officer is the unit commander of its unit.
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- This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.
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- This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.
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- Once per game during its unit's activation, this model can ue Power Swell. During this activation, models in this unit gain an additional die on melee damage rolls.
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- Models in this unit gain Ranked Attacks. (Friendly Faction models can ignore models with Ranked Attacks when determining LOS.)
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- This model is a standard bearer.
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- This model gains +2 to charge attack rolls with this weapon.
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- This model gains +2 to charge attack rolls with this weapon.
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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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- Warbeasts in this model's battlegroup can charge or make slam power attacks against target enemy model without being forced and regardless of LOS. When a warbeast does, it gains +2" movement and gains Pathfinder while resolving that charge or slam.
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- Enemy animi and enemy upkeep spells on models in this model's battlegroup that are in its control area immediately expire. While within 5" of a model in this model's battlegroup in its control area, enemy models cannot cast, channel, or upkeep spells. Mystic Wards lasts for one round.
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- The AOE is rough terrain and remains in play for one round.
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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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- When an enemy model advances and ends its movement within 6" of this model, choose a warbeast in this model's battlegroup that is in its control area. That warbeast can immediately make a full advance and then can make one normal melee or ranged attack targeting the enemy model. The attack and damage rolls against that model are boosted. After the attack is resolved, Watcher expires.
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- In WARMACHINE, this denotes a non-warcaster model that can control warjacks.
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- This model is a terrifying entity. Models and units-friendly and enemy-within 3" of this model must pass a command check or flee
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- This model can run or charge without spending focus or being forced.
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- In WARMACHINE, this advantage denotes a warjack with an Arc Node. Arc Nodes enable warjacks to channel spells.
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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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- This attack ignores the firing into melee penalty
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- This weapon has an integral buckler that gives the model a cumulative +1 ARM bonus. A model does not gain this bonus while the location the buckler is in is being held in a weapon lock or when resolving damage that orgiinates in its back arc.
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- This model's front arc extends to 360 degrees.
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- Thi model can particaipate in combined melee attacks with othr models in its unit.
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- This model can participate in combined ranged attacks with other models in its unit.
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- Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon.
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- A friendly faction model or unit in this model's command range can replace its current CMD with the current CMD of the commander when making command checks.
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- This model is not a living model, never flees, and automatically passes comand checks.
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- A model hit by this attack suffers the Corrosion continuous effect.
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- A model hit by this atack suffers the Fire continuous effect.
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- On a critical hit, the model hit by this attack suffers the Corrosion continuous effect.
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- on a critical hit, the model hit by this attack suffers the Fire continuous effect.
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- 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 rollw ith 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.
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- This weapon causes cold damage
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- This weapon causes corrosion damage.
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- This weapon causes electrical damage.
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- This weapon causes fire damage.
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- This model ignores cloud effects and forests when determining line of sight. This model ignores concealment and stealth.
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- This model never flees.
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- This model can advance through terrain and obstacles without penalty and can advance through obstructions and other models if it has enough movemnt to move completely past them. This model ignores intervening models when declaring its charge target.
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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 gargantuan
- A gargantuan 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 gargantuan with a ranged or magic attack does not suffer the target in melee attack roll penalty. If a ranged or magic attack misses a gargantuan in melee, that miss is not rerolled against another model. It misses completely.
-- Predeployment
- Gargantuans must be placed before normal deployment. If both players have models to predeploy, they predeploy their models in standard deployment order.
-- Massive
- A gargantuan cannot be slammed, pushed, thrown, knocked down, or made stationary.
-- Gargantuan movement
- A gargantuan can only advance during its normal movement and cannot be placed.
-- Pathfinder
- All gargantuans have Pathfinder
-- Controlling a gargantuan
- Gargantuans must be assigned to a battlegroup, and your opponent can never take control of your gargantuan by any means.
-- Great Beast
- A gargantuan can never gain Advance Deployment, Incorporeal, or Stealth.
-- Ranged attacks while in melee
- A gargantuan can make ranged attacks while in melee. A gargantuan never suffers the firing in melee penalty when targeting a model it is in melee with. A gargantuan cannot gain the aiming bonus when engaged.
-- Gargantuan melee range
- Gargantuan melee weapons and gargantuan melee attacks have a 2" melee range unless otherwise noted. This includes all power attacks made by a gargantuan.
-- Gargantuan power attacks
- A gargantuan can make all the power attacks available to a warbeast along with two additional attacks available only to gargantuans: 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 gargantuan. 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.
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- This model is a gunfighter. The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
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- This model gains a corpse token each time it destorys a living enemy model with a melee attack. This model can have up to three corpse tokens at a time. It can spend corpse tokens during its activation to boost an attack or damage roll or to make an additional melee attack at one token per boost or additional attack.
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
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- This model does not suffer corrosion damage and is immune to the Corrosion continuous effect.
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- This model does not suffer electricla damage.
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- This model does not suffer fire damage and is immune to the fire continuous effect.
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- This model does not suffer cold damge.
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- This model can move through rough terrain and obstacles without penalty. It can move through obstructions and other models if it has enough movement to move completely past them.
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- 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.
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- Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability.
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- A magical weapon can damage and affect models with the Incoreal ability.
-Attacks made with magical weapons are not magic attacks.
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- A battle engine cannot be slammed, pushed, thrown, kncoked down, or made stationary.
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- This model is an Officer. The Officer is the unit commander of its unit.
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- This weapon is an Open Fist. A warbeast's Open Fist enables it to make certain power attacks. A warbeast with an Open Fist can make arm lock, headlock, and throw power attacks; a warbeast with two Open Fists can also make double-hand throw power attacks.s
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- This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.
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- This model gains +2 to charge attack rolls with this weapon.
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- Battle engines must be placed before normal deployment. If both player have models to predeploy, they predeploy their models in standard deployment order.
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- This weapon has a 2" melee range.
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- Friendly Faction models with the Repair ability can attempt to repair damaged battle engines. To attempt repairs, the model with Repair must be in B2B contact with the damaged battle engine and make a skill check. If successful, remove d6 damage points from the battle engine.
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- This weapon is a shield that gives the model a cumulative +2 ARM bonus.
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- A model with the Special Issue rule can be inclued in the Theme Forces of th warlock specified on on its card. this applies to all versions of a particlar warlock and any versions of the warlock's Theme Forces.
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-The model can also be bonded to the warlock specified on its card. This only gives th warbeast the potential to bond to the warlock using standard bonding rules despite the fact that character warbeasts cannot normally be bonded. It does not automatically add a warbeast bond.
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- 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.
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- This model is a standard bearer.
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- This model cannot be kncoked down.
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- Ranged and magic attacks declared against this model when the point of orgin of the attack is greater than 5" away automatically miss.
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- This model is a terrifying enitity. Enemy models/units in the melee range of this model or with this model in their melee range must pass a command check or flee.
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- When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled and is knocked down.
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- This model ignores forests when determining LOS. While in a forest, this model gains +2 DEF against melee attack rolls and can advance through obstructions and other models if it has enough movement to move completely past them.
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- This model is not a living model and never flees.
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- 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.
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-Battlegroup
- The other models in a warlock's unit are part of its battlegroup.
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-Atachments
- Warlock units cannot have unit and weapon attachments like other units, but they can have warlock attachments like standard warlocks. If a warlock unit has a warlock attachment, the atachment remains a solo and does not become part of the warlock unit.
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- When attacking with this weapon, add an additional die to its damage rolls.
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\ No newline at end of file
diff --git a/backups/Circle_of_Orboros_Exigence_(2014) 221217111912422.cat b/backups/Circle_of_Orboros_Exigence_(2014) 221217111912422.cat
deleted file mode 100644
index afe70a3..0000000
--- a/backups/Circle_of_Orboros_Exigence_(2014) 221217111912422.cat
+++ /dev/null
@@ -1,6952 +0,0 @@
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- A living model hit by this weapon has its base DEF reduced to 7 and cannot run or charge. Paralysis lasts for one round.
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- If target enemy model advances during its activation, immediately after ending this movement this model can advance up to 3". A model can move only once per turn as a result of Hound. Hound lasts for one round.
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- Enemy models lose Camoflage and Stealth while within 5" of this model. Hunting Howls lasts for one round.
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- Other friendly Faction models gain +2 to ranged attack rolls against enemy models within 5" of this model and in its LOS.
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- Warbeasts: Circle non-character construct warbeasts, Megalith
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-Units: Druids of Orboros, Druid Stoneward & Woldstalkers, Sentry Stone & Mannikins, Shifting Stones
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-Solos: Blackclad Wayfarer, Druid Wilder
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- Requirements: The army can only include the models listed above.
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-Benefit: Sentry Stone & Mannikin Units can be placd up to 20" from the back edge of Baldur's deployment zone.
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- Requirements: The army includes one or more Shifting Stone units and one or more Sentry Stone & Mannikin units.
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-Benefit: Up to one warbeast in Baldur's battlegroup gains Advance Deployment for each Shifting Stone or Sentry Stone & Mannikin unit in the army.
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- Requirements: The army includes two Druid Stonewalker & Woldstalker units.
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-Benefit: Druid Stonewalker & Woldstalker units gain Advance Move. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
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- Requirements: The army includes Megalith.
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-Benefit: Reduce the point cost of heavy warbeasts by 1.
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- while in Baldur's control area, friendly models gain cover. While in Baldur's control area, enemy models never have Pathfinder and treat open terrain as rough terrain.
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- When a model is damaged by this weapon it sufers -3 SPD and DEF for one round.
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- Friendly models currently in Baldur's control area again Roots of the Earth for one round. (A model affected by Roots of the Earth gains +3 ARM, cannot be knocked down, and cannot move or be placed.)
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- During your Control Phase place one Wurm token on this model. For each Wurm token on this model it gains +1 STR. At the end of this model's activation it suffers 1 damage point for each Wurm token on it. This damage cannot be transferred.
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- Warbeasts in this model's battlegroup with Construct beginning their activations in this model's contorl area can charge and make power attacks without being forced. This model can heal friendly warbeasts in its battlegroup that have Construct.
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- Remove all Wurm tokens from this model.
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- When a model is damaged by this weapon it suffers -3 SPD and DEF for one round.
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- • Hunter's Mark - (*Attack) Hunter's Mark is RNG 10 magic attack that causes no damage. Friendly models can charge or make a slam power attack against an enemy model hit by Hunter's Mark without being forced or spending focus. A friendly model charging an enemy model hit by Hunter's Mark gains +2" of movement. Hunter's Mark lasts for one turn.
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-• Phase Jump (*Action) - If it is within 2" of friendly Shifting Stone model, place thie model anywhere completely within 12" of its current location. Otherwise, place it within 2" of a friendly Shifting Stone model anywhere on the table. After using Phase Jump, this model's activation ends.
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-• Stone Spray (*Attack) - Stone Spray is a RNG SP 8, POW 12 magic attack. On a critical hit, the model hit is knocked down.
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- Choose a table edge and a distance up to 5". Models in Thorle's battlegroup that are in his control area are pushed the chosen distance directly toward the chosen table edge in the order you choose. At the end of your turn, choose a distance up to 5". Models in Thorle's battlegroup that are in his control area are pushed the chosen distance directly away from the chosen table edge in the order you choose.
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- When a warbeast with Construct in this model's battlegorup is forced to use its animus while in this model's control area, reduce the COST of the animus by 1.
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- This model can attempt repairs on any damaged friendly Faction construct. To attempt repairs, this model must be B2B with the damaged construct and make a skill check. If successful, remove d6 damage points from the construct.
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- Only warbeasts with Construct can be part of this model's battlegroup.
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- When a friendly Faction warbeast in this model's command range is forced to use its animus, reduce the COST of the animus by 1. Rites of Dawn lasts for one turn.
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- Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy models is knocked down after being pushed.
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- When Brennos the Elderhorn destroys one or more enemy models with a melee or ranged attack during its combat action while in Morvahna's control area, Morvahna heals 1 damage point. When Brennos the Elderhorn suffers damage from an enemy melee or ranged attack while in Morvahna's control area, Morvahna heals 1 damage point.
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- When a living or undead model is boxed by this weapon, center a 3" AOE on it and then remove the model from play. The AOE is a froest that remains in play for one round.
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- This model ignores the firing into melee penalty when making magic atacks against models in Wurmwood's command range.
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- This model ignores forests when determining LOS. While in a forest, this model gains +2 DEF against melee attack rolls and can advance through obstructions and models if it has enough movement to move completely past them.
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- This model gains one soul token for each living model destroyed in its command range. This model can have up to five soul tokens at a time. If this model is in Cassius the Oathkeeper's control area at the start of his activation, at that time Cassius can remove soul tokens from it to put fury on himself at 1 fury point per soul token removed.
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- This model gains +1 ARM for each soul token currently on it.
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- This model is included in any army that includes Cassius the Oathkeeper. If Cassius is destroyed or removed from play. remove this model from play. This model is part of Cassius' battlegroup.
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- This model has no movement or action and cannot be knocked down or moved. It's front arc extends to 360°. It has no melee range, cannot engage, and is automatically hit by melee attacks.
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- This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
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- When this model would suffer damage, you must assign that damage to Cassius the Oathkeeper. This model does not suffer the damage assigned to Cassius. This damage can be transferred.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- This model's front arc extends to 360°.
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- This model gains 1 fury point at the start of each of your Control Phases. It can have up to 3 fury points at a time. If this model is in a friendly warlock's control area, the warlock can leach fury points from it during your Control Phase. During its activation, this model can spead fury ponts to boost attack or damage rolls, at 1 fury point per boost.
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- This model cannot be placed.
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- This weapon's AOE is a cloud effect that remains in play for one round.
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- When a model is hit with this weapon, you can have lightning arc to the nearest model within 4" of the model hit, ignoring the attacking model. The model the lightning arcs to sufers an unboostable POW 10 electrical damage roll.
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- This model is an Officer. The Officer is the unit commander of its unit.
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- This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.
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- • Concentrated Fire (*Action) - This activation models in this unit gain a +1 cumulative bonus to ranged damage rolls for each other model in this unit that has hit an enemy model with a ranged attack this activation.
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-• Zephyr (*Action) - Models in this unit that are in formation can immediately advance up to 3". They cannot be targeted by free strikes during this movement.
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- If this model is disabled by an enemy attack, you can choose a non-disabled model in this unit within 3" of his model to be destroyed. If another model is destroyed as a result of Self-Sacrifice, this model heals 1 damage point.
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- This model never flees and automatically passes command checks.
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- This model is not a living model, never flees, and automatically passes comand checks.
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- This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.
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- Before the start of the game, attach this model to a friendly Faction warlock for the rest of the game. Each warlock can have only one model attached to it.
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- While this model is in its warlock's control area, the warlock can force, leach, reave, heal and transfer damage to the warbeasts in its battlegroup that are in this models's command range.
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- • Condition (*Action) - RNG 3. Target friendly Faction warbeast. If the warbeast is in range, place any number of fury points on or remove any number of fury points from it.
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-• Spirit Tap (*Action) - This model immediately casts the animus of a friendly Faction warbeast in its command range as a spell. This model cannot cast an animush with a RNG of SELF. This model must make a special attack to cast an offensive spell. Other spells are cas by making a special action.
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- This attachment can be added to a Druids of Orboros unit.
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- This model can force friendly Faction warbeast in its command range as if it were their controlling warlock.
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- This model gains an additional +2 DEF when benefiting from concealment or cover.
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- • Elemental Protection (*Action) - Models in its unti gain Immunity: Cold, Immunity: Eectricity, and immunity: FIre for one round.
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-• Medicate (*Action) - RNG 3. Target friendly Faction warbeast. If the warbeast is in range, it heals d3 damage points. A warbeast can be affected by Medicate only once per turn.
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-• Summon Vortex (*Action) - Center a 3" AOE cloud effect on thsi model. Enemy models suffer -2 to attack rolls while in the AOE. Summon Vortex lasts for one round.
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-• The Devouring (*Attack) - The Devouring is a RNG 10, AOE 4, POW 8 magic attack. Add 1 to the POW of the attack for each model in this unit.
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- This model gains an additional +2 DEF when benefiting from concealment or cover.
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- • Counter Magic (*Action) - This model cannot be targeted by enemy spells. While within 3" of this model +1" for each other model in this unit that is in formation, friendly models cannot be targeted by enemy spells and enemy models cannot cast spells. Counter Magic lasts for one round.
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- • Force Bolt (*Attack) - Force Bolt is RNG 10, POW 10 magic attack. An enemy model hit by this attack can be pushed d3" directly toward or away from this model. Choose the direction before rolling the distance. On a critical hit, the enemy model is knocked down after being pushed.
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- • Medicate (*Action) - RNG 3. Target friendly Faction warbeast. If the warbeast is in range, it heals d3 damge points. A warbeast can be affected by Medicate only once per turn.
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- • Summon Vortex (*Action) - Center a 3" AOE cloud effect on this model. Enemy models suffer -2 to attack rolls while in the AOE Summon Vortex Lasts for one round.
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- This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.
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- This model gains an additional +2 DEF when benefiting from concealment or cover.
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- • Counter Magic (*Action) - This model cannot be targeted by enemy spells. While within 3" of this model +1" for each other model in this unit that is in formation, friendly models cannot be targeted by enemy spells and enemy models cannot cast spells. Counter Magic lasts for one round.
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- • Force Bolt (*Attack) - Force Bolt is RNG 10, POW 10 magic attack. An enemy model hit by this attack can be pushed d3" directly toward or away from this model. Choose the direction before rolling the distance. On a critical hit, the enemy model is knocked down after being pushed.
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- • Medicate (*Action) - RNG 3. Target friendly Faction warbeast. If the warbeast is in range, it heals d3 damge points. A warbeast can be affected by Medicate only once per turn.
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- • Summon Vortex (*Action) - Center a 3" AOE cloud effect on this model. Enemy models suffer -2 to attack rolls while in the AOE Summon Vortex Lasts for one round.
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- This model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.
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- At the beginning of this model's activation, choose one of the following warp effects. Warp effects last for one round. If this model frenzies it must choose Warp Strength at the start of its activation.
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- • Protective Plate - This model gains +2 ARM.
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- • Warp Speed - This model gains +2 SPD.
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- • Warp Strength - This model gains +2 STR.
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- While this model is not engaged and is in a friendly Faction warlock's control area, the warlock can channel spells through it.
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- While in this model's command range, enemy models lose Tough and cannot heal or be healed.
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- This model has no movement or action and cannot be knocked down or moved. Its front arc extends to 360°. It has no melee range, cannot engage, and is automatically hit by melee attacks.
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- Thsi model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
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- Once per turn during its activation, place this model anywhere within 5" of its current location. This model cannot be placed except as a resault of Strange Growth.
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- At the beginning of this model's activation, choose one of the following warp effects. Warp effects last for one round. If this model frenzies it must choose Warp Strength at the start of its activation.
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-• Hyper Aggressive - When this model suffers damage from an enemy attack anytime except while it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model.
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-• Snacking - 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.
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-• Warp Strength - This model gains +2 STR.
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- This model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.
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- This model can be included in Kromac's theme forces. It can also be bonded to Kromac.
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- While engaging an enemey model, this model gains +2 ARM.
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- This model gains +2 to charge attack roll with this weapon.
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- When an enemy model advances and ends its movement within 6" and in the LOS of this model, this model can immediately make a slam power attack agaist that model. If this model makes a counter slam, it cannot make another until after your next turn. This model cannot make a counter slam while engaged.
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- When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model up to the distance the slammed model was moved.
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- This model can make slam power attacks without spending focus or being forced. Models slammed by this model are moved an additional 2".
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- This model can add this weapon's POW to its head-butt and slam power attack damage rolls.
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- While damaged this model can charge or make power attacks without being forced.
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- While in Grayle's control area, Friendly Faction models gain Stealth. When a friendly Factoin model in Grayle's control area destroys an enemy model with a melee attack during its activation, another friendly Faction model in Grayle's contorl area can advance up to 3". A model can advance only once this turn as a result of Darkest Night. Darkest Night lasts for one round.
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- Friendly Wolf of Orboros models again Hunter. (A model with Hunter ignores forests, concealment and cover when determining LOS or making a reanged attack.)
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- 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.
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- Kaya can force warbeasts in her battlegroup even if they are outside her control area. At the end of the activation of each warbeast in her battlegroup, you can place that warbeast anywhere within 3" of Kaya. Call of the Hunt lasts for one turn.
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- Living warbeasts in this model's battlegroup begining their activation in its control area can run, charge, or make a slam or trample power attack without being forced.
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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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- While engaging an enemy model, this model gains +2 ARM.
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- This model is included in any army that includes Kaya the Moonhunter. If Kaya is destroyed or removd from play, remove this model from play. This model is part of Kaya's battlegroup.
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- While this moel is within 3" of its warcaster or warlock and is not knocked down or stationary, its warcaster or warlock cannont be targeted by free strikes and gains +2 DEF against melee attack rolls, and models attacking the warcaster or warlock do not gain back strike bonuses.
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- Laris is bonded to Kaya the Moonhunter. If Laris fenzies, he cannot choose Kaya as his target. While Laris is in Kaya's control area, she can channle spells through him.
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- Place up to 3 fury points on each friendly Faction warbeast in Kaya's battlegroup that is in her control area. She can immediatel leach fury points from warbeasts in her battlegroup in her control area.
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- Living warbeasts in this model's battlegroup in it's control area gain +2 on melee attack rolls.
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- On a critical hit, the model hit is knocked down.
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- Kromac suffers up to damag points. For each damage point he suffers, Kromac gains 1 fury point. Kromac's fury point total cannot exceed his current FURY as a result of Blood Rage. If Kromac is in human form when this feat is used, he can immediately take beast form; replace his human model with his beast model. Effects on the replaced model are applied to the beast model.
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- When this model suffers damage from an enemy attack during an opponet's turn while in human form, immediately after the attack is resolved this model can spend 1 fury point to take beast form. Replace its human model with the beast model. Effects on the replaced model are applied to the beast model.
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- At the start of your Maintenace Phase, choose a form for this model to take: human or beast. If it changes form, replace the model in play with its alternate form. Effects on the replaced model are applied to the alternate form. You decide with form this model starts th game in.
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- At the start of your Maintenace Phase, choose a form for this model to take: human or beast. If it changes form, replace the model in play with its alternate form. Effects on the replaced model are applied to the alternate form. You decide with form this model starts th game in.
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- This model cannot upkeep spells and cannot cast non-animus spells.
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- After using its normal movement to make a fll advance but before performing an action, you can place this model anywhere completely within 5" of its current location. Any effects that prevent it from charging also prevent it from using jump.
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- This model can advance through terrain and obstacles without penalty and can advance through obstructions and other models if it has enough movement to move completely past them. This model ignores intervening models whn declaring its charge target.
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- Friendly Ciricle models/units in this model's command range never flee and immediately rally.
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- Enemy models currently in Krueger's control area are pushd 3" directly away from Krueger and suffer -2 SPD for one round. You determine the order models are moved.
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- During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
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- A warjack hit loses its focus points and cannot be allocated focus or channel spells for one round.
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- Place three 3" AOEs anywhere completely in Krueger's control area. Enemy models in one or more of the AOEs when they are placed suffer a boostable POW 10 electrical damage roll. During each of your Maintenace Phases, remove one AOE. An enemy model entering or ending its activation in one or more AOEs suffers an unboostable POW 10 electrical damge roll.
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- When a model is hit with this weapon, you can have lightning arc to the nearest model within 4" of the model hit, ignoring the attacking model. The model the lightning arcs to suffer an unboostable POW 10 electrical damage roll.
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- During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automtically hits.
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- When this model makes its firest melee attack during its activation, it makes one melee attack with thsi weapon against each model in its LOS and this weapon's melee range.
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- This model can make melee and ranged attacks during the same combat action. When this model makes its initial attacks, it can make oth its inital ranged and melee attakcs.
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- When this attack hits an enemy model, immediately after the attack is resolved place thsi model B2B with the enemy model.
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- If this model is in Baldur's control area at the start of Baldur's activation, Baldur automatically heals d3 damage points.
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- During your Control Phase, remove d3 damage points from this model. During your Control Phase, remove 1 damage point from friendly Woldwardens B2B with it.
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- Once per activation while in its controller's control area, thsi model can be forced to cast one of its warlock's spells with COST of 3 or less. This models's controller is considered to have cast the spell but this model is its point of orgin. When making a magic attack roll, this model uses its controller's FURY. This model cannot cast spells with a RNG of SELF or CTRL.
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- When a model is damaged by this weapon it suffers -3 SPD and DEF for one round.
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- While in Mohsar's control area enemy models cannot be used to channel spells, cannot leach fury, and cannot have fury leached from them. Disjunction lasts for one round.
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- This model's front arc extends to 360°.
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- Once per turn during its activation this model can remove 1 fury point from a warbeast in its battlegroup that is in its control area and add 1 fury point to its own current total. The warbeast suffers d3 damge points
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- Thsi model rolls an additional die on this weapon's damage rolls against non-living models.
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- When a friendly Faction model destroys a living or undead enemy model with a melee attack while in Morvahna's control area this trn, center a 3" AOE on the destroyed model and remove tht model from the table. The AOE is forest terrain that remains in play for one round. Enemy models in the AOE when it is put in play are hit and suffer an unboostable POW 13 blast damage roll.
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- When this model is directly hit by an emeny ranged attack, you can choose to have one friendly, non-incorporeal Faction warrior model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects.
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- An enemy model damage by this weapon suffers Harrow for one round. Once per turn this model can transfer damage from an enemy attack to an enemy model with Harrow.
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- Morvahna immediately suffers 1 or more damage points. This damge cannot be transferred. For each damage point she suffers, return one destroyd non-character living friendly Faction warrior model to play completely within her contorl area. Place returned trooper models in formation with their original units. Units cannot exceed the number of models they had t the start of the game as a result of Blood Sacrifice. Returned models forfeit their actions the turn they retun to play.
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- When a friendly Faction model in its control area is destroyed by an enemy attack, this model heals 1 damage ponit.
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- When a friendly Faction model makes an attack or damage roll during its activation while in this model's control area, this model can suffer d3 damage points to cause that model to reroll that roll. Each roll can be rerolled only once due to Scales of Fate.
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- When an attack with this weapon hits, this model can suffer 1 damage point to gain an additional die on the damage roll against the model hit. Life Trader can be used once per attack.
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- When an enemy model hit by this weapon, it is knocked down down and can be pushed 1" directly away from this model. If it is pushed, this model can immediately advance directly toward the pushed model up to th distance that model was moved.
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- At the begining of this model's activation, choose one of the following warp effects. Warp effects last for one round. If this model frenzies it must choose Warp Strength at the start of its activation.
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- • Ghostly - This model can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. This model cannot be targeted by free strikes.
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- • Spell Ward - This model cannot be targeted by spells.
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- • Warp Strength - This model gains +2 STR
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- Whiles in this model's command range, friendly Warpwolf models can use Ghostly as if it were a Controlled Warping effect on their cards.
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- This model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.
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- While making a trample power attack, this model ignores free strikes and does not stop when it contacts a model with a medium or larger base, an obstacle, or an obstruction. This model makes models regardless of their base size.
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- This model can make trample power attacks.
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- This model can add this weapon's POW to its trample power attack damage rolls.
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- This model gains an additional +2 DEF when benefiting from concealment or cover.
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
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- While in this model's command range, friendly Reeves of Orboros models gain Camuflage.
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- When this model destroy one or more enemy models with a melee attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Quick Work do not count against a weapon's ROF.
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- When this model destroy one or more enemy models with a ranged attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Snap Fire do not count against a weapon's ROF and cannot generate additional attacks from Snap Fire.
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- When this model destroys an enemy model with a normal ranged attack, immediately after te attack is resolved it can advance up to 2".
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- This model gains +2 to charge attack rolls with this weapon.
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- This attachment can be added to a Reeves of Orboros unit.
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- This model can participate in combined ranged attacks with other models in its unit.
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- This model is an Officer. The Officer is the unit commander of its unit.
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- This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.
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- While this model is in play, models in this unit gain Swift Hunter. (When a model with Swift Hunter destroys an enemy model with normal ranged attack, immediately after the attack is resolved it can advance up to 2".)
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- This model ignores forests, concealment, and cover when determining LOS or making ranged attack.
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- When this model destroys one or more enemy models with a ranged attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Snap Fire do not count against a weapon's ROF and cannot generate additonal attacks from Snap Fire.
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- Models in this unit gain Ranked Attacks. (Friendly Faction models can ignore models with Ranked Attacks when Determining LOS.)
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
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- When this model destroys one or more enemy models with a ranged attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Snap Fire do not count against a weapon's ROF and cannot generate additonal attacks from Snap Fire.
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- This model can add thsi weapon's POW to its head-butt and slam power attack damage rolls.
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- If this model hits the same model with both its initial attacks with this weapon, after resoving the attacks it can immediately make a double-hand throw, head-butt, headlock/weapon lock, push, or throw power attack against that target.
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- At the end of target friendly Faction model's activation, that model can immediately perform a special action. Acceleration lasts for one turn.
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- Models within 2" of this model suffer a POW 8 damage roll.
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- When checking to see if this model is in its contorller's control area, double the area.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- This model is not a living model, never flees, and automatically passes comand checks.
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- This model is an Officer. The Officer is the unit commander of its unit.
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- Ranged and magic attacks declared against this model when the point of orgin of the attack is greater than 5" away automatically miss.
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- Once per turn at any time during its unit's activation, this model can use Devour Magic. When it does, you can remove up to 1 focus or fury point from each enemy model in its command range. For each focus or fury point removed, placed 1 fury point on this model. A model can have focus or fury removed form it only once per turn as result of Devour Magic. This model can have up to 5 fury points at a time.
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- This model has no movement or action and cannot be knocked down or moved. Its front arc extends to 360°. It has no melee range, cannot engage, and is automatically hit by melee attacks.
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- This model can spend 1 fury point to use Phase once at any time during its unit's activation. When it does, place this model anywhere within 5" of its curent location.
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- If there are fewer than 3 fury points on the Sentry Stone at the start of its activation, place 1 fury point on it. If there are fewer than three Mannikin Grunts in this unit in play at any time during its unit's activation, this model can spend a fury point to put a Manikin Grunt into playl Place the Mannikin Grunts in formation. Mannikin Grunts cannot activate the activation they are put in play. If this model is destroyed or removed from play, the Mannikin Grunts in its unit are removed from play.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- This model is not a living model, never flees, and automatically passes comand checks.
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- This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.
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- Center a 3" AOE on this model, then remove the model from play. This AOE is a forest that remains in play for one round.
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- While in formation, this model can spend fury on its unit command during its unit's activation to boost attack or damage rolls.
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- Once per activation, after making a full advance but before performing an action, this model can be forced to be placed completly within 5" of its current location. Any effects tha prevent charging also prevent this model from using Bounding Leap.
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- When a model misses this model with a charge or a power attack, the attacking model is knocked down.
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- 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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- This model can add this weapon's POW to its head-butt and slam power attack damage rolls.
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- This Attachment can be added to a Shifting Stones unit.
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- This model cannot advance this turn after being placed by Shifting.
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- While this model is in play, models in its unit gain Stealth.
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- • Rock Hammer (*Action) - Rock Hammer is a RNG 8, AOE 3, POW 14 magic attack. On a critical hit, models hit are knocked down.
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-• Stone Form (*Action) - For one round or until it advances, this model gains +4 ARM, its base DEF is reduced to 5, and it is automatically hit by melee attacks.
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- This model never flees and automatically passes command checks.
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- This model has no movement or action and cannot be knocked down or moved. Its front arc extends to 360°. It has no melee range, cannot engage, and is automatically hit by melee attacks.
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- At the beginning of your Control Phase, before leaching, you can remove 1 fury point from a friendly Faction warbeast within 1" of this model.
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- Choose one of th following effects at the start of this unit's activation:
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-• Healing Field - Models in this unit that are in formation and friendly Faction model within 1" of one or more of them heal d3 damage points. Roll separately for each model. Healing Field can heal warbeasts with Construct.
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-• Shifting - Place each model in this unit that i in formation anywhere within 8" of its current location.
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-• Teleportation - If all three Shifting Stone models in this unit are in formation, place one friendly Faction model whose base is within the triangular area between them anywhere within 8" of its current location. The placed model must forfeit its movement after being placed this turn. A model can be affected by Teleportation only once per turn.
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- Before their normal movement, affected models can make one ranged attack. During their normal movement, affected models must charge or run. The ranged attack is made before declaring a charge target.
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- This attachment can be added to a Tharn Bloodtracker unit.
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- While this model is in play, after all models in its unit have completed their actions, each can advance up to 3".
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- After deployment but before the first player's turn, choos an enemy model/unit to be this model/unit's prey. This model gains +2 to attack and damge rolls against its prey. When this model begins its activation within 10" of its prey, it gains +2" movement that activation. When the prey is destroyed or removed from play, choose another model/unit to be the prey.
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- Models in this unit gain 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 nomal ranged attack. atacks gained from Quick Work do not count against a weapon's ROF.)
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- Add this model's STR to the POW of this ranged attack.
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- After deployment but before the first player's turn, choose and enemy model/unit to be this model/unit's prey. This model gains +2 to attack and damage rolls against its prey. When this model 10" of its prey, it gains +2" movement that activation. When the prey is destroyed or removed from play, choose another model/unit to be the prey.
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- When attacking with this weapon, add an additional die to its damage rolls.
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- Add this model's STR to the POW of this ranged attack.
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- When this model makes an attack with this wepaon during its activation, choose of the following abilities:
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-• Blood Burst - When this attack boxes a living enemy model, center a 5" AOE on the boxed model, then remove the model from play. Enemy models in the AOE are hit and suffer a blast damage roll with a POW equal to the boxed model's STR.
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-• BLood Spiller - Gain an additional damage die against a living model.
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-• Dispel - When this weapon hits a model/unit, upkeep spells on that model/ unit immediately expire.
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- When this model destroys one or more enemy warrior models with a normal mele attack, after the attack is resolved this model can immediately advance up to 1".
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- While in this model's command range, friendly Tharn Ravager models ignore other friendly Tharn Ravager models when determining LOS. Friendly Tharn Ravager models can advance through other friendly Tharn Ravager models in this model's command range without effect if they have enough movement to move completely past them.
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- This model gains +2 to charge attack rolls with this weapon.
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- This attachment can be added to a Tharn Ravagers unit.
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- While this model is in play, the melee weapons of models in its unit gain Brutal Charge. (A model gains +2 to charge attack damage rolls when attacking with a weapon with Brutal Charge.)
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- Models in this unit gain Advance Deploymnet.z
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- This model gains +2 to charge attack rolls with this weapon.
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- This model ignores forests whn determining LOS. While in a forest, this model gains +2 DEF against melee attack rolls and can advance through obstructions and other models if it has enough movement to move completely past them.
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- This attachment can be added to a Tharn Ravagers unit.
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- 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 oher at the start of this model's activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in melee penalty. If the target is not in melee range after moving, this model can make the Assault ranged attack before its activation ends.
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- When a model is hit with this weapon, you can have lightning arc to th nearest model wthin 4" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll.
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- This model gains +2 to charge attack rolls with this weapon.
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- This model gains a corpse token each time it destroys a living enemy model with melee attack. This model can have up to three corpse tokens at a time. It can spend corpse tokens during its activation to boost an attack or damage roll or to make an additional melee attack at one token per boost or additional attack.
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- This model ignores forests whn determining LOS. While in a forest, this model gains +2 DEF against melee attack rolls and can advance through obstructions and other models if it has enough movement to move completely past them.
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- This model gains +2 to charge attack rolls with this weapon.
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- Affected models must charge or run. As part of 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 the affected models's activatoin. 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 melee penalty. If the target is not melee range after moving, the affected model must still make the ranged attack before its activation ends.
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attacked.
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- After deployment but before the first player's turn, choose an enemy model/unit to be this model/unit's prey. This model gains +2 to attack and damage rolls against its prey. When this model begins its activation within 10" of its prey, it gains +2" movement that activation. When the prey is destroyed or removed from play, choose another model/unit to be the prey.
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- When attacking with this weapon, add an additional die to its damage rolls.
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- This model can reroll missed attack rolls with this weapon. Each attack roll can be roll can be rerolled only once as a result of Luck.
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- Add this model's STR to the POW of this ranged attack.
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- This model begins the game with one corpse token. When a damage roll against this model exceeds its ARM, it can spend a corpse token to suffer 1 damage point instead of the total rolled.
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- While this model is in play, models in its unit gain Overtake. (When a model with Overtake destroys
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- This model begins the game with one corpse token. When a damage roll against this model exceeds its ARM, it can spend a corpse token to suffer 1 damage point instead of the total rolled.
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- While this model is in play, models in its unit gain Prowl. (Models with Prowl gain Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.)
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- This model begins the game with one corpse token. When a damage roll against this model exceeds its ARM, it can spend a corpse token to suffer 1 damage point instead of the total rolled.
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- While this model is in play, models in htis unit gain Gang. (When making a melee atack targeting an enemy model in melee range of another model in its unit, a model with Gang gains +2 to melee attack and melee damage rolls.)
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- While in this model's control area, models in its battlegroup extend their front arcs 360 degrees and when determining LOS ignore cloud effects, forest terrain, and intervening models.
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- The only warbeasts that can be included in this model's battlegroup are warbeasts with Flight. Reduce the point cost of warbeasts with Flight in this model's battlegroup by 1.
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- Wen making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, this model gains +2 to melee damage rolls.
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
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- Once per turn if this model is not in melee, when a friendly Reeve of Orboros hits an enemy model with an attack, immediately after the attack is resolved this model can change the model hit. This model's charge attack roll boosted.
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- This attachment can be added to a Warpborn Skinwalker unit.
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- While this model is in play, models in its unit gain Blood Drinker. (Immediately after model with Blood Drinker resolves a melee attack in which it destorys one or more living models, it can end its activation to heal d3 damage points.)
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- When a model in this unit is damaged by an emeny attack, models in this unit gain +2 SPD for one round.
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- When this model is hit by a melee attack made by an enemy model during your opponet's turn, after the attack is resolved this model can immediately make one normal melee attack against that model. This model can make one Retaliatory Strike per turn.
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- Models in this unit gain Rapid Strike. (A model with Rapid Strike can make one additional melee attack each combat action.)
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- While engaging an enemy model, this model gains +2 ARM.
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- When a model in this unit is damaged by an enemey attack, models in this unit gain +2 SPD for one round.
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- While engaging an enemy model, this model gains +2 ARM.
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- At the begining of this model's activation, choose one of the following warp effects. Warp effects last for one round. If this model frenzies it must choose Warp Strength at the start of its activation.
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- • Berserk - When this model destroys one or more models with a melee attack during its combat action, immediately after the attck against nother model in its mele range.
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- • Prowl - This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
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- • Warp Stregth - This model gains +2 STR
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- This model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.
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- This model's front arc extends to 360
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- On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold
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- A friendly Faction warlock can transfer damage to this model even if this model has a number of fury points equal to its current FURY.
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- This model does not suffer blast damge. Friendly models B2B with it do not suffer blast damage.
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- When an enemy model is hit by this weapon, it is knocked down and can be pushed 1' directly away from this model. If it is pushed, this model can immediately advance directly toward the pushed model up to the distance that model was moved.
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- Once per activation while in its controller's control area, thsi model can be forced to cast one of its warlock's spells with COST of 3 or less. This models's controller is considered to have cast the spell but this model is its point of orgin. When making a magic attack roll, this model uses its controller's FURY. This model cannot cast spells with a RNG of SELF or CTRL.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make one additional melee attack against that model. If the additional attack hits, the target is slammed d6' directly away from thsi model. The POW of the slam damage roll is equal to the STR of this model + the POW of this weapon. The POW of collateral damage is equal to the STR of this model.
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- 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.
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- During its activation, this model can be forced to use Stone Form. FOr one round or until it advances, this model gains +4 ARM, its base DEF is reduced to 5, and it is automatically hit by melee attacks.
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- When a living or undead model is boxed by this weapon, center a 3" AOE on it and then remove the model from play. The AOE is a forest that remains in play for one round.
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- When a living or undead model is boxed this weapon, center a 3" AOE on it and them remove the model from play. The AOE is a forest that remains in playh for one round.
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- This model cannot be targeted by spells
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- When a model is directly hit with this weapon, center 3" AOE on it. You can then have lightning arc to the nearest model within 4" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll. After this damage roll is resolved, center a 3" AOE on the model the lightning arced to. The AOE remain in play for one round. Models entering or ending their activations in an AOE suffer a POW 10 electrical damage roll.
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- When an enemy model is directly hit by an attack made with thi weapon, center a 4" AOE on the model drectly hit. Models in the AOE are knocked down.
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- After an enemy model casts spell within 10" of this model, this model can immediately make a normal ranged attack targeting that model.
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- Gain an additional die on attack and damge rolls with this weapon against models with an enemy upkeep spell on them.
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- When this model destroys one or more enemy models with a melee attack during its activation, immediatel 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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- While mounted, this model has base SPD 8 and base ARM 17. While dismounted, it has base SPD 6, base ARM 15.
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- When this model makes 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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- This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or th AOE of a cloud effect.
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- This attachment can be added to a Wolves of Orboros unit.
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- Thi model can particaipate in combined melee attacks with othr models in its unit.
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- This model is an Officer. The Officer is the unit commander of its unit.
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- This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.
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- This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.
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- Once per game during its unit's activation, this model can ue Power Swell. During this activation, models in this unit gain an additional die on melee damage rolls.
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- Models in this unit gain Ranked Attacks. (Friendly Faction models can ignore models with Ranked Attacks when determining LOS.)
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- This model is a standard bearer.
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- This model gains +2 to charge attack rolls with this weapon.
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- This model gains +2 to charge attack rolls with this weapon.
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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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- Warbeasts in this model's battlegroup can charge or make slam power attacks against target enemy model without being forced and regardless of LOS. When a warbeast does, it gains +2" movement and gains Pathfinder while resolving that charge or slam.
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- Enemy animi and enemy upkeep spells on models in this model's battlegroup that are in its control area immediately expire. While within 5" of a model in this model's battlegroup in its control area, enemy models cannot cast, channel, or upkeep spells. Mystic Wards lasts for one round.
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- The AOE is rough terrain and remains in play for one round.
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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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- When an enemy model advances and ends its movement within 6" of this model, choose a warbeast in this model's battlegroup that is in its control area. That warbeast can immediately make a full advance and then can make one normal melee or ranged attack targeting the enemy model. The attack and damage rolls against that model are boosted. After the attack is resolved, Watcher expires.
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- In WARMACHINE, this denotes a non-warcaster model that can control warjacks.
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- This model is a terrifying entity. Models and units-friendly and enemy-within 3" of this model must pass a command check or flee
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- This model can run or charge without spending focus or being forced.
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- In WARMACHINE, this advantage denotes a warjack with an Arc Node. Arc Nodes enable warjacks to channel spells.
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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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- This attack ignores the firing into melee penalty
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- This weapon has an integral buckler that gives the model a cumulative +1 ARM bonus. A model does not gain this bonus while the location the buckler is in is being held in a weapon lock or when resolving damage that orgiinates in its back arc.
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- This model's front arc extends to 360 degrees.
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- Thi model can particaipate in combined melee attacks with othr models in its unit.
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- This model can participate in combined ranged attacks with other models in its unit.
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- Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon.
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- A friendly faction model or unit in this model's command range can replace its current CMD with the current CMD of the commander when making command checks.
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- This model is not a living model, never flees, and automatically passes comand checks.
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- A model hit by this attack suffers the Corrosion continuous effect.
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- A model hit by this atack suffers the Fire continuous effect.
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- On a critical hit, the model hit by this attack suffers the Corrosion continuous effect.
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- on a critical hit, the model hit by this attack suffers the Fire continuous effect.
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- 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 rollw ith 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.
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- This weapon causes cold damage
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- This weapon causes corrosion damage.
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- This weapon causes electrical damage.
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- This weapon causes fire damage.
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- This model ignores cloud effects and forests when determining line of sight. This model ignores concealment and stealth.
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- This model never flees.
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- This model can advance through terrain and obstacles without penalty and can advance through obstructions and other models if it has enough movemnt to move completely past them. This model ignores intervening models when declaring its charge target.
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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 gargantuan
- A gargantuan 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 gargantuan with a ranged or magic attack does not suffer the target in melee attack roll penalty. If a ranged or magic attack misses a gargantuan in melee, that miss is not rerolled against another model. It misses completely.
-- Predeployment
- Gargantuans must be placed before normal deployment. If both players have models to predeploy, they predeploy their models in standard deployment order.
-- Massive
- A gargantuan cannot be slammed, pushed, thrown, knocked down, or made stationary.
-- Gargantuan movement
- A gargantuan can only advance during its normal movement and cannot be placed.
-- Pathfinder
- All gargantuans have Pathfinder
-- Controlling a gargantuan
- Gargantuans must be assigned to a battlegroup, and your opponent can never take control of your gargantuan by any means.
-- Great Beast
- A gargantuan can never gain Advance Deployment, Incorporeal, or Stealth.
-- Ranged attacks while in melee
- A gargantuan can make ranged attacks while in melee. A gargantuan never suffers the firing in melee penalty when targeting a model it is in melee with. A gargantuan cannot gain the aiming bonus when engaged.
-- Gargantuan melee range
- Gargantuan melee weapons and gargantuan melee attacks have a 2" melee range unless otherwise noted. This includes all power attacks made by a gargantuan.
-- Gargantuan power attacks
- A gargantuan can make all the power attacks available to a warbeast along with two additional attacks available only to gargantuans: 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 gargantuan. 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.
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- This model is a gunfighter. The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
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- This model gains a corpse token each time it destorys a living enemy model with a melee attack. This model can have up to three corpse tokens at a time. It can spend corpse tokens during its activation to boost an attack or damage roll or to make an additional melee attack at one token per boost or additional attack.
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
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- This model does not suffer corrosion damage and is immune to the Corrosion continuous effect.
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- This model does not suffer electricla damage.
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- This model does not suffer fire damage and is immune to the fire continuous effect.
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- This model does not suffer cold damge.
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- This model can move through rough terrain and obstacles without penalty. It can move through obstructions and other models if it has enough movement to move completely past them.
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- 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.
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- Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability.
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- A magical weapon can damage and affect models with the Incoreal ability.
-Attacks made with magical weapons are not magic attacks.
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- A battle engine cannot be slammed, pushed, thrown, kncoked down, or made stationary.
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- This model is an Officer. The Officer is the unit commander of its unit.
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- This weapon is an Open Fist. A warbeast's Open Fist enables it to make certain power attacks. A warbeast with an Open Fist can make arm lock, headlock, and throw power attacks; a warbeast with two Open Fists can also make double-hand throw power attacks.s
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- This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.
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- This model gains +2 to charge attack rolls with this weapon.
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- Battle engines must be placed before normal deployment. If both player have models to predeploy, they predeploy their models in standard deployment order.
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- This weapon has a 2" melee range.
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- Friendly Faction models with the Repair ability can attempt to repair damaged battle engines. To attempt repairs, the model with Repair must be in B2B contact with the damaged battle engine and make a skill check. If successful, remove d6 damage points from the battle engine.
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- This weapon is a shield that gives the model a cumulative +2 ARM bonus.
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- A model with the Special Issue rule can be inclued in the Theme Forces of th warlock specified on on its card. this applies to all versions of a particlar warlock and any versions of the warlock's Theme Forces.
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-The model can also be bonded to the warlock specified on its card. This only gives th warbeast the potential to bond to the warlock using standard bonding rules despite the fact that character warbeasts cannot normally be bonded. It does not automatically add a warbeast bond.
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- 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.
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- This model is a standard bearer.
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- This model cannot be kncoked down.
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- Ranged and magic attacks declared against this model when the point of orgin of the attack is greater than 5" away automatically miss.
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- This model is a terrifying enitity. Enemy models/units in the melee range of this model or with this model in their melee range must pass a command check or flee.
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- When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled and is knocked down.
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- This model ignores forests when determining LOS. While in a forest, this model gains +2 DEF against melee attack rolls and can advance through obstructions and other models if it has enough movement to move completely past them.
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- This model is not a living model and never flees.
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- 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.
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-Battlegroup
- The other models in a warlock's unit are part of its battlegroup.
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-Atachments
- Warlock units cannot have unit and weapon attachments like other units, but they can have warlock attachments like standard warlocks. If a warlock unit has a warlock attachment, the atachment remains a solo and does not become part of the warlock unit.
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\ No newline at end of file
diff --git a/backups/Convergence_of_Cyriss 221217112118681.cat b/backups/Convergence_of_Cyriss 221217112118681.cat
deleted file mode 100644
index b626d9e..0000000
--- a/backups/Convergence_of_Cyriss 221217112118681.cat
+++ /dev/null
@@ -1,6011 +0,0 @@
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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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- Place a 4" AOE anywhere completely within this weapon's RNG. The center point of the AOE must be in this model's front arc. This model makes one ranged attack roll against each model in the AOE, ignoring concealment, elevation, and Stealth. This model cannot gain the aiming bonus on Ground Pounder attack rolls. Ground Pounder attack rolls do not suffer the target in melee attack roll penalty, and a missed Ground Pounder attack roll is not rerolled against another model. Models hit suffer a POW 12 ranged attack damage roll.
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- When this model destroys an enemy model that has Construct with this weapon, immediately after the attack is resolved, remove d3 damage points form this model.
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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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- Each time this model makes a normalranged attack, choose one fo the following abilities_
-- Bombardment - Models hit suffer a POW 6 blast damage roll.
-- Crater - The AOE is rough terrain and remains in play for one round.
-- Flare - Models hit by this attack suffer -2 DEF for one round.
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- This model gains +2 DEF against ranged attack rolls.
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- When one or more friendly Faction warrior models are destroyed or removed from play by enemy attacks while within 5" of this model, this model gains +2 on attack and damage rolls for one round.
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- This model is attached to its controlling warcaster for the rest of the game. Each warcaster can have only one model attached to it.
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- During the Maintenance Phase, do not remove unspent focus points from this model. Focus points remaining on this model at the start of your Control Phase count toward its focus allocation limit.
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- RNG 5. Target friendly Faction warjack. If the warjack is in range, spend up to 3 focus points to allocate it 1 focus point for each focus point spent.
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- Friendly models can charge or make a slam power attack against an enemy model hit by this weapon without being forced or spending focus. A friendly model charging an enemy model hit by this weapon gains +2" of movement. Beacon lasts for one turn.
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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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- 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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- 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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- After this model makes an attack with this weapon, it cannot make an attack with this weapon for one round.
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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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- If this attack directly hits, you can choose to have all models whose bases are intersected by a line drawn between the center of the model directly hit and the center of this model suffer an unboostable POW 10 electrical damage roll. This damage is not considered to have been caused by a ranged attack.
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- If this attack directly hits, you can choose to have all models whose bases are intersected by a line drawn between the center of the model directly hit and the center of this model suffer an unboostable POW 10 electrical damage roll. This damage is not considered to have been caused by a ranged attack.
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- If this model is hit by a melee attack, immediately after the attack is resolved the atacking model suffers a POW 10 electrical damage roll unless this model was destroyed or removed from play by the attack.
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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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- 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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- 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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- 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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- 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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- 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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- Place 1 fury point on each enemy warbeast currently in this model's control area. This spell can only be cast once per turn.
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- Magical bolts of energy streak toward the target model.
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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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- Enemy upkeep spells on target friendly model/unit expire. Affected models cannot be targeted by enemy spells or animi.
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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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- While in this model's control area, models in its battlegroupgain Counter Charge. (When an enemy model advances and ends its movement within 6" of a model with Counter Charge and its LOS, the model with Counter Charge can immediately charge it. If it does, it cannot make another counter charge until after your next turn. A model cannot make a coutner charge while engaged.)
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- On a hit, you can immediately advance target enemy non-warcaster/non-warlock model up to 3". Affected models cannot be targeted by free strikes during this movement. A model can move only once per turn as a result of Befuddle.
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- Models hit lose Flight for one round.
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- Target friendly warrior model/unit gains an additional die on melee damage rolls but suffers -2 DEF.
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- Target frienldy model gains +2 DEF against ranged attack rolls and Dodge. (A model with Dodge can advance up to 2" immdeiately 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.)
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- Friendly models gain +2 to attack and damge rolls against target enemy model/unit.
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- Friendly Faction models gain +2 to melee attack rolls against enemy models in this model's control area. Carnage lasts 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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- Target friendly Faction model/unit gains Pathfinder and Hunter. (A model with Hunter ignores forests, concealment, and cover when determining LOS or making a ranged attack.)
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- This model immediately makes a full advance. It cannot be targeted b y free strikes during this movement. At the end of this movement, this model can make one melee attack against each model in its LOS that is in its melee range. Cyclone can be cast only once per turn.
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- While in this model's control area, friendly Faction warrior models cannot be targeted by free strikes. This model and friendly Faction warrior models activating in its control area gain +1 SPD. Dash lasts for one round.
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- When Deadweight destroys an enemy living or undead model, choose an enemy model within 2" of the destroyed model. The chosen model must forfeit either its movement or its action during its next activation, as its controller chooses.
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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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- Target friendly Faction model/unit gains +2 DEF and ARM.
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- A model hit by Dissolution Bolt cannot channel spells for one round.
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- Target enemy warrior model/unit cannot make ranged attacks and suffers -2 DEF and MAT 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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- Warbeasts in this model's battlegroup beginning their activations in its contgrol area gain +2 movement. This model gians +2 ARM while one or more warbeasts in its battlegroup are within 3" of it.
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- When target friendly model makes a normal attack with a non-spray ranged weapon, the weapon gains Magical Weapon. If the weapon was AOE - it becomes AOE 3. An affected model cannot participate in a combined ranged attack. Models in the AOE other than the model that was directly hit suffer blast damage but do not suffer any other effects of the attack. Explosivo expires immediately after resolving target model's next ranged attack. Explosivo lasts for one 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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- Models damaged by Force Blow are knocked down.
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- Target friendly Faction model/unit can reroll its missed attack rolls. Each attack roll can be rerolled only once as a result of Fortune.
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- Frost Hammer causes Cold damage. On a critical hit, a model becomes Stationary for one round unless it has Immunity: Cold.
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- Target friendly model/unit gains Ghostly for one turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. An affected model cannot be targeted by free strikes.)
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- Target friendly Faction model gains +2 DEF and Poltergeist. (When an enemy model misses the model with Poltergeist with and attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from the model with Poltergeist.)
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- While in this model's control area, models in its battlegroup gain boosted ranged attack rolls for one turn.
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- When an enemy attack destroys or removes from play one or more friendly Faction models within 5" of target warbeast in this model's battlegroup, after the attack is resolved the affected warbeast can charge an enemy model, then Hallowed Avenger expires.
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- Target model in this model's battlegroup gains boosted ranged attack damage rolls.
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- While in this model's control area, enemy models treat open terrain as rough terrain. Inhospitable Ground lasts for one round.
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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 friendly warrior model/unit gains +3 DEF but suffers -1 SPD.
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- Friendly FAction models beginning a charge in this model's control area gain Pathfinder. Warbeasts in th is model's battlegroup beginning their activations in this model's control area can charge or make slam power attacks against enemy models without being forced. Killing Ground lasts for one turn.
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- A model damaged by Lock the Target cannot run, charge, or be placed for one round.
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- Place a 5" AOE completely in this model's control area. While a model is within the AOE, models in this model's battlegroupignore forests and cloud effects when drawing LOS to it and ignore Stealth when attacking it.
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- If the target friendly Faction model's next normal ranged attack directly hits, after resolving the attack choose a model within 4" of the model hit. The chosen model sufers an unboostable POW 12 magic damage roll. The point of origin for this damage is the model hit. After resolving this damage roll, Magic Bullet expires. Magic Bullet lasts for one turn.
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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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- Target enemy model/unit suffers -2 DEF and loses Incorporeal and Stealth and cannot gain those abilities while affected by Marked for Death. Friendly Faction models can target an affected model regardless of LOS.
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- Target friendly Faction model/unit gains Apparition. (During your Control Phase, place models with Apparition anywhere completely within 2" of their current locations. If Mirage affects a unit, only models in formation can be placed.)
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- Target warjack suffers 1 point of fire damage to each column on its damage grid.
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- Target enemy model/unit suffers -2 DEF and ARM and cannot be healed. Mortality lasts for one round.
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- While in this model's control area, friendly models gain Knockdown on their melee weapons. Mosh Put lasts for one turn. (When a model is hit with an attack by a weapon with Knockdown, it is knocked down.)
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- An enemy warbeast damaged by Muzzle cannot advance toward this model for one round.
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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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- Choose a friendly Faction warbeast in this model's control area. Target an enemy model within 8" of the chosen warbeast and make a magice attack against it. The chosen warbeast is the attack's point of origin. If the enemy model is hit, it suffers a damage roll with a POW equal to the warbeast's base STR.
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- Continuous effects, animi, and upkeep spells in this model's control area immediately expires.
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- If target enemy model/unit advances during its normal movement, immediately after ending this movement one model in this model’s battlegroup that is in its control area can make a full advance.
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- Target friendly model/unit gains +2 SPD and +2 DEF against ranged and magic attack rolls.
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- Take control of target enemy non-character warbeast. You can make one full advance with the warbeast and can then make one normal attack with it, then Rampager expires. While the warbeast is affected by Rampager, it cannot be forced and you cannot use its animus. Rampager can be cast only once per round.
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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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- When target friendly Faction model hits an enemy model with an attack during its activation, immediately after its combat action ends the affected can make a full advance. It cannot be targeted by free strikes during this movement.
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- When target friendly Faction model is targeted by an enemy ranged attack, after the attack is resolved the affected model can make one normal melee or ranged attack, then Return Fire expires. Return Fire lasts for one round.
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- The AOE is rough terrain and remains in play for one round.
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- Place a wall template anywhere completely in this model's control area where it does not touch a model's base, an obstruction, or an obstacle. The wall is a linear obstacle that provides cover.
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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 frienldy model's/unit's ranged weapons gain +4 RNG.
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- Target friendly Faction model/unit gains concealment and Immunity: Cold.
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- Remove up to 1 fury point from each frienldy living Faction warbeast currently in this model's control area. Soothing Song can only be cast once per turn.
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- While within this model's control area, friendly Faction model/unit' weapons gain Magical Weapon and Blessed. Spellpiercer lasts for one round. (When making an attack with a weapon with Blessed, ignore spell effects that add to a model's ARM or DEF.)
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- While in this model's control area enemy models gaion an additional die on attack rolls. Discard the highest die of each roll. Star-Crossed lasts for one round.
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- A model damaged by Stranglehold forfeits either its movement or its action during its next activation, as its controller chooses.
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- An enemy warbesat damaged by Sunder Spirit loses its animus for one round.
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- Target friendly Faction model gains +2 DEF and cannot be knocked down. While within 3" of the affected model, friendly Faction models also gain +2 DEF and cannot be knocked down.
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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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- 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 a friendly Faction model in this model's control area destroys one or more enemy models with a melee or ranged atack during its activation, immediately after the attack is resolved, one warbeast in this model' battlegroup that is in its control area can advance up to 3". A warbeast can advance only once per turn as a result of Warpath.
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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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- Target friendly model/unit gains Camouflage and Pathfinder. (A model with Camouflage gains an additional +2 DEF when benefiting from concealment or cover.)
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- Target friendly living warbeast in this model's battlegroup can run, charge, or make slam or trample power attacks without being forced and gains boosted melee attack rolls.
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- This model cannot make ranged attacks, and non-magical ranged attacks targeting it automatically miss. While completely within 3" of this model, models cannot make ranged attacks and non-magical ranged attacks targeting them automatically miss. Wind Wall lasts for one round.
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- This model is a terrifying entity. Models and units-friendly and enemy-within 3" of this model must pass a command check or flee
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- This model can be forced during its activation to gain +2 STR for one turn but suffers d3 damage points.
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- You can choose not to deploy this unit 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 all models in this unit formation within 3" of the chosen table edge.
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- This model ignores the effect of deep and shallow water and can move through them without penalty, While completely in deep water, it cannot be targeted by ranged or magic attacks and can make attacks only against other models in deep water. While completely in deep water, this model does not block LOS.
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- If its warlock is in this model's command range during your Control Phase, the warlock can upkeep one spell without spending fury.
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- When an enemy model casts a spell or uses an animus while in this model's command range, after the spell is cast the enemy model suffers 1 damage point and this model heals 1 damage point.
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- When this model hits another model with an attack, upkeep spells and animi on the model hit expire and its loses the focus points on it. When this model hits a warjack with an attack, that warjack suffers Disruption. (A warjack suffering Disruption loses its forucs points and cannot be allocated forcus or channel spells for one round.)
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- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
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- When calculating damage from this weapon, halve the base ARM stats of models hit that have medium or larger bases. This weapon gains +2 to damage rolls against models with small bases.
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- When calculating damage from this attack, halve the base ARM stats of models hit that have medium or larger bases. This attack gains +2 to damage rolls against models with small bases.
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- Affected models must charge or run. As part of a charge, after moving but before making its charge attack, an affected model can make on ranged attack targeting the model charged unless they were in melee with each other at the start of the affected 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 melee penalty. If the target is not in melee range after moving, the affected model must still make the ranged attack before its activation ends.
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- Before the start of the game, attach this model to a friendly faction warlock for the rest of the game. Each warlock can have only one model attached to it.
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- Make 2d3 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 a model hits this model with a free strike attack, immediately after the attack is resolved the attacking model suffers d6 damage points.
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- When this model is destroyed, each living warbeast B2B with it heals d3 damage points.
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- Huge Base.
-Front arc is divided into two 90 degree arcs of fire.
-A battle engine never gains the DEF bonus from concealment, cover, or elevation.
-Cloud effects and forest terrain do not block line of sight to a battle engine.
-A model targeting a battle engin with a ranged or magic attack does not suffer the target in melee attack roll penalty. If a ranged or magic attack misses a battle engine in melee, that miss is not rerolled against another model. It misses completely. A battle engine can be targeted by combined ranged attacks while it is in melee.
-Predeployment. Must be placed before normal deployment.
-Massive. A battle engine cannot be slammed, pushed, thrown, knocked down, or made stationary.
-Pathfinder.
-Servicable. Friendly Faction models with the Repair ability can attempt to repair damaged battle engines. To attempt repairs, the model with Repair must be in base-to-base contact with the damaged battle engine and make a skill check. If successful, remove d6 damage points from the battle engine.
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- RNG 3. Target friendly warrior model/unit. If the model/unit is in range, it gains boosted attack rolls against warbeasts for one turn.
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- 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.
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- Once per game during its activation, this model can use Binge Drinking. this model is knocked down.
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- This attack ignores the firing into melee penalty.
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- When an enemy warbeast misses this model with a melee attack, immediately after the attack is resolved this model can mak one normal melee attack the warbeast.
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- When it charges living warrior models without being forced.
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- This model performs minor repairs to one damaged friendly Faction warjack with which it is B2B. Remove 1 damage point from the warjack.
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- Refer to page 90.
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- This model gains +2 to charge attack damage rolls with this weapon.
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- This weapon has an integral buckler that gives the model a cumulative +1 ARM bonus. A model does not gain this bonus while the location the buckler is in is being held in a weapon lock or when resolving damage that orgiinates in its back arc.
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- This model can make slam power attacks. A slammed model suffers a damage roll with POW equal to the current POW of this model's mount. The POW of collateral from a slam is equal to the current POW of the Mount. If this model makes a successful slam but moved less than 3", it makes an attack roll agtainst its target. If the target is hit, it suffers a damage roll with POW equal to the current POW of this model's Mount but is not slammed. After resolving a slam power attack, this model can make one normal melee attack.
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- Affected models can make slam power attacks and must run, charge, or make a slam power attack this activation. A slammed model suffers a damage roll with POW of this model's Mount. The POW of collateral damage from a slam is equal to the current POW of the Mount. If an affected model makes a successful slam but moved less than 3", it makes an attack roll against its target. If the target is hit, it suffers a damage roll with POW equal to the current POW of this model's Mount but is not slammed. After a model in this unit resolves a slam power attack, that model can make one normal melee attack.
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- When this model 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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- 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.
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- This model gains an additional +2 DEF when benefiting from concealment or cover.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make a double-hand throw, head-butt, headlock/weapon lock, push, or throw power attack against that target.
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- This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
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- When a friendly warbeast frenzies in this model's control area, the warbeast can forfeit its activation.
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- This model's front arc extends to 360°.
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- 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.
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- During a combat action it did not make a charge attack, this model can make one melee attack with its Mount.
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- Thi model can participate in combined melee attacks with other models in its unit.
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- This model can participate in combined ranged attacks with other models in its unit.
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- A friendly faction model or unit in this model's command range can replace its current CMD with the current CMD of the commander when making command checks.
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- This model is included in any army that includes Rorsh. If Rorsh is Destroyed or removed from play, remove this model is part of Rorsh's battlegroupl.
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- This model gains a cumulative +1 on magic attack rolls for each other model in this unit that is within 1" of it.
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- This model is not a living model, never flees, and automatically passes comand checks.
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- A model hit by this attack suffers the Corrosion continuous effect.
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- A model hit by this atack suffers the Fire continuous effect.
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- 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.
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- When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. it cannot make another counter charge until after your next turn. This model cannot make a counter charge while engaged.
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- On a Critical hit, gain an additional die on this weapon's damage roll against the model directly hit.
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- On a critical hit, if the attack hit a small-based non-warlock/warcaster model the model hit is removed from play.
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- On a critical hit, the model hit by this attack suffers the Corrosion continuous effect.
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- On a critical hit on a warjack, it suffers Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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- on a critical hit, the model hit by this attack suffers the Fire continuous effect.
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- On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold.
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- On a critical hit, the model hit by this weapon loses Tough, cannot heal or be h ealed, and cannot transfer damage for one round.
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- On a critical hit, the model hit is knocked down.
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- On a critical hit against an enemy model, it is knocked down and can be puished 1" directly away from this model. If it is pushed, this model can immediately advance directly toward the pushed model up to the distance that model was moved.
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- 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.
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- On a critical hit, the model hit loses its initial attacks and cannot make special attacks for one round.
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- refer to page 86.
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- If this model atacks with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
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- This weapon causes cold damage
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- This weapon causes corrosion damage.
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- This weapon causes electrical damage.
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- This weapon causes fire damage.
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- While this model is B2B with one or more models in its unit, it gains +2 ARM.
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- This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. The model cannot dig into solid rock or man-made construction. This model can begin the game dug in.
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- When this model hits a warbeast with a melee attack, roll an additional damage die.
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- 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.
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- This model can make two additional attacks for each focus point spent to make additional attacks with this weapon.
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- 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.
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- If this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damged model can be pushed any distance directly toward this model. After the damged model is moved, this model can make one normal melee attack against the model pushed. After resolving this melee attack, this model can make additional melee attacks during its combat action.
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- While mounted, this model has base SPD 7 and base ARM 18. While dismounted, it has SPD 5 and base ARM 16 and loses Bull Rush and Follow Up.
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- Refer to page 88.
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- Refer to page 88.
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- Refer to page 88.
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- Refer to page 88.
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- Refer to page 88.
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- This model gains +4 DEF against melee and ranged attack rolls made by warbeasts. Warbeasts cannot target this model with free strikes.
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- Friendly Farrow Brigand models gain Combined Ranged Attack.
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- This model cannot be targeted by free strikes. This model can advance up to 2" immediately after an enemy ranged attack that missed it is resolved unless it was missed while advancing.
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- This model ignores cloud effects and forests when determining line of sight. This model ignores concealment and stealth.
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- This model can have only Minion Farrow warbeasts in its battlegroup.
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- This model never flees.
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- This models cannot be targeted by ranged or magic attacks while knocked down.
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- Models in this model's battlegroup gain Aggressive. (A model with Aggressive can run or charge without spending focus or being forced.)
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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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- Models hit by this attack suffer -2 DEF for one round.
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- This model can advance through terrain and obstacles without penalty and can advance through obstructions and other models if it has enough movemnt to move completely past them. This model ignores intervening models when declaring its charge target.
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- When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model up to the distance the slammed model was moved.
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- Enemy models in this model's melee range cannot advance except to change facing.
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- If this model forfeits its movement during its activation to gain the aiming bonus, it can make d3 initial attacks with this weapon during its combat action that activation, ignoring ROF.
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- When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
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- When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.
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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 gargantuan
- A gargantuan 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 gargantuan with a ranged or magic attack does not suffer the target in melee attack roll penalty. If a ranged or magic attack misses a gargantuan in melee, that miss is not rerolled against another model. It misses completely.
-- Predeployment
- Gargantuans must be placed before normal deployment. If both players have models to predeploy, they predeploy their models in standard deployment order.
-- Massive
- A gargantuan cannot be slammed, pushed, thrown, knocked down, or made stationary.
-- Gargantuan movement
- A gargantuan can only advance during its normal movement and cannot be placed.
-- Pathfinder
- All gargantuans have Pathfinder
-- Controlling a gargantuan
- Gargantuans must be assigned to a battlegroup, and your opponent can never take control of your gargantuan by any means.
-- Great Beast
- A gargantuan can never gain Advance Deployment, Incorporeal, or Stealth.
-- Ranged attacks while in melee
- A gargantuan can make ranged attacks while in melee. A gargantuan never suffers the firing in melee penalty when targeting a model it is in melee with. A gargantuan cannot gain the aiming bonus when engaged.
-- Gargantuan melee range
- Gargantuan melee weapons and gargantuan melee attacks have a 2" melee range unless otherwise noted. This includes all power attacks made by a gargantuan.
-- Gargantuan power attacks
- A gargantuan can make all the power attacks available to a warbeast along with two additional attacks available only to gargantuans: 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 gargantuan. 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.
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- This model can have only Minion Gatorman warbeasts in its battlegroup.
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- This model does not suffer blast damage. Friendly models B2B with it do not suffer blast damage.
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- When a warbeast in this model's battlegroup destroys one or more enemy models with a melee attack during its combat action, immediately after the attack is resolved this model can force the warbeast to advance up to 2".
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- During its activation, this model can spend corpse token to heal damage. For each corpse token spent remove d3 damage from this model.
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- This model can make ranged attacks even while in melee.
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- This model is a gunfighter. The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
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- The first time this model is disabled by an enemy attack, it heals all damage and is knocked down.
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- This model does not suffer damage or effects from impact attacks or collateral damage.
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- This model gains a corpse token each time it destroys a living enemy model with a melee attack. This model can have up to three corpse tokens at a time. It can spend corpse tokens during its activation to boost an attack or damage roll or to make an additional melee attack at one token per boost or additional attack.
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- While this model is in its warlock's control area, the warlock can force, leach, reave, heal, and transfer damage to the warbeasts in its battlegroup that are in this model's command range.
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
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- After deployment but before the first player's turn, choose an enemy model/unit to be this unit's prey, 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 removed from play, choose another model/unit as the prey.
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- This model automatically heals d3 damage points at the start each of its activations.
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- This model does not suffer cold damage.
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- This model does not suffer corrosion damage and is immune to the Corrosion continuous effect.
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- This model does not suffer electrical damage.
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- This model does not suffer fire damage and is immune to the fire continuous effect.
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- For one round, when a model/unit hit by this attack suffers a damage roll add +2 to the roll.
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- This model suffers -4 to attack rolls with this weapon.
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- This model can move through rough terrain and obstacles without penalty. It can move through obstructions and other models if it has enough movement to move completely past them.
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- When it hits a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast.
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- Opponents cannot take control of this model.
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- Friendly Farrow models/units in this model's command range never and immediately rally.
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- While B2B with a friendly Faction warjack, this model gains +2 DEF and ARM and cannot be knocked down.
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- 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.
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- After using its normal movement to make a full advance but before performing an action, you can place this model anywhere completely within 5" of its current location. Any effects that prevent it from charging also prevent it from using Jump.
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- When a model is hit by an attack with this weapon, it is knocked down.
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- This model cannot make power attacks.
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- 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.
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- This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking with this weapon and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation.
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- The only warbeast thta can be in this model's battlegroup is Skarath.
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- This model gains an additional die on impact attack rolls.
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- This model can reroll missed attack rolls with this weapon. Eachg attack roll can be rerolled only once as a result of Luck.
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- A magical weapon can damage and affect models with the Incorporeal ability.
-Attacks made with magical weapons are not magic attacks.
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- Once per turn during its activation this model can remove 1 fuy point from warbeast in its battlegroup that is in its control area and add 1 fury point to its own current total. The warbeast suffers d3 damage points.
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- This model can charge living warrior models without being forced.
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- These models will work for Cryx.
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- These models will work for Cygnar, Khador, Protectorate, and Cryx.
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- These models will work for Retribution.
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- These models will work for Searforge Commission.
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- This model will work for Cryx, Cygnar, and Khador.
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- This model will work for Cygnar and Khador.
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- This model will work for Cygnar and the Retribution.
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- This model will work for Cygnar, Khador, and the Protectorate.
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- These models will work for Retribtion.
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- These models will work for Searforge Commission.
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- These models will work for Cryx.
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- This model will work for Cygnar.
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- This model will work for Khador.
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- This model will work for Protectorate.
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- This model will work for Circle, Legion, and Skorne.
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- This model will work for Cirlce, Legion, Skorne, and Trollbloods.
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- This model will work for Circle.
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- This model will work for Legion.
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- This model will work for Skorne.
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- This model will work for Thornfall Alliance Pact.
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- This model will work for Trollbloods.
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- These models will work for Circle and Trollbloods.
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- Instead of suffering a normal damage roll, a small- or medium-based, non-incorporeal model hit by this attack is slammed d3" directly away from this model. The POW of the slam damage roll is equal to the POW of this weapon. The POW of collateral damage is equal to the POW of this weapon. In addition to suffering a normal damage roll, large-based models hit by this attack are knocked down.
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- When this model hits a warbeast with an attack, the warbeast suffers d6 points of damage to a branch of your choice.
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- This model is an Officer. The Officer is the unit commander of its unit.
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- This weapon is an Open Fist. A warbeast's Open Fist enables it to make certain power attacks. A warbeast with an Open Fist can make arm lock, headlock, and throw power attacks; a warbeast with two Open Fists can also make double-hand throw power attacks.s
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- While a moidel with Opportunist is completely within the back arc of an enemy model, it gains an additional die on its attack and damage rolls against that enemy model.
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- While damaged this model can charge or make power attacks without being forced.
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- This model cannot be targeted by free strikes.
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- This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.
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- If this model is destroyed by an enemy attack or if Rorsh is destroyed or removed from play by an enemy attack, before this model is removed from the table it can advance up to 3" and make one melee attack it ignores the effects of lost aspects. It cannot be targeted b free strikes during this movement.
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- During its activation, this model can make melee attacks with its ranged weapon, with a 0.5" melee range. Do not add this model's STR to damage rolls made with ranged weapons. Charge attacks made with ranged weapons are not boosted.
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- Gain an additional die on this weapon's damage rolls against living models.
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- This model can make trample power attacks.
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- When attacking with this weapon, this model can spend 1 fury point to boost all attack and damage rolls for the attack.
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- The Leader of this unit can recite one of the following prayers each turn anytime during its unit's activation. Each model in this unit gains the benefits listed.
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-• Heroic Call - Affected models gain Fearless and Tough for one round.
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-• Hog Wild - Affected models can make one ranged attack this activation before this unit makes its normal movement. After their normal movement, models in this unit that make combat actions can only make melee attacks this activation.
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-• March - Affected models gain Pathfinder for one turn.
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- The Leader of this unit can recite one of the following prayers each turn anytime during its unit's activation. Each model in this unit gains the benefits listed.
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-• Cold Blood - Affected models can reroll missed attack rolls against living models this turn. Each roll can be rerolled only once as a result of Cold Blood.
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-• Dirge of Mists - Affected models gain +1 DEF and terror for one round.
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-• March - Affected models gain Pathfinder for one turn.
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- After deployment but before the first player's turn, choose an enemy model/unit to be this model/unit's prey. this model gains +2 to attack and damage rolls against its prey. When this model begins its activation within 10" of its prey. it gains +2" movement that activation. When the prey is destroyed or removed from play, choose another model/unit to be the prey.
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- This model can use the animus of any friendly Faction non-character warbeast in its command range as if th animus were its own.
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- This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
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- A model hit by this attack automatically suffers 1 damage point.
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- This model is a pyg.
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- On a direct hit against an enemy model, all models hit are knocked down.
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- Once during your opponent's turn, when an enemy model within 10" of this model that is in its LOS targets this model with ranged attack, this model can make a ranged attck against the enemy model before it makes its attack roll. If this model's ranged attack hits, the enem model suffers no damage but its attack automatically misses.
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- While B2B with one or more grunts in this unit, the leader gains +2 to attack rolls with this weapon.
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- 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.
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- This model can make one additional melee attack each combat action.
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- This weapon has a 2" melee range (p. 50).
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- RNG 5. Target friendly warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn.
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- After all models in this unit have completed their actions, each can advance up to 3".
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- This model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.
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- This model gains Pathfinder during activations it charges.
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- Other models can make Bodge or Repair special actions to repair this model as if it were a warjack.
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- This model can upkeep spells on models in its battlegroup without spending focus.
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- 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.
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- This model can make ride-by attacks.
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- At the beginning of your Control Phase, before leaching, you can remove 1 fury point from a friendly Faction warbeast within 1" of this model.
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- This model cannot make slam or trample power attacks and cannot be knocked down.
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- 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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- This weapon is a shield that gives the model a cumulative +2 ARM bonus.
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- 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.
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- 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.
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- 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.
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- 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.
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- When this model destroys one or more enemy models with a ranged attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Snap Fire do not count against a weapon's ROF and cannot generate additional attacks from Snap Fire.
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- When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. Instead of rolling damage on a ranged attack, this model can inflict 1 damage point. A model that participates in a ranged attack loses Sniper until that attack is resolved.
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- If Brine is outside this model's control area during your Control Phase, before you models leach fury Brine can make a full advance directly toward this model.
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- This model cannot be targeted by spells.
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- 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.
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- 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.
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- This model is a standard bearer.
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- Ranged and magic attacks declared against this model when the point of origin of the attack is greater than 5" away automatically miss.
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- Refer to page 88.
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- Refer to page 88.
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- During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
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- When this model destroys an enemy model with a normal ranged attack, immediately after the attack is resolved it can advanced up to 2".
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- Models in this unit gain Relentless Charge. (Models with Relentless Charge gain Pathfinder during activations they charge.)
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- Models in this unit gain Set Defence. (A model in the front arc of a model with Set Defence suffers -2 on charge, slam power attack, and impact attack rolls against the model with Set Defence.)
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- Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
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- Other friendly Faction models gain +2 to magic attack rolls against enemy models within 5" of this model.
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- This model is a terrifying entity. Enemy models/units in the melee range of this model or with this model in their melee range must pass a command check or flee.
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- When it destroys a living enemy model with a melee attack, remove the enemy model from play, and this model gains a corpse token. This model can have up to three corpse tokens at a time. During its activation, this model can spend corpse tokens to boost attack or damage rolls at one token per boost.
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- This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
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- Add this model's STR to the POW of this ranged attack.
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- If this model destroys a living enemy model with a normal melee attack, this model's activation ends immediately after the attack is resolved and you can remove 1 fury point from this model.
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- When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled and is knocked down.
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- This model can charge and make charge attacks with this weapon. During a combat action it did not make a charge attack, this model can make one melee attacks with this weapon.
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- This model is a trollkin
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- This model ignores concealment, Camouflage, and Stealth.
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- While in this model's command range, friendly Faction warrior models gain Unyielding. (While engaging an enemy model, a model with Unyielding gains +2 ARM.)
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- This model is not a living model and never flees.
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- While engaging an enemy model, this model gains +2 ARM.
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- This model gains boosted attack and damage rolls against Legion or Blighted models.
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- During your Maintenance Phase, if one or more models in this unit were destroyed or removed from play by enemy attacks during your opponent's last turn, each model in the unit can advance 3" and make one normal melee attack.
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- This model can make melee and ranged attacks during the same combat action. When this model makes its initial attacks, it can make both its initial ranged and mele attacks.
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- If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers the Corrosion continuous effect unless this model was destroyed or removed from play by the attack.
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- 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.
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- 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.
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- 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.
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-Battlegroup
- The other models in a warlock's unit are part of its battlegroup.
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- Warlock units cannot have unit and weapon attachments like other units, but they can have warlock attachments like standard warlocks. If a warlock unit has a warlock attachment, the atachment remains a solo and does not become part of the warlock unit.
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- When attacking with this weapon, add an additional die to its damage rolls.
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- This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
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- While knocked down, this model can make
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\ No newline at end of file
diff --git a/backups/Convergence_of_Cyriss_Vengeance_(2013) 221217105856549.cat b/backups/Convergence_of_Cyriss_Vengeance_(2013) 221217105856549.cat
deleted file mode 100644
index b626d9e..0000000
--- a/backups/Convergence_of_Cyriss_Vengeance_(2013) 221217105856549.cat
+++ /dev/null
@@ -1,6011 +0,0 @@
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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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- Place a 4" AOE anywhere completely within this weapon's RNG. The center point of the AOE must be in this model's front arc. This model makes one ranged attack roll against each model in the AOE, ignoring concealment, elevation, and Stealth. This model cannot gain the aiming bonus on Ground Pounder attack rolls. Ground Pounder attack rolls do not suffer the target in melee attack roll penalty, and a missed Ground Pounder attack roll is not rerolled against another model. Models hit suffer a POW 12 ranged attack damage roll.
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- When this model destroys an enemy model that has Construct with this weapon, immediately after the attack is resolved, remove d3 damage points form this model.
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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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- Each time this model makes a normalranged attack, choose one fo the following abilities_
-- Bombardment - Models hit suffer a POW 6 blast damage roll.
-- Crater - The AOE is rough terrain and remains in play for one round.
-- Flare - Models hit by this attack suffer -2 DEF for one round.
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- This model gains +2 DEF against ranged attack rolls.
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- When one or more friendly Faction warrior models are destroyed or removed from play by enemy attacks while within 5" of this model, this model gains +2 on attack and damage rolls for one round.
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- When this model begins its activation within 3" of one or more friendly warcaster models, it is allocated 1 focus point.
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- This model is attached to its controlling warcaster for the rest of the game. Each warcaster can have only one model attached to it.
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- During the Maintenance Phase, do not remove unspent focus points from this model. Focus points remaining on this model at the start of your Control Phase count toward its focus allocation limit.
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- RNG 5. Target friendly Faction warjack. If the warjack is in range, spend up to 3 focus points to allocate it 1 focus point for each focus point spent.
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- Friendly models can charge or make a slam power attack against an enemy model hit by this weapon without being forced or spending focus. A friendly model charging an enemy model hit by this weapon gains +2" of movement. Beacon lasts for one turn.
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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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- 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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- 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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- After this model makes an attack with this weapon, it cannot make an attack with this weapon for one round.
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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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- If this attack directly hits, you can choose to have all models whose bases are intersected by a line drawn between the center of the model directly hit and the center of this model suffer an unboostable POW 10 electrical damage roll. This damage is not considered to have been caused by a ranged attack.
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- If this attack directly hits, you can choose to have all models whose bases are intersected by a line drawn between the center of the model directly hit and the center of this model suffer an unboostable POW 10 electrical damage roll. This damage is not considered to have been caused by a ranged attack.
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- If this model is hit by a melee attack, immediately after the attack is resolved the atacking model suffers a POW 10 electrical damage roll unless this model was destroyed or removed from play by the attack.
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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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- 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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- 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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- 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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- 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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- 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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- Place 1 fury point on each enemy warbeast currently in this model's control area. This spell can only be cast once per turn.
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- Magical bolts of energy streak toward the target model.
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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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- Enemy upkeep spells on target friendly model/unit expire. Affected models cannot be targeted by enemy spells or animi.
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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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- While in this model's control area, models in its battlegroupgain Counter Charge. (When an enemy model advances and ends its movement within 6" of a model with Counter Charge and its LOS, the model with Counter Charge can immediately charge it. If it does, it cannot make another counter charge until after your next turn. A model cannot make a coutner charge while engaged.)
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- On a hit, you can immediately advance target enemy non-warcaster/non-warlock model up to 3". Affected models cannot be targeted by free strikes during this movement. A model can move only once per turn as a result of Befuddle.
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- Models hit lose Flight for one round.
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- Target friendly warrior model/unit gains an additional die on melee damage rolls but suffers -2 DEF.
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- Target frienldy model gains +2 DEF against ranged attack rolls and Dodge. (A model with Dodge can advance up to 2" immdeiately 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.)
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- Friendly models gain +2 to attack and damge rolls against target enemy model/unit.
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- Friendly Faction models gain +2 to melee attack rolls against enemy models in this model's control area. Carnage lasts 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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- Target friendly Faction model/unit gains Pathfinder and Hunter. (A model with Hunter ignores forests, concealment, and cover when determining LOS or making a ranged attack.)
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- This model immediately makes a full advance. It cannot be targeted b y free strikes during this movement. At the end of this movement, this model can make one melee attack against each model in its LOS that is in its melee range. Cyclone can be cast only once per turn.
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- While in this model's control area, friendly Faction warrior models cannot be targeted by free strikes. This model and friendly Faction warrior models activating in its control area gain +1 SPD. Dash lasts for one round.
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- When Deadweight destroys an enemy living or undead model, choose an enemy model within 2" of the destroyed model. The chosen model must forfeit either its movement or its action during its next activation, as its controller chooses.
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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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- Target friendly Faction model/unit gains +2 DEF and ARM.
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- A model hit by Dissolution Bolt cannot channel spells for one round.
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- Target enemy warrior model/unit cannot make ranged attacks and suffers -2 DEF and MAT 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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- Warbeasts in this model's battlegroup beginning their activations in its contgrol area gain +2 movement. This model gians +2 ARM while one or more warbeasts in its battlegroup are within 3" of it.
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- When target friendly model makes a normal attack with a non-spray ranged weapon, the weapon gains Magical Weapon. If the weapon was AOE - it becomes AOE 3. An affected model cannot participate in a combined ranged attack. Models in the AOE other than the model that was directly hit suffer blast damage but do not suffer any other effects of the attack. Explosivo expires immediately after resolving target model's next ranged attack. Explosivo lasts for one 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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- Models damaged by Force Blow are knocked down.
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- Target friendly Faction model/unit can reroll its missed attack rolls. Each attack roll can be rerolled only once as a result of Fortune.
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- Frost Hammer causes Cold damage. On a critical hit, a model becomes Stationary for one round unless it has Immunity: Cold.
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- Target friendly model/unit gains Ghostly for one turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. An affected model cannot be targeted by free strikes.)
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- Target friendly Faction model gains +2 DEF and Poltergeist. (When an enemy model misses the model with Poltergeist with and attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from the model with Poltergeist.)
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- While in this model's control area, models in its battlegroup gain boosted ranged attack rolls for one turn.
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- When an enemy attack destroys or removes from play one or more friendly Faction models within 5" of target warbeast in this model's battlegroup, after the attack is resolved the affected warbeast can charge an enemy model, then Hallowed Avenger expires.
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- Target model in this model's battlegroup gains boosted ranged attack damage rolls.
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- While in this model's control area, enemy models treat open terrain as rough terrain. Inhospitable Ground lasts for one round.
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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 friendly warrior model/unit gains +3 DEF but suffers -1 SPD.
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- Friendly FAction models beginning a charge in this model's control area gain Pathfinder. Warbeasts in th is model's battlegroup beginning their activations in this model's control area can charge or make slam power attacks against enemy models without being forced. Killing Ground lasts for one turn.
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- A model damaged by Lock the Target cannot run, charge, or be placed for one round.
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- Place a 5" AOE completely in this model's control area. While a model is within the AOE, models in this model's battlegroupignore forests and cloud effects when drawing LOS to it and ignore Stealth when attacking it.
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- If the target friendly Faction model's next normal ranged attack directly hits, after resolving the attack choose a model within 4" of the model hit. The chosen model sufers an unboostable POW 12 magic damage roll. The point of origin for this damage is the model hit. After resolving this damage roll, Magic Bullet expires. Magic Bullet lasts for one turn.
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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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- Target enemy model/unit suffers -2 DEF and loses Incorporeal and Stealth and cannot gain those abilities while affected by Marked for Death. Friendly Faction models can target an affected model regardless of LOS.
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- Target friendly Faction model/unit gains Apparition. (During your Control Phase, place models with Apparition anywhere completely within 2" of their current locations. If Mirage affects a unit, only models in formation can be placed.)
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- Target warjack suffers 1 point of fire damage to each column on its damage grid.
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- Target enemy model/unit suffers -2 DEF and ARM and cannot be healed. Mortality lasts for one round.
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- While in this model's control area, friendly models gain Knockdown on their melee weapons. Mosh Put lasts for one turn. (When a model is hit with an attack by a weapon with Knockdown, it is knocked down.)
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- An enemy warbeast damaged by Muzzle cannot advance toward this model for one round.
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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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- Choose a friendly Faction warbeast in this model's control area. Target an enemy model within 8" of the chosen warbeast and make a magice attack against it. The chosen warbeast is the attack's point of origin. If the enemy model is hit, it suffers a damage roll with a POW equal to the warbeast's base STR.
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- Continuous effects, animi, and upkeep spells in this model's control area immediately expires.
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- If target enemy model/unit advances during its normal movement, immediately after ending this movement one model in this model’s battlegroup that is in its control area can make a full advance.
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- Target friendly model/unit gains +2 SPD and +2 DEF against ranged and magic attack rolls.
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- Take control of target enemy non-character warbeast. You can make one full advance with the warbeast and can then make one normal attack with it, then Rampager expires. While the warbeast is affected by Rampager, it cannot be forced and you cannot use its animus. Rampager can be cast only once per round.
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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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- When target friendly Faction model hits an enemy model with an attack during its activation, immediately after its combat action ends the affected can make a full advance. It cannot be targeted by free strikes during this movement.
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- When target friendly Faction model is targeted by an enemy ranged attack, after the attack is resolved the affected model can make one normal melee or ranged attack, then Return Fire expires. Return Fire lasts for one round.
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- The AOE is rough terrain and remains in play for one round.
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- Place a wall template anywhere completely in this model's control area where it does not touch a model's base, an obstruction, or an obstacle. The wall is a linear obstacle that provides cover.
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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 frienldy model's/unit's ranged weapons gain +4 RNG.
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- Target friendly Faction model/unit gains concealment and Immunity: Cold.
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- Remove up to 1 fury point from each frienldy living Faction warbeast currently in this model's control area. Soothing Song can only be cast once per turn.
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- While within this model's control area, friendly Faction model/unit' weapons gain Magical Weapon and Blessed. Spellpiercer lasts for one round. (When making an attack with a weapon with Blessed, ignore spell effects that add to a model's ARM or DEF.)
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- While in this model's control area enemy models gaion an additional die on attack rolls. Discard the highest die of each roll. Star-Crossed lasts for one round.
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- A model damaged by Stranglehold forfeits either its movement or its action during its next activation, as its controller chooses.
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- An enemy warbesat damaged by Sunder Spirit loses its animus for one round.
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- Target friendly Faction model gains +2 DEF and cannot be knocked down. While within 3" of the affected model, friendly Faction models also gain +2 DEF and cannot be knocked down.
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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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- 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 a friendly Faction model in this model's control area destroys one or more enemy models with a melee or ranged atack during its activation, immediately after the attack is resolved, one warbeast in this model' battlegroup that is in its control area can advance up to 3". A warbeast can advance only once per turn as a result of Warpath.
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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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- Target friendly model/unit gains Camouflage and Pathfinder. (A model with Camouflage gains an additional +2 DEF when benefiting from concealment or cover.)
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- Target friendly living warbeast in this model's battlegroup can run, charge, or make slam or trample power attacks without being forced and gains boosted melee attack rolls.
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- This model cannot make ranged attacks, and non-magical ranged attacks targeting it automatically miss. While completely within 3" of this model, models cannot make ranged attacks and non-magical ranged attacks targeting them automatically miss. Wind Wall lasts for one round.
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- This model is a terrifying entity. Models and units-friendly and enemy-within 3" of this model must pass a command check or flee
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- This model can be forced during its activation to gain +2 STR for one turn but suffers d3 damage points.
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- You can choose not to deploy this unit 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 all models in this unit formation within 3" of the chosen table edge.
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- This model ignores the effect of deep and shallow water and can move through them without penalty, While completely in deep water, it cannot be targeted by ranged or magic attacks and can make attacks only against other models in deep water. While completely in deep water, this model does not block LOS.
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- If its warlock is in this model's command range during your Control Phase, the warlock can upkeep one spell without spending fury.
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- When an enemy model casts a spell or uses an animus while in this model's command range, after the spell is cast the enemy model suffers 1 damage point and this model heals 1 damage point.
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- When this model hits another model with an attack, upkeep spells and animi on the model hit expire and its loses the focus points on it. When this model hits a warjack with an attack, that warjack suffers Disruption. (A warjack suffering Disruption loses its forucs points and cannot be allocated forcus or channel spells for one round.)
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- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
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- When calculating damage from this weapon, halve the base ARM stats of models hit that have medium or larger bases. This weapon gains +2 to damage rolls against models with small bases.
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- When calculating damage from this attack, halve the base ARM stats of models hit that have medium or larger bases. This attack gains +2 to damage rolls against models with small bases.
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- Affected models must charge or run. As part of a charge, after moving but before making its charge attack, an affected model can make on ranged attack targeting the model charged unless they were in melee with each other at the start of the affected 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 melee penalty. If the target is not in melee range after moving, the affected model must still make the ranged attack before its activation ends.
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- Before the start of the game, attach this model to a friendly faction warlock for the rest of the game. Each warlock can have only one model attached to it.
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- Make 2d3 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 a model hits this model with a free strike attack, immediately after the attack is resolved the attacking model suffers d6 damage points.
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- When this model is destroyed, each living warbeast B2B with it heals d3 damage points.
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- Huge Base.
-Front arc is divided into two 90 degree arcs of fire.
-A battle engine never gains the DEF bonus from concealment, cover, or elevation.
-Cloud effects and forest terrain do not block line of sight to a battle engine.
-A model targeting a battle engin with a ranged or magic attack does not suffer the target in melee attack roll penalty. If a ranged or magic attack misses a battle engine in melee, that miss is not rerolled against another model. It misses completely. A battle engine can be targeted by combined ranged attacks while it is in melee.
-Predeployment. Must be placed before normal deployment.
-Massive. A battle engine cannot be slammed, pushed, thrown, knocked down, or made stationary.
-Pathfinder.
-Servicable. Friendly Faction models with the Repair ability can attempt to repair damaged battle engines. To attempt repairs, the model with Repair must be in base-to-base contact with the damaged battle engine and make a skill check. If successful, remove d6 damage points from the battle engine.
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- RNG 3. Target friendly warrior model/unit. If the model/unit is in range, it gains boosted attack rolls against warbeasts for one turn.
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- 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.
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- Once per game during its activation, this model can use Binge Drinking. this model is knocked down.
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- This attack ignores the firing into melee penalty.
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- When an enemy warbeast misses this model with a melee attack, immediately after the attack is resolved this model can mak one normal melee attack the warbeast.
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- When it charges living warrior models without being forced.
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- This model performs minor repairs to one damaged friendly Faction warjack with which it is B2B. Remove 1 damage point from the warjack.
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- Refer to page 90.
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- This model gains +2 to charge attack damage rolls with this weapon.
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- This weapon has an integral buckler that gives the model a cumulative +1 ARM bonus. A model does not gain this bonus while the location the buckler is in is being held in a weapon lock or when resolving damage that orgiinates in its back arc.
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- This model can make slam power attacks. A slammed model suffers a damage roll with POW equal to the current POW of this model's mount. The POW of collateral from a slam is equal to the current POW of the Mount. If this model makes a successful slam but moved less than 3", it makes an attack roll agtainst its target. If the target is hit, it suffers a damage roll with POW equal to the current POW of this model's Mount but is not slammed. After resolving a slam power attack, this model can make one normal melee attack.
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- Affected models can make slam power attacks and must run, charge, or make a slam power attack this activation. A slammed model suffers a damage roll with POW of this model's Mount. The POW of collateral damage from a slam is equal to the current POW of the Mount. If an affected model makes a successful slam but moved less than 3", it makes an attack roll against its target. If the target is hit, it suffers a damage roll with POW equal to the current POW of this model's Mount but is not slammed. After a model in this unit resolves a slam power attack, that model can make one normal melee attack.
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- When this model 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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- 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.
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- This model gains an additional +2 DEF when benefiting from concealment or cover.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make a double-hand throw, head-butt, headlock/weapon lock, push, or throw power attack against that target.
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- This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
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- When a friendly warbeast frenzies in this model's control area, the warbeast can forfeit its activation.
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- This model's front arc extends to 360°.
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- 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.
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- During a combat action it did not make a charge attack, this model can make one melee attack with its Mount.
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- Thi model can participate in combined melee attacks with other models in its unit.
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- This model can participate in combined ranged attacks with other models in its unit.
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- A friendly faction model or unit in this model's command range can replace its current CMD with the current CMD of the commander when making command checks.
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- This model is included in any army that includes Rorsh. If Rorsh is Destroyed or removed from play, remove this model is part of Rorsh's battlegroupl.
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- This model gains a cumulative +1 on magic attack rolls for each other model in this unit that is within 1" of it.
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- This model is not a living model, never flees, and automatically passes comand checks.
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- A model hit by this attack suffers the Corrosion continuous effect.
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- A model hit by this atack suffers the Fire continuous effect.
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- 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.
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- When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. it cannot make another counter charge until after your next turn. This model cannot make a counter charge while engaged.
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- On a Critical hit, gain an additional die on this weapon's damage roll against the model directly hit.
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- On a critical hit, if the attack hit a small-based non-warlock/warcaster model the model hit is removed from play.
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- On a critical hit, the model hit by this attack suffers the Corrosion continuous effect.
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- On a critical hit on a warjack, it suffers Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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- on a critical hit, the model hit by this attack suffers the Fire continuous effect.
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- On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold.
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- On a critical hit, the model hit by this weapon loses Tough, cannot heal or be h ealed, and cannot transfer damage for one round.
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- On a critical hit, the model hit is knocked down.
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- On a critical hit against an enemy model, it is knocked down and can be puished 1" directly away from this model. If it is pushed, this model can immediately advance directly toward the pushed model up to the distance that model was moved.
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- 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.
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- On a critical hit, the model hit loses its initial attacks and cannot make special attacks for one round.
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- refer to page 86.
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- If this model atacks with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
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- This weapon causes cold damage
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- This weapon causes corrosion damage.
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- This weapon causes electrical damage.
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- This weapon causes fire damage.
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- While this model is B2B with one or more models in its unit, it gains +2 ARM.
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- This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. The model cannot dig into solid rock or man-made construction. This model can begin the game dug in.
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- When this model hits a warbeast with a melee attack, roll an additional damage die.
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- 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.
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- This model can make two additional attacks for each focus point spent to make additional attacks with this weapon.
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- 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.
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- If this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damged model can be pushed any distance directly toward this model. After the damged model is moved, this model can make one normal melee attack against the model pushed. After resolving this melee attack, this model can make additional melee attacks during its combat action.
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- While mounted, this model has base SPD 7 and base ARM 18. While dismounted, it has SPD 5 and base ARM 16 and loses Bull Rush and Follow Up.
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- Refer to page 88.
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- Refer to page 88.
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- Refer to page 88.
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- Refer to page 88.
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- Refer to page 88.
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- This model gains +4 DEF against melee and ranged attack rolls made by warbeasts. Warbeasts cannot target this model with free strikes.
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- Friendly Farrow Brigand models gain Combined Ranged Attack.
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- This model cannot be targeted by free strikes. This model can advance up to 2" immediately after an enemy ranged attack that missed it is resolved unless it was missed while advancing.
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- This model ignores cloud effects and forests when determining line of sight. This model ignores concealment and stealth.
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- This model can have only Minion Farrow warbeasts in its battlegroup.
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- This model never flees.
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- This models cannot be targeted by ranged or magic attacks while knocked down.
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- Models in this model's battlegroup gain Aggressive. (A model with Aggressive can run or charge without spending focus or being forced.)
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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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- Models hit by this attack suffer -2 DEF for one round.
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- This model can advance through terrain and obstacles without penalty and can advance through obstructions and other models if it has enough movemnt to move completely past them. This model ignores intervening models when declaring its charge target.
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- When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model up to the distance the slammed model was moved.
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- Enemy models in this model's melee range cannot advance except to change facing.
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- If this model forfeits its movement during its activation to gain the aiming bonus, it can make d3 initial attacks with this weapon during its combat action that activation, ignoring ROF.
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- When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
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- When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.
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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 gargantuan
- A gargantuan 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 gargantuan with a ranged or magic attack does not suffer the target in melee attack roll penalty. If a ranged or magic attack misses a gargantuan in melee, that miss is not rerolled against another model. It misses completely.
-- Predeployment
- Gargantuans must be placed before normal deployment. If both players have models to predeploy, they predeploy their models in standard deployment order.
-- Massive
- A gargantuan cannot be slammed, pushed, thrown, knocked down, or made stationary.
-- Gargantuan movement
- A gargantuan can only advance during its normal movement and cannot be placed.
-- Pathfinder
- All gargantuans have Pathfinder
-- Controlling a gargantuan
- Gargantuans must be assigned to a battlegroup, and your opponent can never take control of your gargantuan by any means.
-- Great Beast
- A gargantuan can never gain Advance Deployment, Incorporeal, or Stealth.
-- Ranged attacks while in melee
- A gargantuan can make ranged attacks while in melee. A gargantuan never suffers the firing in melee penalty when targeting a model it is in melee with. A gargantuan cannot gain the aiming bonus when engaged.
-- Gargantuan melee range
- Gargantuan melee weapons and gargantuan melee attacks have a 2" melee range unless otherwise noted. This includes all power attacks made by a gargantuan.
-- Gargantuan power attacks
- A gargantuan can make all the power attacks available to a warbeast along with two additional attacks available only to gargantuans: 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 gargantuan. 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.
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- This model can have only Minion Gatorman warbeasts in its battlegroup.
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- This model does not suffer blast damage. Friendly models B2B with it do not suffer blast damage.
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- When a warbeast in this model's battlegroup destroys one or more enemy models with a melee attack during its combat action, immediately after the attack is resolved this model can force the warbeast to advance up to 2".
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- During its activation, this model can spend corpse token to heal damage. For each corpse token spent remove d3 damage from this model.
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- This model can make ranged attacks even while in melee.
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- This model is a gunfighter. The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
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- The first time this model is disabled by an enemy attack, it heals all damage and is knocked down.
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- This model does not suffer damage or effects from impact attacks or collateral damage.
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- This model gains a corpse token each time it destroys a living enemy model with a melee attack. This model can have up to three corpse tokens at a time. It can spend corpse tokens during its activation to boost an attack or damage roll or to make an additional melee attack at one token per boost or additional attack.
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- While this model is in its warlock's control area, the warlock can force, leach, reave, heal, and transfer damage to the warbeasts in its battlegroup that are in this model's command range.
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
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- After deployment but before the first player's turn, choose an enemy model/unit to be this unit's prey, 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 removed from play, choose another model/unit as the prey.
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- This model automatically heals d3 damage points at the start each of its activations.
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- This model does not suffer cold damage.
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- This model does not suffer corrosion damage and is immune to the Corrosion continuous effect.
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- This model does not suffer electrical damage.
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- This model does not suffer fire damage and is immune to the fire continuous effect.
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- For one round, when a model/unit hit by this attack suffers a damage roll add +2 to the roll.
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- This model suffers -4 to attack rolls with this weapon.
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- This model can move through rough terrain and obstacles without penalty. It can move through obstructions and other models if it has enough movement to move completely past them.
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- When it hits a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast.
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- Opponents cannot take control of this model.
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- Friendly Farrow models/units in this model's command range never and immediately rally.
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- While B2B with a friendly Faction warjack, this model gains +2 DEF and ARM and cannot be knocked down.
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- 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.
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- After using its normal movement to make a full advance but before performing an action, you can place this model anywhere completely within 5" of its current location. Any effects that prevent it from charging also prevent it from using Jump.
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- When a model is hit by an attack with this weapon, it is knocked down.
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- This model cannot make power attacks.
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- 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.
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- This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking with this weapon and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation.
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- The only warbeast thta can be in this model's battlegroup is Skarath.
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- This model gains an additional die on impact attack rolls.
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- This model can reroll missed attack rolls with this weapon. Eachg attack roll can be rerolled only once as a result of Luck.
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- A magical weapon can damage and affect models with the Incorporeal ability.
-Attacks made with magical weapons are not magic attacks.
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- Once per turn during its activation this model can remove 1 fuy point from warbeast in its battlegroup that is in its control area and add 1 fury point to its own current total. The warbeast suffers d3 damage points.
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- This model can charge living warrior models without being forced.
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- These models will work for Cryx.
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- These models will work for Cygnar, Khador, Protectorate, and Cryx.
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- These models will work for Retribution.
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- These models will work for Searforge Commission.
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- This model will work for Cryx, Cygnar, and Khador.
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- This model will work for Cygnar and Khador.
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- This model will work for Cygnar and the Retribution.
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- This model will work for Cygnar, Khador, and the Protectorate.
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- These models will work for Retribtion.
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- These models will work for Searforge Commission.
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- These models will work for Cryx.
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- This model will work for Cygnar.
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- This model will work for Khador.
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- This model will work for Protectorate.
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- This model will work for Circle, Legion, and Skorne.
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- This model will work for Cirlce, Legion, Skorne, and Trollbloods.
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- This model will work for Circle.
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- This model will work for Legion.
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- This model will work for Skorne.
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- This model will work for Thornfall Alliance Pact.
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- This model will work for Trollbloods.
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- These models will work for Circle and Trollbloods.
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- Instead of suffering a normal damage roll, a small- or medium-based, non-incorporeal model hit by this attack is slammed d3" directly away from this model. The POW of the slam damage roll is equal to the POW of this weapon. The POW of collateral damage is equal to the POW of this weapon. In addition to suffering a normal damage roll, large-based models hit by this attack are knocked down.
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- When this model hits a warbeast with an attack, the warbeast suffers d6 points of damage to a branch of your choice.
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- This model is an Officer. The Officer is the unit commander of its unit.
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- This weapon is an Open Fist. A warbeast's Open Fist enables it to make certain power attacks. A warbeast with an Open Fist can make arm lock, headlock, and throw power attacks; a warbeast with two Open Fists can also make double-hand throw power attacks.s
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- While a moidel with Opportunist is completely within the back arc of an enemy model, it gains an additional die on its attack and damage rolls against that enemy model.
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- While damaged this model can charge or make power attacks without being forced.
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- This model cannot be targeted by free strikes.
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- This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.
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- If this model is destroyed by an enemy attack or if Rorsh is destroyed or removed from play by an enemy attack, before this model is removed from the table it can advance up to 3" and make one melee attack it ignores the effects of lost aspects. It cannot be targeted b free strikes during this movement.
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- During its activation, this model can make melee attacks with its ranged weapon, with a 0.5" melee range. Do not add this model's STR to damage rolls made with ranged weapons. Charge attacks made with ranged weapons are not boosted.
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- Gain an additional die on this weapon's damage rolls against living models.
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- This model can make trample power attacks.
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- When attacking with this weapon, this model can spend 1 fury point to boost all attack and damage rolls for the attack.
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- The Leader of this unit can recite one of the following prayers each turn anytime during its unit's activation. Each model in this unit gains the benefits listed.
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-• Heroic Call - Affected models gain Fearless and Tough for one round.
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-• Hog Wild - Affected models can make one ranged attack this activation before this unit makes its normal movement. After their normal movement, models in this unit that make combat actions can only make melee attacks this activation.
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-• March - Affected models gain Pathfinder for one turn.
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- The Leader of this unit can recite one of the following prayers each turn anytime during its unit's activation. Each model in this unit gains the benefits listed.
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-• Cold Blood - Affected models can reroll missed attack rolls against living models this turn. Each roll can be rerolled only once as a result of Cold Blood.
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-• Dirge of Mists - Affected models gain +1 DEF and terror for one round.
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-• March - Affected models gain Pathfinder for one turn.
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- After deployment but before the first player's turn, choose an enemy model/unit to be this model/unit's prey. this model gains +2 to attack and damage rolls against its prey. When this model begins its activation within 10" of its prey. it gains +2" movement that activation. When the prey is destroyed or removed from play, choose another model/unit to be the prey.
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- This model can use the animus of any friendly Faction non-character warbeast in its command range as if th animus were its own.
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- This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
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- A model hit by this attack automatically suffers 1 damage point.
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- This model is a pyg.
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- On a direct hit against an enemy model, all models hit are knocked down.
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- Once during your opponent's turn, when an enemy model within 10" of this model that is in its LOS targets this model with ranged attack, this model can make a ranged attck against the enemy model before it makes its attack roll. If this model's ranged attack hits, the enem model suffers no damage but its attack automatically misses.
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- While B2B with one or more grunts in this unit, the leader gains +2 to attack rolls with this weapon.
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- 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.
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- This model can make one additional melee attack each combat action.
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- This weapon has a 2" melee range (p. 50).
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- RNG 5. Target friendly warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn.
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- After all models in this unit have completed their actions, each can advance up to 3".
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- This model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.
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- This model gains Pathfinder during activations it charges.
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- Other models can make Bodge or Repair special actions to repair this model as if it were a warjack.
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- This model can upkeep spells on models in its battlegroup without spending focus.
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- 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.
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- This model can make ride-by attacks.
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- At the beginning of your Control Phase, before leaching, you can remove 1 fury point from a friendly Faction warbeast within 1" of this model.
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- This model cannot make slam or trample power attacks and cannot be knocked down.
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- 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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- This weapon is a shield that gives the model a cumulative +2 ARM bonus.
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- 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.
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- 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.
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- 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.
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- 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.
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- When this model destroys one or more enemy models with a ranged attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Snap Fire do not count against a weapon's ROF and cannot generate additional attacks from Snap Fire.
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- When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. Instead of rolling damage on a ranged attack, this model can inflict 1 damage point. A model that participates in a ranged attack loses Sniper until that attack is resolved.
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- If Brine is outside this model's control area during your Control Phase, before you models leach fury Brine can make a full advance directly toward this model.
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- This model cannot be targeted by spells.
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- 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.
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- 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.
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- This model is a standard bearer.
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- Ranged and magic attacks declared against this model when the point of origin of the attack is greater than 5" away automatically miss.
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- Refer to page 88.
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- Refer to page 88.
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- During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
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- When this model destroys an enemy model with a normal ranged attack, immediately after the attack is resolved it can advanced up to 2".
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- Models in this unit gain Relentless Charge. (Models with Relentless Charge gain Pathfinder during activations they charge.)
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- Models in this unit gain Set Defence. (A model in the front arc of a model with Set Defence suffers -2 on charge, slam power attack, and impact attack rolls against the model with Set Defence.)
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- Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
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- Other friendly Faction models gain +2 to magic attack rolls against enemy models within 5" of this model.
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- This model is a terrifying entity. Enemy models/units in the melee range of this model or with this model in their melee range must pass a command check or flee.
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- When it destroys a living enemy model with a melee attack, remove the enemy model from play, and this model gains a corpse token. This model can have up to three corpse tokens at a time. During its activation, this model can spend corpse tokens to boost attack or damage rolls at one token per boost.
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- This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
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- Add this model's STR to the POW of this ranged attack.
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- If this model destroys a living enemy model with a normal melee attack, this model's activation ends immediately after the attack is resolved and you can remove 1 fury point from this model.
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- When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled and is knocked down.
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- This model can charge and make charge attacks with this weapon. During a combat action it did not make a charge attack, this model can make one melee attacks with this weapon.
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- This model is a trollkin
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- This model ignores concealment, Camouflage, and Stealth.
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- While in this model's command range, friendly Faction warrior models gain Unyielding. (While engaging an enemy model, a model with Unyielding gains +2 ARM.)
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- This model is not a living model and never flees.
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- While engaging an enemy model, this model gains +2 ARM.
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- This model gains boosted attack and damage rolls against Legion or Blighted models.
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- During your Maintenance Phase, if one or more models in this unit were destroyed or removed from play by enemy attacks during your opponent's last turn, each model in the unit can advance 3" and make one normal melee attack.
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- This model can make melee and ranged attacks during the same combat action. When this model makes its initial attacks, it can make both its initial ranged and mele attacks.
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- If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers the Corrosion continuous effect unless this model was destroyed or removed from play by the attack.
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- 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.
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- 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.
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- 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.
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-Battlegroup
- The other models in a warlock's unit are part of its battlegroup.
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-Attachments
- Warlock units cannot have unit and weapon attachments like other units, but they can have warlock attachments like standard warlocks. If a warlock unit has a warlock attachment, the atachment remains a solo and does not become part of the warlock unit.
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- When attacking with this weapon, add an additional die to its damage rolls.
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- This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
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- While knocked down, this model can make
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\ No newline at end of file
diff --git a/backups/Cryx 221217112112628.cat b/backups/Cryx 221217112112628.cat
deleted file mode 100644
index e732b25..0000000
--- a/backups/Cryx 221217112112628.cat
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- Once per activation, immediately after resolving an attack, in which it destroyed a living enemy model with this weapon, this model can cast a spell with COST 3 or less without spending focus.
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- When an enemy model is forced, casts a spell, and / or spends 1 or more focus or fury points while in Asphyxious' control area, Asphyxious heals d3 damage points and gains one soul token. Rites of Shadow lasts for one round.
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- During your Conrol Phase, while this model is in Asphyxious the Hellbringer's control area Asphyxious the Hellbringer can allocate focus to warjacks in his battlegroup that are in this model's command range.
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- This model is attached to Asphyxious the Hellbringer for the rest of the game. Each warcaster can have only one model attached to it.
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- This model is included in any army that includes Asphyxious the Hellbringer. If Asphyxious is destroyed or removed from play, remove this model from play. This model is part of Asphyxious' battlegroup.
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- If this model is in its warcaster's control range during your Maintenance Phase, you can take any number of soul tokens from this model and place on the warcaster.
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- RNG CMD. Target enemy model/unit. If the model.unit is in range, it is cursed. A firendly Bane model charging a cursed model gains +2" movement. Friendly Bane models gain +2 to attack rolls against cursed models. Curse can be used once per activation and lasts for one turn.
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- When this model destroys a living enemy model with a melee attack, after the attack is resolved you can add one Grunt to a friendly Small-based Bane unit in this model's command range. The Grunt must be placed in formation and within 3" of this model The destroyed model is removed from play but does not provide a soul or corpse token.
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- RNG CMD. Target enemy model/unit. If the model/unit is in range, it is cursed. A friendly Bane Riders model charging a cursed model gains +2" movement. Friendly Bane Riders models gain +2 to attack rolls against cursed models. Curse can be used once per ctivation and lasts for one turn.
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- While this model is in play, models in its unit gain tough
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- While this model is in play, after resolving continuous effects during your Maintenace Phase, knocked down models in its unit stand up and stationary models in its unit are no longer stationary.
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- This attachment can be added to a Bane Thrall unit.
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- Each model within 6" of this model that is in its front arc is automatically hit unless this model's LOS to it is blocked by terrain. Models hit suffer a POW 12 corrosion damage roll and the Corrosion continuous effect. After this attack is resolved, remove this model from play. Purge is a ranged attack.
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- While this model is in play, models in its unit gain Reanimation. (When a model with Reanimation boxes a living enemy warrior model with a melee attack, add one Grunt to this unit and then remove the boxed model from play. The Grunt must be placed in formation and within 3" of this model. The Grunt cannot activate this turn.)
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- When this model is disabled, center a 5" AOE on it, then remove this model from play. models in the AOe suffer a POW 14 blast damage roll.
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- When it charges a living model, this model gains +2" movement.
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- When Cankerworm uses Salvage, you can adapt the Replicator. The Replicator gains the special rules and weapon qualities of one of the destroyed warjack's weapons. The Replicator becomes the type of weapon adapted (melee or ranged) and uses that weapon's RNG, ROF, AOE and POW. This effect lasts until Cankerworm uses Adapt again.
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- When Cankerworm ends its activation in Asphyxious' control area, it can make a full advance.
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- At anytime during its activation, if it is in base contact with a wreck marker this model can spend 1 focus point to use Salvage. Remove the wreck marker from play, then remove d6 damage points from this model. If it was a heavy warjack wreck marker, remove +3 damage points.
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- When this model destroys a living enemy model with a melee or range attack, after the attack is resolved you can add one Grunt to a friendly Revenant Crew of Atramentous unit in this model's command range. The Grunt must be placed in formation and within 3" of this model. The destroyed model is removed from play but does not provide a soul or corpse token.
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- When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal Revenant model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects.
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- Friendly Revenant trooper models gain +2 to attack rolls while this model is in their LOS.
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- While this model is in play, models in its unit gain Combined Melee Attack.
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- Whe this model boxes a living enemy warrior model with a melee attack, add one Grunt to this unit and then remove the boxed model from play. The Grunt must be placed in formation and within 3" of this model. The Grunt cannot activate this turn.
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- When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal Drudge Grunt model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects.
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- This unit can be included only in mercenary contract armies that list Cephalyx as possible members.
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- This unit can be included only in mercenary contract armies that list Cephalyx as possible members.
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- When this model destroys a living enemy model with a melee attack, after the attack is resolved you can add one Grunt to a friendly Cephalyx Mind Slaver & Drudges unit in this model's command range. The Grunt must be placed in formation and within 3" of this model The destroyed model is removed from play but does not provide a soul or corpse token.
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- Influence is a RNG 10 magic attack. Take control of target enemy non-warcaster, non-warlock warrior model hit. The model immediately makes one normal melee attack, then Influence expires.
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- When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal Drudge Grunt model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects.
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- Psychic Assault is RNG SP 8 magic attack. This attack ignores LOS. Models hit suffer a POW 12 damage roll.
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- Each time this model makes a normal melee or ranged attack, choose one of the following abilities: Burster, Distillation, Psycho Venom.
-* Burster - When this attack boxes a living model, center a 3" AOE on that model, then remove the model from play. Models in the AOE are hit and suffer an unboostable POW 10 corrosion damage roll.
-* Distillation - When a living enemy model is destroyed by this attack while this model is in its warcaster's control area, immediately after the attack is resolved the warcaster heals d3 damage points.
-* Psycho Venom - When a living enemy model is boxed by this attack, it heals 1 damage point. For the rest of the turn, this model's controling warcaster can channel spells through the enemy model as if it were a model in his battlegroup with the Arc Node ability. At the end of the turn, the enemy model is destroyed.
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- While this model is in play, models in its unit gain Combined Ranged Attack.
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- Friendly Soulhunter models activating while in this model's command range gain incorporeal that activation.
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- * Beyond Death (* Action) - While in this model's command range, living enemy models suffer -2 to damage rolls. Beyond Death lasts for one round.
-* Death Ride (* Action) - Friendly undead Faction models currently in this model's command range can immediately advance up to 1".
-* Hellfire (* Attack) - Hellfire is a RNG 10, POW 14 magic attack. A model/unit hit by Hellfire must pass a command check or flee.
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- While this model is in its controller's control area, it can spend focus points to cast its controller's spells. When this model casts its controller's spells, the controller is considered to have cast them but this model is their point of origin. When making a magic attack roll, this model uses its controller's FOCUS. This model cannot cast spells with a RNG of SELF or CTRL.
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- When this model gains a soul token, it can immediately spend that token to remove d6 damage points.
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- During your Control Phase, after focus allocation this model gains 1 focus point for each of its arm systems that is currently not crippled. While this model has one or more non-crippled arm systems, its front arc extends to 360°.
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- You gain +1 on your starting roll for the game.
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- Deneghra immediately gains seven soul tokens.
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- When this model begins its activation within 3" of one or more friendly Bane models, it is allocated 1 focus point.
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- When this model destroys a living enemy model while in Scaverous' control area, Scaverous gains the destroyed model's soul token.
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- When it charges a living model, this model gains +2" movement.
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- While in this model's command range, friendly Bloodgorger models gain Overtake. (When a model with Overtake destroys one or more enemy warrior modesl with a normal melee attack, after the attack is resolved this model can immediately advance up to 1".)
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- This model and friendly Bloodgorgers models in its command range cannot be knocked down.
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- Living enemy models suffer -2 STR and DEF while within 5" of this model.
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- This model is included in any army that includes Goreshade the Bastard. If Goreshade is destroyed or removed from play, remove this model from play. This model is part of Goreshade's battlegroup.
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- If Goreshade the Bastard is disabled while within 3" of this model, this model is destroyed and Goreshade heals 1 damage print.
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- If this model ends its activation outside Goreshae's comman range, it is destroyed.
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- When this model boxes a living enemy warrior model with an attack with this weapon and the Deathwalker is not in play, remove the boxed model from play and replace it with the Deathwalker.
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- Remove one or more friendly Faction warrior models currently in Goreshade's control area from play. For each model removed, return one destroyed non-character friendly Faction warrior model to play completely within Goreshade's control area. Place returned trooper models in formation with their original units. Returned models forfeit their actions the turn they return to play.
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- When an enemy model casts a spell or uses an animus wihle in this model's control area, after the spell is cast or animus is used the enemy model suffers 1 damaage point and this model heals 1 damage point.
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- When a firendly Bane Thrall model in this model's control area destroys a living enemy warrior model, you can add one Grunt to the Bane Thrall's unit. The Grunt must be placed completely within Goreshade's control area and in formation. Bane Thralls put into play by this ability cannot activate the turn they are put in play.
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- Center a 3" AOE on any number of friendly non-warcaster warrior models currently in Goreshade's control area. Enemy models without Immunity: Cold within one or more AOEs become stationary for one round. Then the models the AOEs are centered on are destroyed.
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- If a living enemy model cast a spell in this model's control area last turn, this model can cast one spell without spending focus during its activation this turn.
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- 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.
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-- 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.
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-- Call to Action - Knocked down models in th is unit in formation immediately stand up.
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-- 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.
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- Living enemy models currently in Asphyxious' control area suffer an unboostable POW 5 damage roll. Asphyxious gains up to 7 focus points. He cannot have more focus points than his current FOCUS as a result of Consuming Blight.
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- * Cloak of Darkness (* Action) - This model gains Stealth. While warjacks this model controls are B2B with it, they also gain Stealth. Cloak of Darkness lasts for one round.
-* Dark Fire (* Attack) - Dark Fire is a RNG 10, POW 12 magic attack. When a living enemy model is destroyed by Dark Fire, this model gains its coul token regardless of the proximity of other models.
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- While in this model's command range during their activation, warjacks controlled by this model can spend soul tokens on this model to gain additional attacks or to boost attack or damage rolls at one token per attack or boost.
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- For each corpse token on this model, this weapon gains +1 to damage rolls.
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- When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3 +1. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
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- If this model has fewer than three corpse tokens when it boxes a living enemy model as the result of a melee attack, remove the boxed model from play and give this model a corpse token. During your Control Phase, you can spend up to three corpse tokens to allocate this model 1 focus point for each corpse token spent.
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- This model gains +1 STR for each corpse token on it.
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- Return up to ten friendly destroyed non-warcaster small- or medium-based Faction warrior models to play, placing them within 3 ̋ of Asphyxious. Returned models gain Undead and Ghostly, become solos, and cannot be attacked or damaged for one turn. Returned models must charge during their activations and leave play at the end of this turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. A model with Ghostly cannot be targeted by free strikes.)
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- Terminus gains one soul token for each living enemy model destroyed in his contorl area. Terminus gains +1 ARM for each soul token on him. Dragon's Call lasts for one round.
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- When this model is directly hit by an enemy ranged attack you can choose to have one friendly, non-incorporeal Undead model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects.
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- While in this model's command range, friendly undead Faction models gain Tough.
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- When a model is destroyed in Venethrax's control area, before removing the model from the table center a 3" AOE cloud effect over it. The destroyed model does not provide a corpse token. Models with Eyeless Sight do not ignore these cloud effects. Models entering a Charnel Flames AOE suffer 1 point of fire damage. Charnel Flames lasts for one round.
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- Corrosion continuous effects that affect enemy models in this model's control area cannot expire.
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- While in this models control area, frinedly Faction models gain boosted magic attack rolls. When Scaverous casts a spell, reduce the COST of the spell by 1. When an enemy model casts a spell or uses an animus while in Scaverous' control area, increase the COST by 1. Black Gate lasts for one round.
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- RNG 1. Target enemy non-character warjack with a functional Cortex system or an inert non-character warjack with a functional Cortex system. If the warjack is in range, take control of it and remove this model from the table. Effects on this model when it is removed from the table expire. You cannot activate the warjack this turn.
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-If the melded warjack was part of a battlegroup, while it is in its former controller's control area during the former controller's activation the former controller can spend focus points to attempt to regain control of it at 1 focus point per attempt. If it does so, the former controller and this model each roll a d6 and add their CMD. If the former controller's total is higher, it regains control of the warjack and this model exits the warjack. If the former controller's total is not higher, you maintain control of the warjack.
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-After resolving an attack in which the melded warjack suffered 1 or more damage points, this model must make a command check. If it fails this check, it exits the warjack after resolving continuous effects during your next Maintenace Phase.
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-You can choose to have this model exit the warjack after resolving continuous effects during your Maintenace Phase.
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-If this model exits the warjack for any reason, contorl of the warjack returns its former controller. Place this model within 3" of the warjack. If the warjack was inert when this model melded with it, the warjack becomes autonomous.
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-This model is destroyed if the melded warjack is destroyed before it exits the warjack.
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- When this model hits an enemy warjack that has a functional cortex with a melee attack, it can spend a soul token to take control of the warjack. Immediately after teh attack has been resolved, you can make a full advance the warjack and can then make one normal attack, then Possession expires.
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- This model begins the game with one soul token.
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- During your Control Phase, while this model is in Master Necrotech Mortenebras control area, Mortenebra can allocate focus to warjacks in her battlegroup that are in this model's command range.
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- This model is attached to Master Necrotech Mortenebra for the rest of the game. Each warcaster can have only one model attached to it.
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- This model is included in any army that includes Master Necrotech Mortenebra. If Mortenebra is destroyed or removed from play, remove this model from play. This model is part of Mortenebra's battlegroup.
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- This model must be in its warcaster's control area to make the Spell Slave special action. When it does, it casts one of its warcaster's spells with a COST of 3 or less. The warcaster is considered to have cast that spell but this model is its point of origin. When making a magic attack roll, this model uses its warcaster's FOCUS. This model cannot cast spells with a RNG of SELF or CTRL.
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- While in Mortenebra's control area, friendly Faction models can reroll attack and damage rolls this turn. EAch roll can be rerolled only once as a result of Recalibration.
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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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- While B2B with this model, a warjack in its battlegroup can spend focus points on this model.
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- This attachment can be added to a Mechanithrall unit.
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- This model gains one corpose token each time a Mechanithhrall or living model is destroyed within 5" of it or a Grunt in its unit.
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- Remove up to three corpse tokens from this model to add one Grunt to a friendly Mechanithrall unit in this model's command range per token removed. The Grunt must be placed in formation and within 3" of this model.
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- When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal Stitch thrall Grunt or Mechanithrall model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects.
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- Choose a friendly Faction warrior model B2B with this modle. That model heals d6 damage points.
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- To use this special action, this model must bei n base contract with a wreck marker. Make a skill check. If it passes, d3 Scrap Thralls are created from a light wreck marker or d6 from a heavy wreck marker. Remove the wreck marker from play and place the Scrap Thralls within 3" of this model. Placed Scrap Thralls cannot activate this 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 makes a melee attack. If that attack hits, instead of dealing damage normally, center a 4" AOE on the model hit and remove this model from play. The model hit suffers a POW 16 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 are hit and suffer a POW 8 blast damage roll. Blast damage from this attack is not considered to have been caused by a melee attack.
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- When this model is disabled, center a 4" AOE on it and then remove this model from play. Models in the AOE are hit and suffer a POW 8 blast damage roll.
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- While Nightmare is in Deneghra's control area, it gains Stealth.
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- During its activation, this mode can spend 1 focus point to gain Ghostly for one turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. A model with Ghostly cannot be targeted by free strikes.)
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- After deployment but before the first player's turn, choose an enemy model/unit ot be this model'unit's prey. This model gains +2 to attack and damage rolls against its prey. When this model begins its activation wtihin 10" of its prey, it gains +2" movement that activation. When this prey is destroyed or removed from play, choose another model/unit to be the prey.
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- 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.
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- When it destroys a living enemy model with this weapon, immediately after the attack is resolved this model heals d3 damage points.
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- Skarre suffers up to 5 damage points. While in her control area, friendly Faction models gain +1 STR and ARM for each damage point she suffers as a result of Blood Magic. Blood Magic lasts for one round.
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- RNG CMD. Target a model in this model's LOS. If that model is in range, remove one friendly Faction troooper model within 1" of this model from play. The target model suffers a magical damage roll with POW equal to the base ARM of the removed model.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make one additional ranged attack against that model ignoring ROF. If the additional attack hits, it does not inflict damage but the model hit must forfeit either its movement or action on its next activation.
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- This model gains one soul token each time it destroys a living enemy model. It can have up to three soul tokens at a time. During its activation, this model can spend soul tokens to bost attack or damage rolls at one token per boost.
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- 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.
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- When a living enemy warrior model in the melee 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.
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- When an attack made by this weapon boxes a living enemy warrior model, remove that model from play. Add one Grunt to this unit for each model removed from play this way. Place the Grunt in formation. this unit cannot have more Grunts as a result of Damnation than it had a the beginning of the game.
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- This attachment can be added to a Revenant Crew of the Atramentous unit.
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- If this model is destroyed while in formation, return it to play at the beginning of your next Maintenance Phase. Place it within 3" of the unit commander. If the unit commander leaves play before this model returns to play, then remove this model from play before choosing a new unit commander.
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- Grunts in this unit that are destroyed while in formation return to play at the beginning of your next Maintenace Phase. Place the returned Grunts within 3" of the unit commander. If the unit commander leaves play; remove from play all destroyed Grunts not yet returned to play and then choose a new unit commander.
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- This causes no damage. The model hit suffers -2 DEF and for one round cannot advance while within this model's melee range.
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- When this model makes an attack with this weapon during its activation, choose one of the following abilities:
-* Blood Mist - If this attack boxes a living model, center a 3" AOE cloud effect on the boxed model and remove it from play. The cloud effect remains in play for one round.
-* Death Strike - If this attack destroys a living model, after resolving the attack choose a model within 4" of this model. The chosen model suffers a damage roll with a POW eual to the STR of the model destroyed by the attack.
-* Dispel - When this weapon hits a model/unit, upkeep spells on that model/unit immediately expire.
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- This attachment can be added to a Satyxis Blood Witches unit.
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- Once per game during its unit's activation, this model can use Blood Shadow. At the end of this activation, models in this unit gain Incorporeal for one round.
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- While in this model's command range, enemy models lose Tough, cannot heal or be healed, and cannot transfer damage.
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- When this model makes an attack with this weapon during its activation, choose one of the following abilities:
-* Blood Mist - If this attack boxes a living model, center a 3" AOE cloud effect on the boxed model and remove it from play. The cloud effect remains in play for one round.
-* Death Strike - If this attack destroys a living model, after resolving the attack choose a model within 4" of this model. The chosen model suffers a damage roll with a POW eual to the STR of the model destroyed by the attack.
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- RNG CMD. Target Friendly Satyxis Raider unit. If the Satyxis Raider unit is in range, it gains +2" movement during its activation this turn.
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- This model and friendly Satyxis models in its command range cannot be knocked down.
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- This attachment can be added to a Satyxis Blood Witches unit.
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- While this model is in play, models in its unit gain Force Barrier. (A model with Force Barrier gains +2 DEF against ranged attack rolls and does not suffer blast damage).
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- Once per game during its unit's activaiton, this model can use Power Swell. During this activation, models in this unit gain an additional die on melee damage rolls.
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- Models in this unit gain Pathfinder.
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- When this model is disabled, center a 4" AOE on it and then remove this model from play. Models in the AOE are hit and suffer a POW 8 blast damage roll.
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- This model makes a melee attack. If that attack hits, instead of dealing damage normally, center a 4" AOE on the model hit and remove this model from play. The model hit suffers a POW 16 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 are hit and suffer a POW 8 blast damage roll. Blast damage from this attack is not considered to have been caused by a melee attack.
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- This attachment can be added to a Sea Dog Crew unit.
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- Living enemy models suffer -2 to melee attack rolls while in melee with this model.
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- 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.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- This attachment can be added to a Mechanithrall or Bile Thrall unit.
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- * Dark Fire (* Attack) - Dark Fire is a RNG 10, POW 12 magic attack. When a living enemy model is destroyed by Dark Fire, this model gains its soul token regardless of the proximity of other models.
-* Disbinding (* Action) - Enemy upkeep spells on this model and / or its unit immediately expire.
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- This model must be in its warcaster's control area to make the Spell Slave special action. When it does, it casts one of its warcaster's spells with a COST of 3 or less. The warcaster is considered to have cast that spell but this model is its point of origin. When making a magic attack roll, this model uses its warcaster's FOCUS. This model cannot cast spells with a RNG of SELF or CTRL.
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- Skarre suffers up to 5 damage points. For each damage point she suffers one model currently in her control area can be affected by Fate Weaver. An affected friendly model cannot be charged or targeted by enemy attacks for one round. An affected enemy model cannot make attacks for one round.
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- This model can upkeep spells by suffering 1 damage point per spell instead of spending focus.
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- Friendly Satyxis models/units in this model's command range never flee and immediately rally.
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- Models in this model's battlegroup that are in its contorl area can boost attack and damage rolls after seeing the result of the roll.
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- When it destroys a living enemy model with this weapon, immediately after the attack is resolved this model heals d3 damage points.
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- This model gains one soul token each time it destroys a living enemy model. It can have up to three soul tokens at a time. During its activation, this model can spend soul tokens to boost attack or damage rolls at one token per boost.
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- When checking to see if this model is in its controller's control area, double the area.
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- When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
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- Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon.
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- This attack ignores the firing into melee penalty.
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- While B2B with this model, friendly Faction models gain Stealth.
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- This model is included in any army that includes the Witch Coven of Garlghast. If the Witch Coven of Garlghast is destroyed or removed from play, remove this model from play. This model is part of the Witch Coven of Garlghast's battlegroup.
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- When this model would suffer damage, you must assign that damage to one or more Wtiches instead, divided as you choose. A Witch cannot be assigned more damage points than she has unmarked damage boxes. This model does not suffer the damage assigned to a Witch.
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- While in the Coven's control area, enemy models suffer -2 MAT and RAT and their LOS is reduced to 5". Nightfall lasts for one round.
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- When a Witch casts a spell, the Ergregore is the spell's point of origin. The Witch must have LOS to her target, but the Ergregore does not. All LOS modifiers are based on the LOS of the Witch. Witches can channel spells normally. The Coven can have up to one attached model; this model is attached to the Coven, not to an individual Witch. The Coven can have only one of each of their upkeep spells in play at a time.
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- The Witch of Coven of Garlghast shares a single focus pool, and Witches do not receive focus individually. The Coven's base FOCUS is three times the number of Witches in play. When the Coven replenishes its focus, the Ergregore receives those focus points. The Coven's control area is measured from the Egregore. Any Witch in the Coven's control area can spend focus points on the Egregore. The Egregore cannot be affected by focus-reducing or focus-removing effects. Each focus point on the Egregore gives each Witch in the Coven's control area a cumulative +1 ARM. Effects that ignore focus points overboosting the target's Power Field also ignore this bonus. The Coven can use their feat only once.
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- A Perfect Conjuction is established anytime the Egregore is completely within the triangular area between all three Witches and each Witch has LOS to each other Witch. During a Perfect Conjuction, reduce the COST of spells cast by a Witch by 1.
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- When this model hits a warjack with a melee attack, roll an additional damage die.
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- While this model is in play, when a model in its unit wrecks an enemy warjack with an attack while the warjack is in melee range of all three models in this unit, instead of replacing the warjack with a wreck marker you can replace it with a friendly autonomous Cryx warjack. Remove the enemy warjack from play. If it was a light warjack, you can replace it with a non-character bonejack. If it was a heavy warjack, you can replace it with a non-character helljack.
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- While this model is in play, models in its unit gain Stealth.
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- Dark Fire is a RNG 10, POW 12 magic attack. When a living enemy model is destroyed by Dark Fire, this model gains its soul token regardless of the proximity of other models.
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- This model gains one soul token when a living enemy model is destroyed within 2" of it. 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.
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- * Dark Fire (* Attack) - Dark Fire is a RNG 10, POW 12 magic attack. When a living enemy model is destroyed by Dark Fire, this model gains its soul token regardless of the proximity of other models.
-* Unbinding (* Action) - Enemy upkeep spells on models/units within 5" of this model expire. Models suffer d3 damage points for each of those psells they controlled.
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- A friendly Faction warcaster with this model in the control area can upkeep one spell without spending focus.
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- When this model hits a warjack with a melee attack, roll an additional damage die.
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- This model gains one soul token when a living enemy model is destroyed within 2" of it. 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.
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- When this model hits a warjack with a melee attack, roll an additional damage die.
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- * Dark Fire (* Attack) - Dark Fire is a RNG 10, POW 12 magic attack. When a living enemy model is destroyed by Dark Fire, this model gains its soul token regardless of the proximity of other models.
-* Puppet Master (* Action or * Attack) - Puppet Master is a RNG 10 spell. When it targets an enemy model/unit it is a magic attack. You can have one affected model reroll one or more dice of your choice rolled for a command check, attack, or damage roll, then Puppet Master expires. Puppet Master lasts for one round.
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- This model gains one soul token when a living enemy model is destroyed within 2" of it. 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.
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- Enemy models currently in Deneghra's contorl area suffer -2 to their SPD, STR, MAT, RAT, DEF, ARM, and FOCUS and cannot run or make special attacks. The Withering lasts for one round.
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- * Power Booster (* Action) - RNG 5. Target friendly Faction warjack. If the target warjack is in range and has no focus points, it gains 1 focus point. If the warjack is Disrupted, it is no longer Disrupted.
-* Seduction (* Action) - Take control of a living enemy non-warcaster, non-warlock warrior model B2B with this model. You can immediately make a full advance with the enemy model followed by a normal melee attack, then Seduction expires. The enemy model cannot be targeted by free strikes during this movement.
-* Venom (* Attack) - Venom is a RNG SP 8 magic attack. Models hit suffer a POW 10 corrosion damage roll and the Corrosion continuous effect.
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- During your Control Phase, place this model anywhere completely within 2" of its current location.
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- During this model's activation, it can spend one or more soul tokens to place 3" AOE cloud effects on teh table anywhere completely within its command range, one AOE per soul token spent. The cloud effect remains in play for one round.
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- While another friendly Faction model is Incorporeal and in this model's command range, the other friendly Faction model gains +2 ARM and does not suffer blast damage.
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- At the end of your Control Phase, this model can gain Incorporeal for one round unless it gained Incorporeal during the last round.
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- Enemy models currently in Deneghra's control area suffer Shadow Bind for one round. (A model affected by Shadow Bind suffers -3 DEF and for one round when it advances it cannot move except to change facing.)
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- At the end of your Control Phase, this model can gain Incorporeal for one round unless it gained Incorporeal during the last round.
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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 a damage roll resulting from a direct hit fails to exceed the ARM of the target enemy model/unit, the affected model hit suffers 1 damage point.
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- Place 1 fury point on each enemy warbeast currently in this model's control area. This spell can only be cast once per turn.
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- Target any model in this model's control area, ignoring LOS. When resolving Airburst, ignore cover, concealment, elevation, and Stealth. Models hit suffer a POW 8 blast damage roll.
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- Models hit suffer a POW 10 damage roll. Models boxed by Annihilation are removed from play. This model gains a soul token for each living non-soulless enemy model removed from play this way.
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- Magical bolts of energy streak toward the target model.
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- Target friendly Faction model / unit gain Whiplash. (When an enemy model misses a model with Whiplash with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. the model with Whiplash is the point of origin for all these attacks.)
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- A warjack damaged by this attack becomes stationary for one round.
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- Place a 5" AOE anywhere completely in this model's control area. While in the AOE, friendly models gain Pathfinder and can advance through obstructions and other models if they have enough movement to move completely past them. Enemy models treat the AOE as rough terrain. Artifice of Deviation lasts for one round.
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- Target friendly model/unit gains concealment. Living enemy models suffer -2 to attack rolls while within 2" of an affected model.
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- Target friendly faction warjack can charge or make slam or trample power attacks without spending focus. The warjacks gains +2" movment when it charges or makes a slam or trample power attack. Models slammed by the warjack are moved +2".
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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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- Enemy upkeep spells on target friendly model / unit expire. Affected models cannot be targeted by enemy spells or animi.
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- While in this model's control area, models in its battlegroup cannot be knocked down and gain +3 ARM but suffer -2 DEF. Batten Down the Hatches lasts for one round.
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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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- While in this model's control area, models in its battlegroupgain Counter Charge. (When an enemy model advances and ends its movement within 6" of a model with Counter Charge and its LOS, the model with Counter Charge can immediately charge it. If it does, it cannot make another counter charge until after your next turn. A model cannot make a coutner charge while engaged.)
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- Target friendly Faction warrior model/unit gains Fearless and gains an additional die on melee damage rolls for one round.
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- On a hit, you can immediately advance target enemy non-warcaster/non-warlock model up to 3". Affected models cannot be targeted by free strikes during this movement. A model can move only once per turn as a result of Befuddle.
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- Target enemy warrior model/unit suffers -2 DEF. When a friendly Faction model destroys one or more affected models with a melee or ranged attack during its activation, immediately after the attack is resolved it can make one additional melee or ranged attack regardless of ROF. Attacks gained from Black Spot cannot generate additional attacks from Black Spot.
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- Models hit lose Flight for one round.
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- When Bleed destroys a living enemy model, this model heals d3 damage points.
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- Target enemy warrior model/unit cannot make ranged or magic attacks and suffers -2 DEF for one round.
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- Target friendly warrior model/unit gains an additional die on melee damage rolls but suffers -2 DEF.
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- Blood Rain causes corrosion damage. Models hit suffer the Corrosion continuous effect.
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- When a model is hit by Blow the Man Down, it is knocked down. On a critical hit, instead of suffering a normal damage roll a non-incorporeal model is slammed d6" directly away from the spell's point of origin regardless of its base size. Collateral damage from this slam is POW 15.
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- Target friendly model/unit gains +3 DEF against ranged and magic attack rolls.
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- When this spell boxes a living or undead non-warcaster, non-warlock enemy warrior model, you can immediately 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.
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- During its activation, target friendly model can charge without spending focus or being forced and gains +2" movement and Pathfinder when it charges. Boundless Charge lasts for one round.
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- Models hit suffer a POW 12 corrosion damage roll. The AOE is a cloud effect that remains in play for one round. Models entering or ending their activation in the AOE suffer 1 point of corrosion damage.
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- Models in this model's battlegroup currently in its control area can immediately make one normal ranged attack. Attacks gained from Broadside do not count against a weapon's ROF. Broadside can be cast only once per turn.
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- Target frienldy model gains +2 DEF against ranged attack rolls and Dodge. (A model with Dodge can advance up to 2" immdeiately 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.)
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- Friendly models gain +2 to attack and damge rolls against target enemy model/unit.
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- Friendly Faction models gain +2 to melee attack rolls against enemy models in this model's control area. Carnage lasts for one round.
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- Place a 3" AOE cloud effect completely in the model's control area. A model entering or ending its activation in the AOE suffers 1 points of corrosion damage. Caustic Mist lasts for one round.
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- While in this model's control range, models in its battlegroup gain Future Sight. (A model with Future Sight can boost attack and damage rolls after rolling.)
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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 within 5" of target friendly model/unit, enemy models cannot make ranged attacks.
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- Friendly models/units beginning a charge in this model's control area gain +2" movement. Affected models can charge without spending focus points or being forced. Coup de Main lasts for one turn.
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- Target model/unit suffers -2 SPD, STR, DEF, and ARM and cannot run or make special attacks.
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- Target friendly Faction model/unit gains Pathfinder and Hunter. (A model with Hunter ignores forests, concealment, and cover when determining LOS or making a ranged attack.)
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- Friendly Faction models beginning a charge while in this model's control area this turn gain +2" movement.
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- Target model/unit suffers -2 ARM and cannot make free strikes. A model can advance through an affected model if it has enough movement to move completely past its base.
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- This model immediately makes a full advance. It cannot be targeted b y free strikes during this movement. At the end of this movement, this model can make one melee attack against each model in its LOS that is in its melee range. Cyclone can be cast only once per turn.
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- While in this model's control area, friendly Faction models gain an additional die on their melee attack rolls this turn.
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- While in this model's control area, friendly Faction warrior models cannot be targeted by free strikes. This model and friendly Faction warrior models activating in its control area gain +1 SPD. Dash lasts for one round.
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- When Deadweight destroys an enemy living or undead model, choose an enemy model within 2" of the destroyed model. The chosen model must forfeit either its movement or its action during its next activation, as its controller chooses.
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- Before dealing damage, count the number of models in this AOE. Add the result to each Death Knell damage roll.
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- When a friendly Faction model misses target enemy model / unit with an attack, it can reroll the attack roll. Each attack roll can be rerolled only once as a result of Death Sentence.
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- Target friendly Faction model/unit gains +2 ARM. If an affected warjack is damaged, you choose which column suffers the damage.
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- While within this model's control area, the melee weapons of models in this model's battlegroup gain Grievious Wounds. (When a model is hit by a weapon with Grievous Wounds, for one orund it loses Tough, cannot heal or be healed, and cannot transfer damage.)
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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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- Target friendly Faction model/unit gains +2 DEF and ARM.
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- While in this model's control area, friendly Faction warrior models gain +2 ARM against ranged and magic attack damage rolls. Deflection 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 enemy warrior model/unit cannot make ranged attacks and suffers -2 DEF and MAT 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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- When Doom Spiral damages a warjack that is part of a battlegroup, its controller suffers d3 damage points.
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- This model gains +2 STR and ARM. Models cannot reave fury from warbeasts destroyed by this model. When this model destroys an enemy model with fury points on it with an attack, this model gains a number of focus points equal to the fury points on the destroyed model.
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- Friendly Faction models beginning their activations in this model's control area gain Pathfinder. Easy Rider lasts for one turn.
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- Immediately after this attack is resolved, this model can advance up to 2" for each enemy model destroyed by the attack.
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- Warbeasts in this model's battlegroup beginning their activations in its contgrol area gain +2 movement. This model gians +2 ARM while one or more warbeasts in its battlegroup are within 3" of it.
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- When a living enemy warrior model is boxed by Excarnate, remove it from play. You can then add one Grunt to a friendly Faction small-based undead unit in this model's control area. The Grunt must be placed in formation and within 3" of this model.
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- When target friendly model makes a normal attack with a non-spray ranged weapon, the weapon gains Magical Weapon. If the weapon was AOE - it becomes AOE 3. An affected model cannot participate in a combined ranged attack. Models in the AOE other than the model that was directly hit suffer blast damage but do not suffer any other effects of the attack. Explosivo expires immediately after resolving target model's next ranged attack. Explosivo lasts for one turn.
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- Target friendly warjack gains +2 ARM and does not suffer the effects of crippled systems.
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- While in the AOE, enemy models suffers -2 ARM. The AOE remains in play as long as upkeep is paid.
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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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- Models gain concealment while in this model's control area.
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- Target a model in this model's battlegroup in its control area. Enemy models currently within 2" o fthe target model are pushed 4" directly away from it in the order you choose.
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- Models damaged by Force Blow are knocked down.
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- Target friendly Faction model/unit can reroll its missed attack rolls. Each attack roll can be rerolled only once as a result of Fortune.
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- Target model/unit without Immunity: Cold becomes stationary for one round.
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- Frost Hammer causes Cold damage. On a critical hit, a model becomes Stationary for one round unless it has Immunity: Cold.
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- Warjacks in this model's battlegroup beginning their activations in its control area can run, charge, or make slam or trample power attacks without spending focus that activation. While in this model's control area, models in its battlegroup gain boosted melee attack rolls. Full Throttle lasts for one turn.
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- Target friendly model/unit gains +3 to melee damage rolls but suffers -1 DEF.
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- When an enemy model is hit by this attack, it can be pushed d6" directly toward Gallows' point of origin.
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- Target friendly model/unit gains Ghostly for one turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. An affected model cannot be targeted by free strikes.)
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- Target friendly Faction model gains +2 DEF and Poltergeist. (When an enemy model misses the model with Poltergeist with and attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from the model with Poltergeist.)
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- When a warjack is hit by Grind, it suffers 1 damage point to its first available Movement system box.
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- Center a 5" AOE on this model. Each other model in the AOE is hit and suffers a POW 13 damage roll. Each enemy model damaged by Ground Zero is pushed d6" directly away from this model in the order you choose.
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- While in this model's control area, models in its battlegroup gain boosted ranged attack rolls for one turn.
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- When an enemy attack destroys or removes from play one or more friendly Faction models within 5" of target warbeast in this model's battlegroup, after the attack is resolved the affected warbeast can charge an enemy model, then Hallowed Avenger expires.
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- Target friendly Faction model/unit gains an additional die on attack and damage rolls. Discard the low die in each roll.
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- This model cannot be targeted by charges. While within 5" of this model enemy models treat open ground as rough terrain.
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- A model/unit hit by Hellfire must pass a command check or flee.
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- If this attack misses, nothing happens. If it hits, before making the damage role, push models within 3" of the model hit 3" directly toward it in the order you choose. Then center a 3" AOE on the model hit. Models hit suffer a POW 12 damage roll. Models boxed by Hellmouth are removed from play.
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- Enemy upkeep spells and animi on the model/unit directly hit by Hex Blast immediately expire.
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- Target model in this model's battlegroup gains boosted ranged attack damage rolls.
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- Target Enemy warrior model/unit without Immunity: Cold suffers -2 DEF and cannot run or make special attacks.
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- Enemy models within 5" of this model are pushed 5" directly toward it in the order you choose.
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- Target friendly Faction model/unit gains an additional die on attack and damage rolls. Discard the low die in each roll.
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- Take control of target enemy non-warcaster, non-warlock warrior model. The model immediately makes one normal melee attack, then Influence expires.
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- While in this model's control area, enemy models treat open terrain as rough terrain. Inhospitable Ground lasts for one round.
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- Target friendly Faction model / unit gains +2 ARM and Fearless.
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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 friendly warrior model/unit gains +3 DEF but suffers -1 SPD.
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- Models in this model's battlegroup that are currently in its control area can immediately turn to face any direction. Affected models that are stationary or knocked down are no longer stationary and stand up. Models that were knocked down this turn are not affected by Jump Start.
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- Models in this model's battlegroup that are currently in its control area can immediately turn to face any direction. Affected models that are stationary or knocked down are no longer stationary and stand up. Models that were knocked down this turn are not affected by Jump Start.
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- Friendly FAction models beginning a charge in this model's control area gain Pathfinder. Warbeasts in th is model's battlegroup beginning their activations in this model's control area can charge or make slam power attacks against enemy models without being forced. Killing Ground lasts for one turn.
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- Enemy models pay double the focus or fury point cost to cast or upkeep spells while in this model's control area.
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- A model damaged by Lock the Target cannot run, charge, or be placed for one round.
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- This model spends up to 3 focus points to cast Locomotion. Target warjack in this model's battlegroup immediately advances up to 1" for each focus point spent. A warjack can be targeted by Locomotion only once per turn.
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- While in this model's control area, living enemy models cannot cast spells or use feats. Mage Blight last for one round.
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- Place a 5" AOE completely in this model's control area. While a model is within the AOE, models in this model's battlegroupignore forests and cloud effects when drawing LOS to it and ignore Stealth when attacking it.
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- If the target friendly Faction model's next normal ranged attack directly hits, after resolving the attack choose a model within 4" of the model hit. The chosen model sufers an unboostable POW 12 magic damage roll. The point of origin for this damage is the model hit. After resolving this damage roll, Magic Bullet expires. Magic Bullet lasts for one turn.
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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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- While within 2" of this model, enemy models suffer -2 DEF and ARM.
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- Target enemy model/unit suffers -2 DEF and loses Incorporeal and Stealth and cannot gain those abilities while affected by Marked for Death. Friendly Faction models can target an effected model regardless of LOS.
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- This model gains an additional die on melee attack rolls and cannot be targeted by free strikes.
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- Target friendly Faction model / unit gains Apparition. During your Control Phase, place models with Apparition anywhere completely within 2" of their current locations. If Mirage affects a unit, only model in formation can be placed.
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- Models in this model's battlegroup currently in its control area gain +2 SPD and Pathfinder for one turn.
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- Return one destroyed friendly Faction Undead Grunt to play with one unmarked damage box. It must be placed in this model's control area in formation and within 3" of another model in its unit. The Grunt must forfeit its action the turn it is returned to play.
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- Target warjack suffers 1 point of fire damage to each column on its damage grid.
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- Target enemy model/unit suffers -2 DEF and ARM and cannot be healed. Mortality lasts for one round.
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- While in this model's control area, friendly models gain Knockdown on their melee weapons. Mosh Put lasts for one turn. (When a model is hit with an attack by a weapon with Knockdown, it is knocked down.)
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- While in this model's control range, models in its battlegroup gain Gun-and-Run. (At the end of its activation, if a model with Gun-and-Run destroyed one or more enemy models with ranged attacks this activation it can make a full advance.)
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- Place a 5" AOE cloud effect anywhere completely in this model's control area. Any model that is not part of this model's battlegroup that enters or ends its activation in the AOE suffers an unboostable POW 8 damage roll.
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- An enemy warbeast damaged by Muzzle cannot advance toward this model for one round.
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- Target friendly model/unit ignores intervening models when making attacks. The weapons of affected models gain Magical Weapon.
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- The force of this attack blasts apart the earth itself.
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- Target friendly model/unit gains Stealth.
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- Friendly Faction models beginning a charge in this model's control area gain Pathfinder.
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- When target model in this model's battlegroup destroys one or more enemy models with an attack, immediately after the attack is resolve one model in this model's battlegroup that is in its control are can make a full advance, then Overrun expires. Overrun can be cast on,y once per turn and lasts for one turn.
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- Target model/unit suffer -3 ARM and this model gains +1 ARM.
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- When an enemy model is damaged by PErdition, immediately after the attack is resolved one warjack in this model's battlegroup that is currently in this model's control area can make a full advance toward the nearest enemy model. A model can advance as a result of PErdition only once per turn.
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- When target friendly model/unit is targeted by a ranged attack, the attack suffers -5 RNG.
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- Target model in this model's battlegroup ignores LOS when making charges, slams, and attacks. That model ignores concealment and cover when resolving attacks.
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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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- On a critical hit, models hit lose their initial attacks and cannot make special attacks for one round.
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- Choose a friendly Faction warbeast in this model's control area. Target an enemy model within 8" of the chosen warbeast and make a magice attack against it. The chosen warbeast is the attack's point of origin. If the enemy model is hit, it suffers a damage roll with a POW equal to the warbeast's base STR.
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- When an enemy model casts a spells or use an animus while in this model's control area, the enemy model suffers 1 damage point and this models heals 1 damage point.
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- Continuous effects, animi, and upkeep spells in this model's control area immediately expires.
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- If target enemy model/unit advances during its normal movement, immediately after ending this movement one model in this model’s battlegroup that is in its control area can make a full advance.
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- Target friendly model/unit gains +2 SPD and +2 DEF against ranged and magic attack rolls.
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- Take control of target enemy non-character warbeast. You can make one full advance with the warbeast and can then make one normal attack with it, then Rampager expires. While the warbeast is affected by Rampager, it cannot be forced and you cannot use its animus. Rampager can be cast only once per round.
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- Target model in this model's battlegroup gains Berserk for one turn. When affected by Ravager, a model cannot make Chain Attacks. (When a model with Berserk destroys one or more models with a melee attack during its combat action, immediately after the attack is resolved it must make one additional meless attack against another model in its melee range.)
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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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- A blade of wind slices through the target model.
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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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- When target friendly Faction model hits an enemy model with an attack during its activation, immediately after its combat action ends the affected can make a full advance. It cannot be targeted by free strikes during this movement.
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- When target friendly Faction model is targeted by an enemy ranged attack, after the attack is resolved the affected model can make one normal melee or ranged attack, then Return Fire expires. Return Fire lasts for one round.
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- The AOE is rough terrain and remains in play for one round.
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- Remove target friendly warrior model from play. Skarre gains d6 additional focus points during your next Control Phase. Ritual Sacrifice can be cast only once per turn.
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- Place a wall template anywhere completely in this model's control area where it does not touch a model's base, an obstruction, or an obstacle. The wall is a linear obstacle that provides cover.
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- When an enemy attack disables a living model in the target friendly unit, you can choose a non-disabled living model in the unit to be destroyed. If another model is destroyed as a result of Roth's Mercy, the originally disabled model heals 1 damage point.
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- Models hit by Scourge are knocked down.
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- Target friendly model/unit gains +2 to melee attack damage rolls. Affected models gain Critical Corrosion on their normal melee attacks.
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- When an enemy model advances and ends its movement in the LOS of a target friendly Faction model, the affected model can immediately make one normal ranged attack, then Sentry expires.
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- Models in this model's battlegroup gain Dark Shroud and Stealth while in its control area. Shadowmancer lasts for one round. (While in the melee range of a model with Dark Shroud, enemy models suffers -2 ARM.)
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- When target friendly Faction model/unit directly hits and boxes an enemy model with a ranged or melee attack, center a 3" AOE on the boxed model, then remove that model from play. Models in the AOE are hit and suffer an unboostable POW 8 damage roll.
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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 this model's control area and B2B with one or more models in this model's battlegroup, models in this model's battlegroup cannot be knocked down and gain +1 DEF for each other model in the battlegroup with which they are B2B.
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- Target friendly model/unit's melee weapons gain Grievous Wounds. (When a model is hit by a weapon with Grievous Wounds, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.)
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- When this spell hits an enemy model with 1 or more focus or fury points on it, that model loses 1 focus or fury point and this model gains 1 focus point.
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- Target frienldy model's/unit's ranged weapons gain +4 RNG.
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- Target friendly Faction model/unit gains concealment and Immunity: Cold.
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- Remove up to 1 fury point from each frienldy living Faction warbeast currently in this model's control area. Soothing Song can only be cast once per turn.
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- This model is allocated 1 additional focus point during your Control Phase.
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- Remove a friendly trooper model in this model's control are from play and replace it with target warjack in this model's battlegroup that is in its control area. LOS to that target is not required. The warjack cannot activate this turn after being placed by Soul Gate.
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- When target friendly Faction model/unit destroys a living enemy model with a melee atack, this model gains the destroyed model's soul token regardless of the proximity of other models.
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- When a living non-soulless model is boxed by Soulfire, this model gains 1 focus point and the boxed model is removed from play.
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- Target warjack in this model's battlegroup gains +2 ARM and Ghostly. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. An affected model cannot be target by free strikes.)
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- While within this model's control area, friendly Faction model/unit' weapons gain Magical Weapon and Blessed. Spellpiercer lasts for one round. (When making an attack with a weapon with Blessed, ignore spell effects that add to a model's ARM or DEF.)
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- While in this model's control area enemy models gaion an additional die on attack rolls. Discard the highest die of each roll. Star-Crossed lasts for one round.
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- Target friendly warrior model gains +2 STR, MAT, and ARM and cannot be targeted by combined ranged attacks or combined melee attacks.
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- A model damaged by Stranglehold forfeits either its movement or its action during its next activation, as its controller chooses.
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- On a critical hit, the model hit suffer Shadow Bind for one round. (A model suffering Shadow Bind suffers -3 DEF, and for one round when it advances it cannot move except to change facing.)
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- When an enemy model advances and ends its movement within 6" of target friendly Faction non-warcaster warrior model and the affected model is not engaged, the affected model can immediately charge the enemy model, then Sudden Death expires. A trooper model that charges as a result of Sudden Death ignores unit formation while resolving the charge. If the trooper model is out of formation after the charge attack is resolved, it is destroyed before Sudden Death expires.
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- An enemy warbesat damaged by Sunder Spirit loses its animus for one round.
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- Target friendly Faction warjack gains +2 SPD, MAT, and DEF and cannot be knocked down.
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- Target friendly Faction model gains +2 DEF and cannot be knocked down. While within 3" of the affected model, friendly Faction models also gain +2 DEF and cannot be knocked down.
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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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- Place target model completely within 2" of its current location. When Telekinesis targets an enemy model, it is an offensive spell and requires a magic attack roll. A model can be affected by Telekinesis only once per turn.
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- Place this model anywhere completely within 8" of its current location, then its activation ends.
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- This model can channel spells through target friendly model as if it were a model in this model's battlegroup with Arc Node.
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- Models hit by Tempest are knocked down and suffer a POW 12 damage roll.
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- Warjacks in this model's battlegroup that are currently in its control area can charge or make power attacks without spending focus and gain boosted melee attack rolls against living models. When an affected model targets a living model with a charge or slam power attack, it gains +2' movement. Terminal Velocity lasts for one turn.
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- If during its normal movement this model advances within 2" of a friendly warjack, at the end of that movement you can place the warjack B2B with it, completely within its back arc. Up to three warjacks can be placed by Tow each time this model ends its normal movement.
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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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- The AOE is a cloud effect that remains in play for one round.
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- While in this model's control area, this model and warjacks in its battlegroup gain boosted melee attack and melee damage rolls, and their melee weapons gain Magical Weapon. Unearthly Rage 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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- Place a 4" AOE cloud effect anywhere completely in this model's control area. This AOE does not block friendly Faction models' LOS. While in the AOE, friendly Faction models gain Pathfinder and can move through obstructions and other models if they have enough movement to move completely past them.
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- This model can spend up to 3 focus points to advance up to 2" immediately for each focus point spent. Velocity can be cast only once per turn.
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- Venom causes corrosion damage. Models hit suffer the Corrosion continuous effect.
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- While in the AOE, enemy models cannot channel spells, be allocated focus or be forced. The AOE remains in play as long as its upkeep is paid.
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- Damage rolls against enemy models in this model's melee range are automatically boosted.
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- When a friendly Faction model in this model's control area destroys one or more enemy models with a melee or ranged atack during its activation, immediately after the attack is resolved, one warbeast in this model' battlegroup that is in its control area can advance up to 3". A warbeast can advance only once per turn as a result of Warpath.
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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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- Target friendly model/unit gains Camouflage and Pathfinder. (A model with Camouflage gains an additional +2 DEF when benefiting from concealment or cover.)
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- Target friendly living warbeast in this model's battlegroup can run, charge, or make slam or trample power attacks without being forced and gains boosted melee attack rolls.
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- Place a 5" AOE anywhere completely in this model's control area. Cload effects overlapping the AOE expire. Models suffer -3 RAT while within the AOE. The AOE remains in play for one round.
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- This model can immediately make a full advance and gains +2 DEF for one round. Wind Rush can be cast only once per turn.
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- This model cannot make ranged attacks, and non-magical ranged attacks targeting it automatically miss. While completely within 3" of this model, models cannot make ranged attacks and non-magical ranged attacks targeting them automatically miss. Wind Wall lasts for one round.
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- • Dark Fire (* Attack) - Dark Fire is a RNG 10,
-POW 12 magic attack. When a living enemy model
-is destroyed by Dark Fire, this model gains its soul
-token regardless of the proximity of other models.
-• Disbanding (* Attack) - Enemy upkeep spells on this
-model and/or its unit immediately expire.
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- This model gains an additional die to its melee and ranged damage rolls against warjacks.
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- This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal.
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- 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.
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- This model can advance through other model if it has enough movement to move completely past their bases. This model cannot be targeted by free strikes. This model ignores intervening models when declaring its charge attack.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- While B2B with this model, friendly warcastes and solos gain +1 CMD.
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- This model can run or charge without spending focus or being forced.
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- This model ignores gas effects. When determining LOS or resolving attacks, this model ignores cloud effects.
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- 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.
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- This model ignores the effects of deep and shallow water and can move through them witrhout penalty.- While completely in deep water, it cannot be targeted by ranged or magic attacks and can make attacks only against other models in deep water. While completely in deep water, this model does not block LOS.
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- When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point.
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- RNG 5. Target friendly Faction warjack. If the warjack is in range, it immediately makes one normal melee or ranged attack. A warjack can make an Ancillary Attack special action only once per turn.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- This model is a channeler (p. 79).
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- When making attacks, ignore focus points overboosting the target's Power Field and spell effects adding to its ARM or DEF.
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- If its warcaster is in this model's command range during your Control Phase, the warcaster can upkeep one spell without spending focus.
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- 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.
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- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
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- When calculating damage from this weapon, halve the base ARM stats of models hit that have medium or larger bases. This weapon gains +2 to damage rolls against models with small bases.
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- When calculating damage from this attack, halve the base ARM stats of the models hit that have medium or larger bases. This attack gains +2 to damage rolls against model swith small bases.
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- 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.
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- 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.
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- Before their normal, movement, affected models can make one ranged attack. During their normal movement, affected models must charge or run. The ranged attack is made before declaring a charge target.
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- 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.
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- Before start of the game, attach this model to a friendly warcaster for the rest of the game. Each warcaster can have only one model attached to it.
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- Make d3 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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- This model gains an additional die on its back strike damage rolls.
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- Make two attack with this weapon.
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- Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action.
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- 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".
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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 attack against another model in its melee range.
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- While making a trample power attack, this model ignores free strikes and does not stop when it contacts a model with a medium or larger base, an obstacle, or an obstruction. This model makes trample attacks against models regardless of their base size.
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- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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- When this model destroys a living enemy model with an attack, after the attack is resolved you can return one destroyed model in this unit to play. The model returns with five damage boxes, must be placed within 3" in this model, and cannot activate the turn it returns to play. The destroyed model is removed from play but does not provide a soul or corpse token.
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- This model gains one corpse token each time a Mechanithrall or living model is destroyed within 5˝ of it.
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- This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation it makes a Both Barrels attack.
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- This model gains +2 to charge attack damage rolls with this weapon.
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- This weaspon has an integral buckler that gives the model a cumulative +1 ARM bonus; for example, a model with two of them gains a bonus of +2 arm. A model does not gain this bonus while the weapon system with the buckler is crippled or being held in a weapon lock or when resolving damage that originates in its back arc.
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- When this model advances into B2B contact with an enemy model, 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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- Place the burrow marker in base contact with this model anywhere in its front arc, then remove this model from the table effects on this model expire. This model cannot burrow into solid rock or man-made constructions and cannot burrow while its Movement system is crippled. Return this model to the table during your next Control Phase after models replenish their focus but before focus is allocated. When it returns, place it anywhere within 3" of the burrow marker. If there is no room to place this model, remove the burrow marker from the table and remove this model from play.
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- Gain +1 to damage rolls with this weapon against models with medium bases and +2 to damage rolls against models with large bases.
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- 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.
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- This model gains an additional +2 DEF when benefiting from concealment or cover.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make a double-hand throw, head-butt, headlock/weapon lock, push or throw power attack against that target.
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- This weapon has a 4" melee range during this model's activation.
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- This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
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- This model's front arc extends to 360 degrees.
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- This model cannot make an initial attack with this weapon during an activation it charged at least 3".
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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.
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- During a combat action it did not make a charge attack, this model can make one melee attack with its Mount.
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- When this model misses and attack roll for a combined ranged attack, it can reroll that attack roll. Each attack roll can be rerolled only once as a result of Combined Arms.
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- This model can participate in combined melee attacks with other models in its unit (p. 62).
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- This model can participate in combined ranged attacks with other models in its unit (p. 62).
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- Make a melee attack. On a hit, instead of making a normal damage roll the target model is slammed d6" directly away from this model and suffers a damage roll with POW equal to the STR of this model plus twice the POW of this weapon. The POW of collateral damage is equal to this model's STR.
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- Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon.
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- 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.
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- This model is not a living model, never flees, and automatically passes command checks. All warjack models have this advantage.
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- A model hit by this attack suffers the Corrosion continuous effect (p. 69).
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- A model hit by this attack suffers the Fire continuous effect (p. 69).
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- When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. If it does, it cannot make another counter charge until after your next turn. This model cannot make a counter charge while engaged.
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- Place a 3" AOE anywhere completely within this weapon's RNG. The canter point of the AOE must be in this model's LOS, ignoring intervening models. A model entering or ending its activation in the AOE suffers a damage roll with POW equal to the POW of this weapon. The AOE remains in play for one round or until this model is destroyed or removed from play.
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- On a critical hit, gain an additional die on this weapon's damage roll against the model directly hit.
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- On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged.
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- On a critical hit, if the attack hit a small-based non-warlock/warcaster model the model hit is removed from play.
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- On a critical hit, the model hit by this attack suffers the Corrosion continuous effect(p. 69).
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- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.
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- 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.
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- On a critical hit, the model hit by this attack suffers the Fire continuous effect (p.69).
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- On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold.
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- On a critical hit, the model hit byu this weapon loses Tough, cannot heal or be healed, and cannot transfer damage for one round.
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- On a critical hit, the model hit is knocked down.
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- On a critical hit, living models hit have their base DEF reduced to 7 and cannot run or charge for one round.
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- On a critical hit, instead of rolling damage normally you can choose to have this model throw the model hit. Treat the throw as if this model 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 equial to this model's STR.
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- On a critical hit, gain an additional die on this weapon's damage rolls against living models.
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- On a critical hit, after the attack is resolved this model can make one additional attack against the model hit.
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- 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.
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- On a critical hit, the model hit loses its initial attacks and cannot make special attacks for one round.
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- This model gains one soul token for each living enemy model destroyed within 2" of it. When this model replenishes its focus during your next Control Phase, replace each soul token on it with 1 focus point.
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- If this model attack with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
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- This weapon causes cold damage (p.68).
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- This weapon causes corrosion damage (p. 68).
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- This weapon causes electrical damage (p. 68).
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- This weapon causes fire damage (p. 68).
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- When this model damages an enemy model with this weapon during its activation, after the attack is resolved you can place the enemy model anywhere completely within d6" of its current location, plus 1" for each focus point on this model.
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- While in this enemy model's melee range, enemy models suffer -2 ARM.
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- While this model is B2B with one or more models in its unit, it gains +2 ARM.
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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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- This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. The model cannot dig into solid rock or manmade constructions. This model can begin the game dug in.
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- When this model hits a warbeast with a melee attack, roll an additional damage die.
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- 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.
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- This model can make two additional attacks for each focus point spent to make additional attacks with this weapon.
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- If this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed any distance directly toward this model. After the damaged model is moved, this model can make one normal melee attack against the model pushed. After resolving this melee attack, this model can make additional melee attacks during its combat action.
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- During this model’s activation, immediately after resolving an attack in which it boxed
-a living enemy model, this model can use Drag Below. The boxed model is removed from play and this model can immediately make a full advance and then perform a Dig In special action, then its activation ends.
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- While mounted, this model has base SPD 8 and base ARM 17. While dismounted, it has base SPD 6, base ARM 15.
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- 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.
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- 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.
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- When this model forfeits its movement to gain the aiming bonus it can also make one additional ranged attack this activation.
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- This model gains +2 DEF against melee attack rolls.
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- When this attack hits an enemy model with 1 or more focus or fury points on it, that model loses 1 focus or fury point and this model gains 1 focus point.
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- When a warjack or warbeast is hit by this weapon it is knocked down.
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- 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.
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- This model ignores cloud effects (p. 69) and forests (p. 87) when determining line of sight. This model ignores concealment (p. 57) and Stealth when making attacks.
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- This model never flees (p. 85). All warcaster models have this advantage.
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- If this weapon damage a warjack that is part of a battlegroup, its controller suffers 1 damage point.
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- This model cannot be targeted by ranged or magic attacks while knocked down.
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- This model gains an additional die on damage rolls against damaged models.
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- 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.
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- When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continous effect.
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- When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
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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 listed type, this model gains +2 to attack rolls and gains an additional damage die.
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- At the start of this model's activation, it can spend 1 focus point once to gain +2" movement for one turn.
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- This model can advance through terrain and obstacles without penalty and can advance through obstructions and other models if it has enough movement to move completely past them. This model ignores intervening models when declaring its charge target.
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- When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model up to the distance the slammed model was moved.
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- A model hit by this weapon becomes stationary for one round unless it has Immunity: Cold.
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- When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
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- When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.
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- This model gains +1 ARM for each sould token currently on it.
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- This model ignores LOS when making attacks with this weapon. When resolving attacks with this weapon, ignore concealment and cover.
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- This model can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. This model cannot be targeted by free strikes.
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- This model does not suffer blast damage. Friendly models B2B with it do not suffer blast damage.
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- This model can make power attack slams without spending focus or being forced. Models slammed bu this model are moved an additional 2".
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- When a model is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.
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- While knocked down, this model is not automatically hit by melee attacks and its DEF is not reduced.
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- 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.
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- 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.
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- This model can add this weapon's POW to its head-butt and slam powe attack damage rolls.
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- If this model attacks with this weapon during its activation, it cannot attack with another melee weapon that activation. If this model attacked with another melee weapon this activation, it cannot attack with this weapon.
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- 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.
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
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- 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.
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- This model does not suffer cold damage (p. 68).
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- This model does not suffer corrosion damage and is immune to the Corrosion continuous effect (p. 68).
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- This model does not suffer electrical damage (p. 68).
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- This model does not suffer fire damage and is immune to the Fire continuous effect (p. 68).
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- This model suffers -4 to attack rolls with this weapon.
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- This model can move through rough terrain and obstacles without penalty. It can move through obstructions and other models if it has enough movement to move completely past them. Other models, including slammed, pushed, or thrown models, can move through this model without effect if they have enough movement to move completely past it. This model does not count as an intervening model. This model suffers damage and effects only from magical weapons, magic attacks, animi, spells, and feats and is immune to continous effects. This model cannot be move by a slam. When this model makes a melee or ranged attack, before the attack roll is made it loses Incorporeal for one round.
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- Friendly X models/units in this model's command range never flee and immediately rally.
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- You gain +1 to the starting roll determining the order of deployment and play.
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- 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".
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- While B2B with a friendly Faction warjack, this model gains +2 DEF and ARM and cannot be kocked down.
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- This model gains +2 ARM for each warjack it controls B2B with it. When this model is directly hti by an enemy ranged or magic attack, you can choose to have onbe of those warjacks become the target and automatically be hit by the attack instead.
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- This model is not a warcaster but has the following warcaste special rules: Battlegroup Commander, Control Area, Focus Manipulation, Power Field, and Spellcaster.
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- AFter using its normal movement to make a full advance but before performing an action, you can place this model anywhere completely within 5" of its current location. Any effects that prevent it from charging also prevent it from using Jump.
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- Once per activation, when a living enemy model is destroyed or removed from play as a result of a melee atack made by this model during its activation, immediately after that attack is resolved this model can make one normal ranged attack ignoring ROF.
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- When this model destroys one or more enemy models with a melee attack during its combat action, after that attack is resolved this model can move up to 1" and make one additional melee attack.
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- When a model is hit by an attack with this weapon, it is knocked down.
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- This weapon can be used only to make charge attacks. When this model charges, this weapon gains Reach until the charge is resolved.
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- This model and friendly warrior models B2B with it cannot be knocked down.
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- When an attack with this weapon hits, this model can suffer 1 damage point to gain an additional die on the damage roll against the model hit. Life Trader can only be used once per attack.
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- This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking wiht whis model and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation.
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- This model must be B2B with a friendly living Faction Warrior model to make an attacks with this weapon.
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- Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability.
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- This weapon is a magical weapon (p. 68).
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- 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.
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- This model can attempt to repair friendly non-Faction warjacks and battle engines.
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- This model will work for Cryx.
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- This model will work for Cygnar.
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- This model will work for the Four Star Contract.
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- This model will work for Khador.
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- This model will work for Protectorate.
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- This model will work for Retribution.
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- This model will work for the Talion charter contract.
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- If you can have two or more warlocks in your army, this model and warjacks in its battlegroup can take the place of a Skorne warlock. This model counts toward the maximum number of warlocks allowed in an army and counts as a warlock for FA.
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- This model will work for the Blindwater Congregation pact.
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- This model will work for the Thornfall Alliance pact.
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- This model will work for Circle.
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- This model will work for Skorne.
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- This model will work for Trollbloods.
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- 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.
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- Myrmidons have two damage tracks: a set of boxes representing their force fields and another representing their damage grids.Mark the field boxes before marking the damage grids.The G Boxes of a myrmidon'sdamage grid represent its Field Generator.Once per turn during its activation, a myrmidon can spend 1 focus point to remove d3 damage points from its field damage track unless its Field Generator is crippled.
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- Once per turn during its activation, you can remove corpse tokens from this model to
-add models to a friendly Mechanithrall unit. You can remove up to three corpse tokens to add one Grunt per token removed, or you can remove three corpse tokens to add one Brute Thrall. Added models must be placed in formation and within 3˝ of this model.
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- This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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- An attack with this weapon can be made only once per game.
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- 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.
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- 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".
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- This model cannot be targeted by free strikes.
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- This model can advance through rough terrain (p. 86) without penalty and can charge and make slam and trample power attacks across obstacles (p. 87).
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- 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.
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- 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.
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- Gains an additional die on this weapon's damage rolls against living models.
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- When an enemy model misses this model with an attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from thsi model.
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- This model can make trample power attacks.
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- When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack.
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- This model gains +2 to charge attack rolls with this weapon.
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- When this model damages a warjack or warbeast with a melee attack, choose which column or branch suffers the damage.
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- This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
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- If this weapon hits an enemy model with an equal or smaller base, immediately after the attack is resolved the hit model can be pushed any distance directly toward this model.
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- Gain an additional die on attack and damage rolls with this weapon against models with an enemy upkeep spell on them.
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- 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.
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- When this model destroys one or more enemy models with a melee attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Quick Work do not count against a weapon's ROF.
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- When an enemy model is hit by this weapon, it is knocked down and can be pushed 1" directly away from this model. If it is pushed, this model can immediately advance directly toward the pushed model up to the distance that model was moved.
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- While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
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- Friendly Faction models can ignore this model when determining LOS.
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- 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.
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- This weapon has a 2" melee range (p. 50).
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- After the models in this unit have completed their actions, each can advance up to 3".
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- This model gains Pathfinder during activations it charges.
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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 upkeep spells on models in its battlegroup without spending focus.
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- When included in a Retribution army, this model is a Retribution model instead of a Mercenary model.
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- This model can control and reactivate only friendly Mercenary Rhulic warjacks.
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- This model can have only Mercenary Rhulic warjacks in its battlegroup and can reactivate only frienldy Mercenary Rhulic warjacks.
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- 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.
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- When this model is missed by an enemy melee attack, immediately after the attack is resolved it can make one normal melee attack against the attacking model.
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- This model cannot be targeted by enemy spells.
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- This attack's AOE remains in play for one round. Enemy models and non-Faction friendly models entering or ending their activations in the AOE suffer 1 point of corrosion damage.
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- Take control of a living enemy non-warcaster, non-warlock warrior model B2B with this model. You can immediately make a full advance with the enemy model followed by a normal melee attack, then Seduction expires. The nemey model cannot be targeted by free strikes duringt his movement.
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- 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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- A model hit by this weapon suffers -3 DEF and when it advances it cannot move except to change facing. Shadow Bind expires after one round.
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- This weapon is a shield that gives the model a cumulative +2 ARM bonus; for example, a model with two of them gains a bonus of +4 ARM. A model does not gain this bonus while the weapon system with the shield is crippled or being held in a weapon lock or when resolving damage that originates in its back arc.
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- 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.
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- 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.
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- 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.
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- A model directly hit by this weapon cannot cast spells for one round.
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- This weapon's AOE is a cloud effect that remains in play for one round.
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- When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. Instead of rolling damage on a ranged attack, this model can inflict 1 damage point. A model that participates in a combined ranged attack loses Sniper until the attack is resolved.
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- 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.
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- This model is allocated 1 additional focus point during your Control Phase.
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- Anytime during its activation, this model can spend soul tokens for the following effects. Each use of a Soul Mastery effect costs one soul token.
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-Arcane Spirits – This model can cast a spell with COST 3 or less without spending focus.
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-Vengeful Spirits – Choose a warjack in this model’s battlegroup that is in its CMD range. The warjack is allocated up to 3 focus points.
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- Place a 5" AOE anywhere completely in this model's control area. The AOE remains in play for one round. When a living enemy model is destroyed in the AOE, this model gains one soul token. While the AOE is in play, this model cannot attack with Daeamortus and has no melee range.
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- This model gains one soul token when a living enemy model is destroyed within 2' of it. 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.
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- RNG 5. Target friendly Faction model with Body Count, Cull Soul, Soul Collector, or Soul Taker. If the model is in range, remove any number of soul tokens from this model and place one soul token on the friendly model for each token removed.
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- During its activation, this model can choose a friendly model in its CMD range with Body Count, Cull Soul, Soul Collector, or Soul Taker. Remove any number of soul
-tokens from the chosen model and place one soul token on this model for each token removed.
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- This model does not generate a soul token when it is destroyed.
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- This model can be included in the listed Warcaster's theme forces. It can also be bonded to the listed Warcaster.
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- This model cannot be targeted by spells.
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- 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.
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- 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.
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- 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.
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- This model is a standard bearer (p. 70).
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- This model cannot be knocked down.
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- 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.
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- This model can forfeit its movement to give this weapon +4 RNG this activation and gain the aiming bonus.
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- 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.
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- 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.
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- When this model makes a melee attack during its activation, its fron arc extends to 360 degrees, and it can make one melee attack against each model in its LOS that is in its melee range.
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- When this model destroys an enemy model whit a normal ranged attack, immediately after the attack is resolved it can advance up to 2".
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- When declaring and resolving attacks with this weapon, this model can target and draw line of sight to models in its field of fire or its back arc.
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- 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.
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- Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
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- 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.
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- This model is a terrifying entity (p. 84). Enemy models/units in the melee range of this model or with this model in their melee range must pass a command check or flee.
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- This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
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- This model can add this weapon’s POW to its trample power attack damage rolls.
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- Add this model's STR to the POW of this ranged attack.
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- When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled, and is knocked down.
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- Gain an additional damage die against knocked down targets.
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- This model ignores conceleament, Camouflage, and Stealth.
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- This model is not a living model and never flees.
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- While engaging an enemy model, this model gains +2 ARM.
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- During your Maintenance Phase, if one or more models in this unit were destroyed or removed from play by enemy attacks during your opponent's last turn, each model in the unit can advance 3" and make one normal melee attack.
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- This model can make melee and ranged attacks during the same combat action. When this model makes its initial attacks, it can make both its initial ranged and melee attacks.
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- When attacking with this weapon, add and additional die to its damage rolls.
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- This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
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- If a model in this model's battlegroup in its control area is hit by an enemy magic attack, immediately after the attack is resolved one model in this model's battlegroup in its control area can make a full advance and make one normal attack.
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\ No newline at end of file
diff --git a/backups/Cryx_Reckoning(2015) 221217105856963.cat b/backups/Cryx_Reckoning(2015) 221217105856963.cat
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- Once per activation, immediately after resolving an attack, in which it destroyed a living enemy model with this weapon, this model can cast a spell with COST 3 or less without spending focus.
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- When an enemy model is forced, casts a spell, and / or spends 1 or more focus or fury points while in Asphyxious' control area, Asphyxious heals d3 damage points and gains one soul token. Rites of Shadow lasts for one round.
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- During your Conrol Phase, while this model is in Asphyxious the Hellbringer's control area Asphyxious the Hellbringer can allocate focus to warjacks in his battlegroup that are in this model's command range.
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- This model is attached to Asphyxious the Hellbringer for the rest of the game. Each warcaster can have only one model attached to it.
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- This model is included in any army that includes Asphyxious the Hellbringer. If Asphyxious is destroyed or removed from play, remove this model from play. This model is part of Asphyxious' battlegroup.
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- If this model is in its warcaster's control range during your Maintenance Phase, you can take any number of soul tokens from this model and place on the warcaster.
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- RNG CMD. Target enemy model/unit. If the model.unit is in range, it is cursed. A firendly Bane model charging a cursed model gains +2" movement. Friendly Bane models gain +2 to attack rolls against cursed models. Curse can be used once per activation and lasts for one turn.
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- When this model destroys a living enemy model with a melee attack, after the attack is resolved you can add one Grunt to a friendly Small-based Bane unit in this model's command range. The Grunt must be placed in formation and within 3" of this model The destroyed model is removed from play but does not provide a soul or corpse token.
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- RNG CMD. Target enemy model/unit. If the model/unit is in range, it is cursed. A friendly Bane Riders model charging a cursed model gains +2" movement. Friendly Bane Riders models gain +2 to attack rolls against cursed models. Curse can be used once per ctivation and lasts for one turn.
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- While this model is in play, models in its unit gain tough
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- While this model is in play, after resolving continuous effects during your Maintenace Phase, knocked down models in its unit stand up and stationary models in its unit are no longer stationary.
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- This attachment can be added to a Bane Thrall unit.
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- Each model within 6" of this model that is in its front arc is automatically hit unless this model's LOS to it is blocked by terrain. Models hit suffer a POW 12 corrosion damage roll and the Corrosion continuous effect. After this attack is resolved, remove this model from play. Purge is a ranged attack.
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- While this model is in play, models in its unit gain Reanimation. (When a model with Reanimation boxes a living enemy warrior model with a melee attack, add one Grunt to this unit and then remove the boxed model from play. The Grunt must be placed in formation and within 3" of this model. The Grunt cannot activate this turn.)
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- When this model is disabled, center a 5" AOE on it, then remove this model from play. models in the AOe suffer a POW 14 blast damage roll.
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- When it charges a living model, this model gains +2" movement.
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- When Cankerworm uses Salvage, you can adapt the Replicator. The Replicator gains the special rules and weapon qualities of one of the destroyed warjack's weapons. The Replicator becomes the type of weapon adapted (melee or ranged) and uses that weapon's RNG, ROF, AOE and POW. This effect lasts until Cankerworm uses Adapt again.
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- When Cankerworm ends its activation in Asphyxious' control area, it can make a full advance.
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- At anytime during its activation, if it is in base contact with a wreck marker this model can spend 1 focus point to use Salvage. Remove the wreck marker from play, then remove d6 damage points from this model. If it was a heavy warjack wreck marker, remove +3 damage points.
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- When this model destroys a living enemy model with a melee or range attack, after the attack is resolved you can add one Grunt to a friendly Revenant Crew of Atramentous unit in this model's command range. The Grunt must be placed in formation and within 3" of this model. The destroyed model is removed from play but does not provide a soul or corpse token.
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- When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal Revenant model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects.
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- Friendly Revenant trooper models gain +2 to attack rolls while this model is in their LOS.
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- While this model is in play, models in its unit gain Combined Melee Attack.
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- Whe this model boxes a living enemy warrior model with a melee attack, add one Grunt to this unit and then remove the boxed model from play. The Grunt must be placed in formation and within 3" of this model. The Grunt cannot activate this turn.
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- When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal Drudge Grunt model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects.
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- This unit can be included only in mercenary contract armies that list Cephalyx as possible members.
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- This unit can be included only in mercenary contract armies that list Cephalyx as possible members.
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- When this model destroys a living enemy model with a melee attack, after the attack is resolved you can add one Grunt to a friendly Cephalyx Mind Slaver & Drudges unit in this model's command range. The Grunt must be placed in formation and within 3" of this model The destroyed model is removed from play but does not provide a soul or corpse token.
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- Influence is a RNG 10 magic attack. Take control of target enemy non-warcaster, non-warlock warrior model hit. The model immediately makes one normal melee attack, then Influence expires.
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- When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal Drudge Grunt model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects.
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- Psychic Assault is RNG SP 8 magic attack. This attack ignores LOS. Models hit suffer a POW 12 damage roll.
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- Each time this model makes a normal melee or ranged attack, choose one of the following abilities: Burster, Distillation, Psycho Venom.
-* Burster - When this attack boxes a living model, center a 3" AOE on that model, then remove the model from play. Models in the AOE are hit and suffer an unboostable POW 10 corrosion damage roll.
-* Distillation - When a living enemy model is destroyed by this attack while this model is in its warcaster's control area, immediately after the attack is resolved the warcaster heals d3 damage points.
-* Psycho Venom - When a living enemy model is boxed by this attack, it heals 1 damage point. For the rest of the turn, this model's controling warcaster can channel spells through the enemy model as if it were a model in his battlegroup with the Arc Node ability. At the end of the turn, the enemy model is destroyed.
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- While this model is in play, models in its unit gain Combined Ranged Attack.
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- Friendly Soulhunter models activating while in this model's command range gain incorporeal that activation.
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- * Beyond Death (* Action) - While in this model's command range, living enemy models suffer -2 to damage rolls. Beyond Death lasts for one round.
-* Death Ride (* Action) - Friendly undead Faction models currently in this model's command range can immediately advance up to 1".
-* Hellfire (* Attack) - Hellfire is a RNG 10, POW 14 magic attack. A model/unit hit by Hellfire must pass a command check or flee.
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- While this model is in its controller's control area, it can spend focus points to cast its controller's spells. When this model casts its controller's spells, the controller is considered to have cast them but this model is their point of origin. When making a magic attack roll, this model uses its controller's FOCUS. This model cannot cast spells with a RNG of SELF or CTRL.
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- When this model gains a soul token, it can immediately spend that token to remove d6 damage points.
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- During your Control Phase, after focus allocation this model gains 1 focus point for each of its arm systems that is currently not crippled. While this model has one or more non-crippled arm systems, its front arc extends to 360°.
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- You gain +1 on your starting roll for the game.
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- Deneghra immediately gains seven soul tokens.
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- When this model begins its activation within 3" of one or more friendly Bane models, it is allocated 1 focus point.
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- When this model destroys a living enemy model while in Scaverous' control area, Scaverous gains the destroyed model's soul token.
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- When it charges a living model, this model gains +2" movement.
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- While in this model's command range, friendly Bloodgorger models gain Overtake. (When a model with Overtake destroys one or more enemy warrior modesl with a normal melee attack, after the attack is resolved this model can immediately advance up to 1".)
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- This model and friendly Bloodgorgers models in its command range cannot be knocked down.
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- Living enemy models suffer -2 STR and DEF while within 5" of this model.
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- This model is included in any army that includes Goreshade the Bastard. If Goreshade is destroyed or removed from play, remove this model from play. This model is part of Goreshade's battlegroup.
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- If Goreshade the Bastard is disabled while within 3" of this model, this model is destroyed and Goreshade heals 1 damage print.
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- If this model ends its activation outside Goreshae's comman range, it is destroyed.
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- When this model boxes a living enemy warrior model with an attack with this weapon and the Deathwalker is not in play, remove the boxed model from play and replace it with the Deathwalker.
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- Remove one or more friendly Faction warrior models currently in Goreshade's control area from play. For each model removed, return one destroyed non-character friendly Faction warrior model to play completely within Goreshade's control area. Place returned trooper models in formation with their original units. Returned models forfeit their actions the turn they return to play.
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- When an enemy model casts a spell or uses an animus wihle in this model's control area, after the spell is cast or animus is used the enemy model suffers 1 damaage point and this model heals 1 damage point.
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- When a firendly Bane Thrall model in this model's control area destroys a living enemy warrior model, you can add one Grunt to the Bane Thrall's unit. The Grunt must be placed completely within Goreshade's control area and in formation. Bane Thralls put into play by this ability cannot activate the turn they are put in play.
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- Center a 3" AOE on any number of friendly non-warcaster warrior models currently in Goreshade's control area. Enemy models without Immunity: Cold within one or more AOEs become stationary for one round. Then the models the AOEs are centered on are destroyed.
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- If a living enemy model cast a spell in this model's control area last turn, this model can cast one spell without spending focus during its activation this turn.
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- 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.
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-- 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.
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-- Call to Action - Knocked down models in th is unit in formation immediately stand up.
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-- 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.
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- Living enemy models currently in Asphyxious' control area suffer an unboostable POW 5 damage roll. Asphyxious gains up to 7 focus points. He cannot have more focus points than his current FOCUS as a result of Consuming Blight.
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- * Cloak of Darkness (* Action) - This model gains Stealth. While warjacks this model controls are B2B with it, they also gain Stealth. Cloak of Darkness lasts for one round.
-* Dark Fire (* Attack) - Dark Fire is a RNG 10, POW 12 magic attack. When a living enemy model is destroyed by Dark Fire, this model gains its coul token regardless of the proximity of other models.
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- While in this model's command range during their activation, warjacks controlled by this model can spend soul tokens on this model to gain additional attacks or to boost attack or damage rolls at one token per attack or boost.
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- For each corpse token on this model, this weapon gains +1 to damage rolls.
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- When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3 +1. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
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- If this model has fewer than three corpse tokens when it boxes a living enemy model as the result of a melee attack, remove the boxed model from play and give this model a corpse token. During your Control Phase, you can spend up to three corpse tokens to allocate this model 1 focus point for each corpse token spent.
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- This model gains +1 STR for each corpse token on it.
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- Return up to ten friendly destroyed non-warcaster small- or medium-based Faction warrior models to play, placing them within 3 ̋ of Asphyxious. Returned models gain Undead and Ghostly, become solos, and cannot be attacked or damaged for one turn. Returned models must charge during their activations and leave play at the end of this turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. A model with Ghostly cannot be targeted by free strikes.)
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- Terminus gains one soul token for each living enemy model destroyed in his contorl area. Terminus gains +1 ARM for each soul token on him. Dragon's Call lasts for one round.
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- When this model is directly hit by an enemy ranged attack you can choose to have one friendly, non-incorporeal Undead model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects.
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- While in this model's command range, friendly undead Faction models gain Tough.
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- When a model is destroyed in Venethrax's control area, before removing the model from the table center a 3" AOE cloud effect over it. The destroyed model does not provide a corpse token. Models with Eyeless Sight do not ignore these cloud effects. Models entering a Charnel Flames AOE suffer 1 point of fire damage. Charnel Flames lasts for one round.
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- Corrosion continuous effects that affect enemy models in this model's control area cannot expire.
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- While in this models control area, frinedly Faction models gain boosted magic attack rolls. When Scaverous casts a spell, reduce the COST of the spell by 1. When an enemy model casts a spell or uses an animus while in Scaverous' control area, increase the COST by 1. Black Gate lasts for one round.
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- RNG 1. Target enemy non-character warjack with a functional Cortex system or an inert non-character warjack with a functional Cortex system. If the warjack is in range, take control of it and remove this model from the table. Effects on this model when it is removed from the table expire. You cannot activate the warjack this turn.
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-If the melded warjack was part of a battlegroup, while it is in its former controller's control area during the former controller's activation the former controller can spend focus points to attempt to regain control of it at 1 focus point per attempt. If it does so, the former controller and this model each roll a d6 and add their CMD. If the former controller's total is higher, it regains control of the warjack and this model exits the warjack. If the former controller's total is not higher, you maintain control of the warjack.
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-After resolving an attack in which the melded warjack suffered 1 or more damage points, this model must make a command check. If it fails this check, it exits the warjack after resolving continuous effects during your next Maintenace Phase.
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-You can choose to have this model exit the warjack after resolving continuous effects during your Maintenace Phase.
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-If this model exits the warjack for any reason, contorl of the warjack returns its former controller. Place this model within 3" of the warjack. If the warjack was inert when this model melded with it, the warjack becomes autonomous.
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-This model is destroyed if the melded warjack is destroyed before it exits the warjack.
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- When this model hits an enemy warjack that has a functional cortex with a melee attack, it can spend a soul token to take control of the warjack. Immediately after teh attack has been resolved, you can make a full advance the warjack and can then make one normal attack, then Possession expires.
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- This model begins the game with one soul token.
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- During your Control Phase, while this model is in Master Necrotech Mortenebras control area, Mortenebra can allocate focus to warjacks in her battlegroup that are in this model's command range.
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- This model is attached to Master Necrotech Mortenebra for the rest of the game. Each warcaster can have only one model attached to it.
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- This model is included in any army that includes Master Necrotech Mortenebra. If Mortenebra is destroyed or removed from play, remove this model from play. This model is part of Mortenebra's battlegroup.
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- This model must be in its warcaster's control area to make the Spell Slave special action. When it does, it casts one of its warcaster's spells with a COST of 3 or less. The warcaster is considered to have cast that spell but this model is its point of origin. When making a magic attack roll, this model uses its warcaster's FOCUS. This model cannot cast spells with a RNG of SELF or CTRL.
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- While in Mortenebra's control area, friendly Faction models can reroll attack and damage rolls this turn. EAch roll can be rerolled only once as a result of Recalibration.
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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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- While B2B with this model, a warjack in its battlegroup can spend focus points on this model.
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- This attachment can be added to a Mechanithrall unit.
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- This model gains one corpose token each time a Mechanithhrall or living model is destroyed within 5" of it or a Grunt in its unit.
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- Remove up to three corpse tokens from this model to add one Grunt to a friendly Mechanithrall unit in this model's command range per token removed. The Grunt must be placed in formation and within 3" of this model.
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- When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal Stitch thrall Grunt or Mechanithrall model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects.
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- Choose a friendly Faction warrior model B2B with this modle. That model heals d6 damage points.
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- To use this special action, this model must bei n base contract with a wreck marker. Make a skill check. If it passes, d3 Scrap Thralls are created from a light wreck marker or d6 from a heavy wreck marker. Remove the wreck marker from play and place the Scrap Thralls within 3" of this model. Placed Scrap Thralls cannot activate this 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 makes a melee attack. If that attack hits, instead of dealing damage normally, center a 4" AOE on the model hit and remove this model from play. The model hit suffers a POW 16 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 are hit and suffer a POW 8 blast damage roll. Blast damage from this attack is not considered to have been caused by a melee attack.
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- When this model is disabled, center a 4" AOE on it and then remove this model from play. Models in the AOE are hit and suffer a POW 8 blast damage roll.
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- While Nightmare is in Deneghra's control area, it gains Stealth.
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- During its activation, this mode can spend 1 focus point to gain Ghostly for one turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. A model with Ghostly cannot be targeted by free strikes.)
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- After deployment but before the first player's turn, choose an enemy model/unit ot be this model'unit's prey. This model gains +2 to attack and damage rolls against its prey. When this model begins its activation wtihin 10" of its prey, it gains +2" movement that activation. When this prey is destroyed or removed from play, choose another model/unit to be the prey.
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- 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.
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- When it destroys a living enemy model with this weapon, immediately after the attack is resolved this model heals d3 damage points.
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- Skarre suffers up to 5 damage points. While in her control area, friendly Faction models gain +1 STR and ARM for each damage point she suffers as a result of Blood Magic. Blood Magic lasts for one round.
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- RNG CMD. Target a model in this model's LOS. If that model is in range, remove one friendly Faction troooper model within 1" of this model from play. The target model suffers a magical damage roll with POW equal to the base ARM of the removed model.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make one additional ranged attack against that model ignoring ROF. If the additional attack hits, it does not inflict damage but the model hit must forfeit either its movement or action on its next activation.
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- This model gains one soul token each time it destroys a living enemy model. It can have up to three soul tokens at a time. During its activation, this model can spend soul tokens to bost attack or damage rolls at one token per boost.
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- 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.
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- When a living enemy warrior model in the melee 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.
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- When an attack made by this weapon boxes a living enemy warrior model, remove that model from play. Add one Grunt to this unit for each model removed from play this way. Place the Grunt in formation. this unit cannot have more Grunts as a result of Damnation than it had a the beginning of the game.
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- This attachment can be added to a Revenant Crew of the Atramentous unit.
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- If this model is destroyed while in formation, return it to play at the beginning of your next Maintenance Phase. Place it within 3" of the unit commander. If the unit commander leaves play before this model returns to play, then remove this model from play before choosing a new unit commander.
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- Grunts in this unit that are destroyed while in formation return to play at the beginning of your next Maintenace Phase. Place the returned Grunts within 3" of the unit commander. If the unit commander leaves play; remove from play all destroyed Grunts not yet returned to play and then choose a new unit commander.
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- This causes no damage. The model hit suffers -2 DEF and for one round cannot advance while within this model's melee range.
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- When this model makes an attack with this weapon during its activation, choose one of the following abilities:
-* Blood Mist - If this attack boxes a living model, center a 3" AOE cloud effect on the boxed model and remove it from play. The cloud effect remains in play for one round.
-* Death Strike - If this attack destroys a living model, after resolving the attack choose a model within 4" of this model. The chosen model suffers a damage roll with a POW eual to the STR of the model destroyed by the attack.
-* Dispel - When this weapon hits a model/unit, upkeep spells on that model/unit immediately expire.
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- This attachment can be added to a Satyxis Blood Witches unit.
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- Once per game during its unit's activation, this model can use Blood Shadow. At the end of this activation, models in this unit gain Incorporeal for one round.
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- While in this model's command range, enemy models lose Tough, cannot heal or be healed, and cannot transfer damage.
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- When this model makes an attack with this weapon during its activation, choose one of the following abilities:
-* Blood Mist - If this attack boxes a living model, center a 3" AOE cloud effect on the boxed model and remove it from play. The cloud effect remains in play for one round.
-* Death Strike - If this attack destroys a living model, after resolving the attack choose a model within 4" of this model. The chosen model suffers a damage roll with a POW eual to the STR of the model destroyed by the attack.
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- RNG CMD. Target Friendly Satyxis Raider unit. If the Satyxis Raider unit is in range, it gains +2" movement during its activation this turn.
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- This model and friendly Satyxis models in its command range cannot be knocked down.
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- This attachment can be added to a Satyxis Blood Witches unit.
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- While this model is in play, models in its unit gain Force Barrier. (A model with Force Barrier gains +2 DEF against ranged attack rolls and does not suffer blast damage).
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- Once per game during its unit's activaiton, this model can use Power Swell. During this activation, models in this unit gain an additional die on melee damage rolls.
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- Models in this unit gain Pathfinder.
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- When this model is disabled, center a 4" AOE on it and then remove this model from play. Models in the AOE are hit and suffer a POW 8 blast damage roll.
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- This model makes a melee attack. If that attack hits, instead of dealing damage normally, center a 4" AOE on the model hit and remove this model from play. The model hit suffers a POW 16 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 are hit and suffer a POW 8 blast damage roll. Blast damage from this attack is not considered to have been caused by a melee attack.
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- This attachment can be added to a Sea Dog Crew unit.
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- Living enemy models suffer -2 to melee attack rolls while in melee with this model.
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- 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.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- This attachment can be added to a Mechanithrall or Bile Thrall unit.
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- * Dark Fire (* Attack) - Dark Fire is a RNG 10, POW 12 magic attack. When a living enemy model is destroyed by Dark Fire, this model gains its soul token regardless of the proximity of other models.
-* Disbinding (* Action) - Enemy upkeep spells on this model and / or its unit immediately expire.
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- This model must be in its warcaster's control area to make the Spell Slave special action. When it does, it casts one of its warcaster's spells with a COST of 3 or less. The warcaster is considered to have cast that spell but this model is its point of origin. When making a magic attack roll, this model uses its warcaster's FOCUS. This model cannot cast spells with a RNG of SELF or CTRL.
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- Skarre suffers up to 5 damage points. For each damage point she suffers one model currently in her control area can be affected by Fate Weaver. An affected friendly model cannot be charged or targeted by enemy attacks for one round. An affected enemy model cannot make attacks for one round.
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- This model can upkeep spells by suffering 1 damage point per spell instead of spending focus.
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- Friendly Satyxis models/units in this model's command range never flee and immediately rally.
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- Models in this model's battlegroup that are in its contorl area can boost attack and damage rolls after seeing the result of the roll.
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- When it destroys a living enemy model with this weapon, immediately after the attack is resolved this model heals d3 damage points.
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- This model gains one soul token each time it destroys a living enemy model. It can have up to three soul tokens at a time. During its activation, this model can spend soul tokens to boost attack or damage rolls at one token per boost.
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- When checking to see if this model is in its controller's control area, double the area.
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- When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
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- Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon.
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- This attack ignores the firing into melee penalty.
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- While B2B with this model, friendly Faction models gain Stealth.
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- This model is included in any army that includes the Witch Coven of Garlghast. If the Witch Coven of Garlghast is destroyed or removed from play, remove this model from play. This model is part of the Witch Coven of Garlghast's battlegroup.
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- When this model would suffer damage, you must assign that damage to one or more Wtiches instead, divided as you choose. A Witch cannot be assigned more damage points than she has unmarked damage boxes. This model does not suffer the damage assigned to a Witch.
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- While in the Coven's control area, enemy models suffer -2 MAT and RAT and their LOS is reduced to 5". Nightfall lasts for one round.
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- When a Witch casts a spell, the Ergregore is the spell's point of origin. The Witch must have LOS to her target, but the Ergregore does not. All LOS modifiers are based on the LOS of the Witch. Witches can channel spells normally. The Coven can have up to one attached model; this model is attached to the Coven, not to an individual Witch. The Coven can have only one of each of their upkeep spells in play at a time.
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- The Witch of Coven of Garlghast shares a single focus pool, and Witches do not receive focus individually. The Coven's base FOCUS is three times the number of Witches in play. When the Coven replenishes its focus, the Ergregore receives those focus points. The Coven's control area is measured from the Egregore. Any Witch in the Coven's control area can spend focus points on the Egregore. The Egregore cannot be affected by focus-reducing or focus-removing effects. Each focus point on the Egregore gives each Witch in the Coven's control area a cumulative +1 ARM. Effects that ignore focus points overboosting the target's Power Field also ignore this bonus. The Coven can use their feat only once.
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- A Perfect Conjuction is established anytime the Egregore is completely within the triangular area between all three Witches and each Witch has LOS to each other Witch. During a Perfect Conjuction, reduce the COST of spells cast by a Witch by 1.
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- When this model hits a warjack with a melee attack, roll an additional damage die.
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- While this model is in play, when a model in its unit wrecks an enemy warjack with an attack while the warjack is in melee range of all three models in this unit, instead of replacing the warjack with a wreck marker you can replace it with a friendly autonomous Cryx warjack. Remove the enemy warjack from play. If it was a light warjack, you can replace it with a non-character bonejack. If it was a heavy warjack, you can replace it with a non-character helljack.
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- While this model is in play, models in its unit gain Stealth.
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- Dark Fire is a RNG 10, POW 12 magic attack. When a living enemy model is destroyed by Dark Fire, this model gains its soul token regardless of the proximity of other models.
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- This model gains one soul token when a living enemy model is destroyed within 2" of it. 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.
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- * Dark Fire (* Attack) - Dark Fire is a RNG 10, POW 12 magic attack. When a living enemy model is destroyed by Dark Fire, this model gains its soul token regardless of the proximity of other models.
-* Unbinding (* Action) - Enemy upkeep spells on models/units within 5" of this model expire. Models suffer d3 damage points for each of those psells they controlled.
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- A friendly Faction warcaster with this model in the control area can upkeep one spell without spending focus.
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- When this model hits a warjack with a melee attack, roll an additional damage die.
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- This model gains one soul token when a living enemy model is destroyed within 2" of it. 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.
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- When this model hits a warjack with a melee attack, roll an additional damage die.
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- * Dark Fire (* Attack) - Dark Fire is a RNG 10, POW 12 magic attack. When a living enemy model is destroyed by Dark Fire, this model gains its soul token regardless of the proximity of other models.
-* Puppet Master (* Action or * Attack) - Puppet Master is a RNG 10 spell. When it targets an enemy model/unit it is a magic attack. You can have one affected model reroll one or more dice of your choice rolled for a command check, attack, or damage roll, then Puppet Master expires. Puppet Master lasts for one round.
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- This model gains one soul token when a living enemy model is destroyed within 2" of it. 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.
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- Enemy models currently in Deneghra's contorl area suffer -2 to their SPD, STR, MAT, RAT, DEF, ARM, and FOCUS and cannot run or make special attacks. The Withering lasts for one round.
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- * Power Booster (* Action) - RNG 5. Target friendly Faction warjack. If the target warjack is in range and has no focus points, it gains 1 focus point. If the warjack is Disrupted, it is no longer Disrupted.
-* Seduction (* Action) - Take control of a living enemy non-warcaster, non-warlock warrior model B2B with this model. You can immediately make a full advance with the enemy model followed by a normal melee attack, then Seduction expires. The enemy model cannot be targeted by free strikes during this movement.
-* Venom (* Attack) - Venom is a RNG SP 8 magic attack. Models hit suffer a POW 10 corrosion damage roll and the Corrosion continuous effect.
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- During your Control Phase, place this model anywhere completely within 2" of its current location.
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- During this model's activation, it can spend one or more soul tokens to place 3" AOE cloud effects on teh table anywhere completely within its command range, one AOE per soul token spent. The cloud effect remains in play for one round.
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- While another friendly Faction model is Incorporeal and in this model's command range, the other friendly Faction model gains +2 ARM and does not suffer blast damage.
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- At the end of your Control Phase, this model can gain Incorporeal for one round unless it gained Incorporeal during the last round.
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- Enemy models currently in Deneghra's control area suffer Shadow Bind for one round. (A model affected by Shadow Bind suffers -3 DEF and for one round when it advances it cannot move except to change facing.)
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- At the end of your Control Phase, this model can gain Incorporeal for one round unless it gained Incorporeal during the last round.
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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 a damage roll resulting from a direct hit fails to exceed the ARM of the target enemy model/unit, the affected model hit suffers 1 damage point.
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- Place 1 fury point on each enemy warbeast currently in this model's control area. This spell can only be cast once per turn.
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- Target any model in this model's control area, ignoring LOS. When resolving Airburst, ignore cover, concealment, elevation, and Stealth. Models hit suffer a POW 8 blast damage roll.
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- Models hit suffer a POW 10 damage roll. Models boxed by Annihilation are removed from play. This model gains a soul token for each living non-soulless enemy model removed from play this way.
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- Magical bolts of energy streak toward the target model.
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- Target friendly Faction model / unit gain Whiplash. (When an enemy model misses a model with Whiplash with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. the model with Whiplash is the point of origin for all these attacks.)
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- A warjack damaged by this attack becomes stationary for one round.
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- Place a 5" AOE anywhere completely in this model's control area. While in the AOE, friendly models gain Pathfinder and can advance through obstructions and other models if they have enough movement to move completely past them. Enemy models treat the AOE as rough terrain. Artifice of Deviation lasts for one round.
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- Target friendly model/unit gains concealment. Living enemy models suffer -2 to attack rolls while within 2" of an affected model.
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- Target friendly faction warjack can charge or make slam or trample power attacks without spending focus. The warjacks gains +2" movment when it charges or makes a slam or trample power attack. Models slammed by the warjack are moved +2".
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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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- Enemy upkeep spells on target friendly model / unit expire. Affected models cannot be targeted by enemy spells or animi.
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- While in this model's control area, models in its battlegroup cannot be knocked down and gain +3 ARM but suffer -2 DEF. Batten Down the Hatches lasts for one round.
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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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- While in this model's control area, models in its battlegroupgain Counter Charge. (When an enemy model advances and ends its movement within 6" of a model with Counter Charge and its LOS, the model with Counter Charge can immediately charge it. If it does, it cannot make another counter charge until after your next turn. A model cannot make a coutner charge while engaged.)
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- Target friendly Faction warrior model/unit gains Fearless and gains an additional die on melee damage rolls for one round.
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- On a hit, you can immediately advance target enemy non-warcaster/non-warlock model up to 3". Affected models cannot be targeted by free strikes during this movement. A model can move only once per turn as a result of Befuddle.
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- Target enemy warrior model/unit suffers -2 DEF. When a friendly Faction model destroys one or more affected models with a melee or ranged attack during its activation, immediately after the attack is resolved it can make one additional melee or ranged attack regardless of ROF. Attacks gained from Black Spot cannot generate additional attacks from Black Spot.
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- Models hit lose Flight for one round.
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- When Bleed destroys a living enemy model, this model heals d3 damage points.
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- Target enemy warrior model/unit cannot make ranged or magic attacks and suffers -2 DEF for one round.
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- Target friendly warrior model/unit gains an additional die on melee damage rolls but suffers -2 DEF.
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- Blood Rain causes corrosion damage. Models hit suffer the Corrosion continuous effect.
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- When a model is hit by Blow the Man Down, it is knocked down. On a critical hit, instead of suffering a normal damage roll a non-incorporeal model is slammed d6" directly away from the spell's point of origin regardless of its base size. Collateral damage from this slam is POW 15.
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- Target friendly model/unit gains +3 DEF against ranged and magic attack rolls.
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- When this spell boxes a living or undead non-warcaster, non-warlock enemy warrior model, you can immediately 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.
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- During its activation, target friendly model can charge without spending focus or being forced and gains +2" movement and Pathfinder when it charges. Boundless Charge lasts for one round.
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- Models hit suffer a POW 12 corrosion damage roll. The AOE is a cloud effect that remains in play for one round. Models entering or ending their activation in the AOE suffer 1 point of corrosion damage.
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- Models in this model's battlegroup currently in its control area can immediately make one normal ranged attack. Attacks gained from Broadside do not count against a weapon's ROF. Broadside can be cast only once per turn.
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- Target frienldy model gains +2 DEF against ranged attack rolls and Dodge. (A model with Dodge can advance up to 2" immdeiately 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.)
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- Friendly models gain +2 to attack and damge rolls against target enemy model/unit.
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- Friendly Faction models gain +2 to melee attack rolls against enemy models in this model's control area. Carnage lasts for one round.
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- Place a 3" AOE cloud effect completely in the model's control area. A model entering or ending its activation in the AOE suffers 1 points of corrosion damage. Caustic Mist lasts for one round.
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- While in this model's control range, models in its battlegroup gain Future Sight. (A model with Future Sight can boost attack and damage rolls after rolling.)
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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 within 5" of target friendly model/unit, enemy models cannot make ranged attacks.
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- Friendly models/units beginning a charge in this model's control area gain +2" movement. Affected models can charge without spending focus points or being forced. Coup de Main lasts for one turn.
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- Target model/unit suffers -2 SPD, STR, DEF, and ARM and cannot run or make special attacks.
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- Target friendly Faction model/unit gains Pathfinder and Hunter. (A model with Hunter ignores forests, concealment, and cover when determining LOS or making a ranged attack.)
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- Friendly Faction models beginning a charge while in this model's control area this turn gain +2" movement.
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- Target model/unit suffers -2 ARM and cannot make free strikes. A model can advance through an affected model if it has enough movement to move completely past its base.
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- This model immediately makes a full advance. It cannot be targeted b y free strikes during this movement. At the end of this movement, this model can make one melee attack against each model in its LOS that is in its melee range. Cyclone can be cast only once per turn.
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- While in this model's control area, friendly Faction models gain an additional die on their melee attack rolls this turn.
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- While in this model's control area, friendly Faction warrior models cannot be targeted by free strikes. This model and friendly Faction warrior models activating in its control area gain +1 SPD. Dash lasts for one round.
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- When Deadweight destroys an enemy living or undead model, choose an enemy model within 2" of the destroyed model. The chosen model must forfeit either its movement or its action during its next activation, as its controller chooses.
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- Before dealing damage, count the number of models in this AOE. Add the result to each Death Knell damage roll.
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- When a friendly Faction model misses target enemy model / unit with an attack, it can reroll the attack roll. Each attack roll can be rerolled only once as a result of Death Sentence.
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- Target friendly Faction model/unit gains +2 ARM. If an affected warjack is damaged, you choose which column suffers the damage.
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- While within this model's control area, the melee weapons of models in this model's battlegroup gain Grievious Wounds. (When a model is hit by a weapon with Grievous Wounds, for one orund it loses Tough, cannot heal or be healed, and cannot transfer damage.)
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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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- Target friendly Faction model/unit gains +2 DEF and ARM.
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- While in this model's control area, friendly Faction warrior models gain +2 ARM against ranged and magic attack damage rolls. Deflection 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 enemy warrior model/unit cannot make ranged attacks and suffers -2 DEF and MAT 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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- When Doom Spiral damages a warjack that is part of a battlegroup, its controller suffers d3 damage points.
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- This model gains +2 STR and ARM. Models cannot reave fury from warbeasts destroyed by this model. When this model destroys an enemy model with fury points on it with an attack, this model gains a number of focus points equal to the fury points on the destroyed model.
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- Friendly Faction models beginning their activations in this model's control area gain Pathfinder. Easy Rider lasts for one turn.
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- Immediately after this attack is resolved, this model can advance up to 2" for each enemy model destroyed by the attack.
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- Warbeasts in this model's battlegroup beginning their activations in its contgrol area gain +2 movement. This model gians +2 ARM while one or more warbeasts in its battlegroup are within 3" of it.
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- When a living enemy warrior model is boxed by Excarnate, remove it from play. You can then add one Grunt to a friendly Faction small-based undead unit in this model's control area. The Grunt must be placed in formation and within 3" of this model.
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- When target friendly model makes a normal attack with a non-spray ranged weapon, the weapon gains Magical Weapon. If the weapon was AOE - it becomes AOE 3. An affected model cannot participate in a combined ranged attack. Models in the AOE other than the model that was directly hit suffer blast damage but do not suffer any other effects of the attack. Explosivo expires immediately after resolving target model's next ranged attack. Explosivo lasts for one turn.
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- Target friendly warjack gains +2 ARM and does not suffer the effects of crippled systems.
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- While in the AOE, enemy models suffers -2 ARM. The AOE remains in play as long as upkeep is paid.
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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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- Models gain concealment while in this model's control area.
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- Target a model in this model's battlegroup in its control area. Enemy models currently within 2" o fthe target model are pushed 4" directly away from it in the order you choose.
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- Models damaged by Force Blow are knocked down.
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- Target friendly Faction model/unit can reroll its missed attack rolls. Each attack roll can be rerolled only once as a result of Fortune.
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- Target model/unit without Immunity: Cold becomes stationary for one round.
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- Frost Hammer causes Cold damage. On a critical hit, a model becomes Stationary for one round unless it has Immunity: Cold.
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- Warjacks in this model's battlegroup beginning their activations in its control area can run, charge, or make slam or trample power attacks without spending focus that activation. While in this model's control area, models in its battlegroup gain boosted melee attack rolls. Full Throttle lasts for one turn.
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- Target friendly model/unit gains +3 to melee damage rolls but suffers -1 DEF.
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- When an enemy model is hit by this attack, it can be pushed d6" directly toward Gallows' point of origin.
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- Target friendly model/unit gains Ghostly for one turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. An affected model cannot be targeted by free strikes.)
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- Target friendly Faction model gains +2 DEF and Poltergeist. (When an enemy model misses the model with Poltergeist with and attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from the model with Poltergeist.)
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- When a warjack is hit by Grind, it suffers 1 damage point to its first available Movement system box.
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- Center a 5" AOE on this model. Each other model in the AOE is hit and suffers a POW 13 damage roll. Each enemy model damaged by Ground Zero is pushed d6" directly away from this model in the order you choose.
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- While in this model's control area, models in its battlegroup gain boosted ranged attack rolls for one turn.
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- When an enemy attack destroys or removes from play one or more friendly Faction models within 5" of target warbeast in this model's battlegroup, after the attack is resolved the affected warbeast can charge an enemy model, then Hallowed Avenger expires.
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- Target friendly Faction model/unit gains an additional die on attack and damage rolls. Discard the low die in each roll.
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- This model cannot be targeted by charges. While within 5" of this model enemy models treat open ground as rough terrain.
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- A model/unit hit by Hellfire must pass a command check or flee.
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- If this attack misses, nothing happens. If it hits, before making the damage role, push models within 3" of the model hit 3" directly toward it in the order you choose. Then center a 3" AOE on the model hit. Models hit suffer a POW 12 damage roll. Models boxed by Hellmouth are removed from play.
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- Enemy upkeep spells and animi on the model/unit directly hit by Hex Blast immediately expire.
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- Target model in this model's battlegroup gains boosted ranged attack damage rolls.
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- Target Enemy warrior model/unit without Immunity: Cold suffers -2 DEF and cannot run or make special attacks.
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- Enemy models within 5" of this model are pushed 5" directly toward it in the order you choose.
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- Target friendly Faction model/unit gains an additional die on attack and damage rolls. Discard the low die in each roll.
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- Take control of target enemy non-warcaster, non-warlock warrior model. The model immediately makes one normal melee attack, then Influence expires.
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- While in this model's control area, enemy models treat open terrain as rough terrain. Inhospitable Ground lasts for one round.
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- Target friendly Faction model / unit gains +2 ARM and Fearless.
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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 friendly warrior model/unit gains +3 DEF but suffers -1 SPD.
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- Models in this model's battlegroup that are currently in its control area can immediately turn to face any direction. Affected models that are stationary or knocked down are no longer stationary and stand up. Models that were knocked down this turn are not affected by Jump Start.
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- Models in this model's battlegroup that are currently in its control area can immediately turn to face any direction. Affected models that are stationary or knocked down are no longer stationary and stand up. Models that were knocked down this turn are not affected by Jump Start.
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- Friendly FAction models beginning a charge in this model's control area gain Pathfinder. Warbeasts in th is model's battlegroup beginning their activations in this model's control area can charge or make slam power attacks against enemy models without being forced. Killing Ground lasts for one turn.
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- Enemy models pay double the focus or fury point cost to cast or upkeep spells while in this model's control area.
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- A model damaged by Lock the Target cannot run, charge, or be placed for one round.
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- This model spends up to 3 focus points to cast Locomotion. Target warjack in this model's battlegroup immediately advances up to 1" for each focus point spent. A warjack can be targeted by Locomotion only once per turn.
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- While in this model's control area, living enemy models cannot cast spells or use feats. Mage Blight last for one round.
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- Place a 5" AOE completely in this model's control area. While a model is within the AOE, models in this model's battlegroupignore forests and cloud effects when drawing LOS to it and ignore Stealth when attacking it.
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- If the target friendly Faction model's next normal ranged attack directly hits, after resolving the attack choose a model within 4" of the model hit. The chosen model sufers an unboostable POW 12 magic damage roll. The point of origin for this damage is the model hit. After resolving this damage roll, Magic Bullet expires. Magic Bullet lasts for one turn.
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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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- While within 2" of this model, enemy models suffer -2 DEF and ARM.
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- Target enemy model/unit suffers -2 DEF and loses Incorporeal and Stealth and cannot gain those abilities while affected by Marked for Death. Friendly Faction models can target an effected model regardless of LOS.
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- This model gains an additional die on melee attack rolls and cannot be targeted by free strikes.
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- Target friendly Faction model / unit gains Apparition. During your Control Phase, place models with Apparition anywhere completely within 2" of their current locations. If Mirage affects a unit, only model in formation can be placed.
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- Models in this model's battlegroup currently in its control area gain +2 SPD and Pathfinder for one turn.
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- Return one destroyed friendly Faction Undead Grunt to play with one unmarked damage box. It must be placed in this model's control area in formation and within 3" of another model in its unit. The Grunt must forfeit its action the turn it is returned to play.
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- Target warjack suffers 1 point of fire damage to each column on its damage grid.
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- Target enemy model/unit suffers -2 DEF and ARM and cannot be healed. Mortality lasts for one round.
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- While in this model's control area, friendly models gain Knockdown on their melee weapons. Mosh Put lasts for one turn. (When a model is hit with an attack by a weapon with Knockdown, it is knocked down.)
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- While in this model's control range, models in its battlegroup gain Gun-and-Run. (At the end of its activation, if a model with Gun-and-Run destroyed one or more enemy models with ranged attacks this activation it can make a full advance.)
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- Place a 5" AOE cloud effect anywhere completely in this model's control area. Any model that is not part of this model's battlegroup that enters or ends its activation in the AOE suffers an unboostable POW 8 damage roll.
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- An enemy warbeast damaged by Muzzle cannot advance toward this model for one round.
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- Target friendly model/unit ignores intervening models when making attacks. The weapons of affected models gain Magical Weapon.
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- The force of this attack blasts apart the earth itself.
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- Target friendly model/unit gains Stealth.
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- Friendly Faction models beginning a charge in this model's control area gain Pathfinder.
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- When target model in this model's battlegroup destroys one or more enemy models with an attack, immediately after the attack is resolve one model in this model's battlegroup that is in its control are can make a full advance, then Overrun expires. Overrun can be cast on,y once per turn and lasts for one turn.
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- Target model/unit suffer -3 ARM and this model gains +1 ARM.
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- When an enemy model is damaged by PErdition, immediately after the attack is resolved one warjack in this model's battlegroup that is currently in this model's control area can make a full advance toward the nearest enemy model. A model can advance as a result of PErdition only once per turn.
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- When target friendly model/unit is targeted by a ranged attack, the attack suffers -5 RNG.
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- Target model in this model's battlegroup ignores LOS when making charges, slams, and attacks. That model ignores concealment and cover when resolving attacks.
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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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- On a critical hit, models hit lose their initial attacks and cannot make special attacks for one round.
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- Choose a friendly Faction warbeast in this model's control area. Target an enemy model within 8" of the chosen warbeast and make a magice attack against it. The chosen warbeast is the attack's point of origin. If the enemy model is hit, it suffers a damage roll with a POW equal to the warbeast's base STR.
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- When an enemy model casts a spells or use an animus while in this model's control area, the enemy model suffers 1 damage point and this models heals 1 damage point.
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- Continuous effects, animi, and upkeep spells in this model's control area immediately expires.
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- If target enemy model/unit advances during its normal movement, immediately after ending this movement one model in this model’s battlegroup that is in its control area can make a full advance.
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- Target friendly model/unit gains +2 SPD and +2 DEF against ranged and magic attack rolls.
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- Take control of target enemy non-character warbeast. You can make one full advance with the warbeast and can then make one normal attack with it, then Rampager expires. While the warbeast is affected by Rampager, it cannot be forced and you cannot use its animus. Rampager can be cast only once per round.
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- Target model in this model's battlegroup gains Berserk for one turn. When affected by Ravager, a model cannot make Chain Attacks. (When a model with Berserk destroys one or more models with a melee attack during its combat action, immediately after the attack is resolved it must make one additional meless attack against another model in its melee range.)
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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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- A blade of wind slices through the target model.
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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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- When target friendly Faction model hits an enemy model with an attack during its activation, immediately after its combat action ends the affected can make a full advance. It cannot be targeted by free strikes during this movement.
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- When target friendly Faction model is targeted by an enemy ranged attack, after the attack is resolved the affected model can make one normal melee or ranged attack, then Return Fire expires. Return Fire lasts for one round.
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- The AOE is rough terrain and remains in play for one round.
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- Remove target friendly warrior model from play. Skarre gains d6 additional focus points during your next Control Phase. Ritual Sacrifice can be cast only once per turn.
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- Place a wall template anywhere completely in this model's control area where it does not touch a model's base, an obstruction, or an obstacle. The wall is a linear obstacle that provides cover.
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- When an enemy attack disables a living model in the target friendly unit, you can choose a non-disabled living model in the unit to be destroyed. If another model is destroyed as a result of Roth's Mercy, the originally disabled model heals 1 damage point.
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- Models hit by Scourge are knocked down.
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- Target friendly model/unit gains +2 to melee attack damage rolls. Affected models gain Critical Corrosion on their normal melee attacks.
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- When an enemy model advances and ends its movement in the LOS of a target friendly Faction model, the affected model can immediately make one normal ranged attack, then Sentry expires.
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- Models in this model's battlegroup gain Dark Shroud and Stealth while in its control area. Shadowmancer lasts for one round. (While in the melee range of a model with Dark Shroud, enemy models suffers -2 ARM.)
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- When target friendly Faction model/unit directly hits and boxes an enemy model with a ranged or melee attack, center a 3" AOE on the boxed model, then remove that model from play. Models in the AOE are hit and suffer an unboostable POW 8 damage roll.
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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 this model's control area and B2B with one or more models in this model's battlegroup, models in this model's battlegroup cannot be knocked down and gain +1 DEF for each other model in the battlegroup with which they are B2B.
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- Target friendly model/unit's melee weapons gain Grievous Wounds. (When a model is hit by a weapon with Grievous Wounds, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.)
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- When this spell hits an enemy model with 1 or more focus or fury points on it, that model loses 1 focus or fury point and this model gains 1 focus point.
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- Target frienldy model's/unit's ranged weapons gain +4 RNG.
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- Target friendly Faction model/unit gains concealment and Immunity: Cold.
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- Remove up to 1 fury point from each frienldy living Faction warbeast currently in this model's control area. Soothing Song can only be cast once per turn.
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- This model is allocated 1 additional focus point during your Control Phase.
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- Remove a friendly trooper model in this model's control are from play and replace it with target warjack in this model's battlegroup that is in its control area. LOS to that target is not required. The warjack cannot activate this turn after being placed by Soul Gate.
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- When target friendly Faction model/unit destroys a living enemy model with a melee atack, this model gains the destroyed model's soul token regardless of the proximity of other models.
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- When a living non-soulless model is boxed by Soulfire, this model gains 1 focus point and the boxed model is removed from play.
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- Target warjack in this model's battlegroup gains +2 ARM and Ghostly. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. An affected model cannot be target by free strikes.)
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- While within this model's control area, friendly Faction model/unit' weapons gain Magical Weapon and Blessed. Spellpiercer lasts for one round. (When making an attack with a weapon with Blessed, ignore spell effects that add to a model's ARM or DEF.)
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- While in this model's control area enemy models gaion an additional die on attack rolls. Discard the highest die of each roll. Star-Crossed lasts for one round.
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- Target friendly warrior model gains +2 STR, MAT, and ARM and cannot be targeted by combined ranged attacks or combined melee attacks.
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- A model damaged by Stranglehold forfeits either its movement or its action during its next activation, as its controller chooses.
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- On a critical hit, the model hit suffer Shadow Bind for one round. (A model suffering Shadow Bind suffers -3 DEF, and for one round when it advances it cannot move except to change facing.)
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- When an enemy model advances and ends its movement within 6" of target friendly Faction non-warcaster warrior model and the affected model is not engaged, the affected model can immediately charge the enemy model, then Sudden Death expires. A trooper model that charges as a result of Sudden Death ignores unit formation while resolving the charge. If the trooper model is out of formation after the charge attack is resolved, it is destroyed before Sudden Death expires.
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- An enemy warbesat damaged by Sunder Spirit loses its animus for one round.
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- Target friendly Faction warjack gains +2 SPD, MAT, and DEF and cannot be knocked down.
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- Target friendly Faction model gains +2 DEF and cannot be knocked down. While within 3" of the affected model, friendly Faction models also gain +2 DEF and cannot be knocked down.
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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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- Place target model completely within 2" of its current location. When Telekinesis targets an enemy model, it is an offensive spell and requires a magic attack roll. A model can be affected by Telekinesis only once per turn.
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- Place this model anywhere completely within 8" of its current location, then its activation ends.
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- This model can channel spells through target friendly model as if it were a model in this model's battlegroup with Arc Node.
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- Models hit by Tempest are knocked down and suffer a POW 12 damage roll.
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- Warjacks in this model's battlegroup that are currently in its control area can charge or make power attacks without spending focus and gain boosted melee attack rolls against living models. When an affected model targets a living model with a charge or slam power attack, it gains +2' movement. Terminal Velocity lasts for one turn.
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- If during its normal movement this model advances within 2" of a friendly warjack, at the end of that movement you can place the warjack B2B with it, completely within its back arc. Up to three warjacks can be placed by Tow each time this model ends its normal movement.
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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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- The AOE is a cloud effect that remains in play for one round.
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- While in this model's control area, this model and warjacks in its battlegroup gain boosted melee attack and melee damage rolls, and their melee weapons gain Magical Weapon. Unearthly Rage 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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- Place a 4" AOE cloud effect anywhere completely in this model's control area. This AOE does not block friendly Faction models' LOS. While in the AOE, friendly Faction models gain Pathfinder and can move through obstructions and other models if they have enough movement to move completely past them.
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- This model can spend up to 3 focus points to advance up to 2" immediately for each focus point spent. Velocity can be cast only once per turn.
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- Venom causes corrosion damage. Models hit suffer the Corrosion continuous effect.
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- While in the AOE, enemy models cannot channel spells, be allocated focus or be forced. The AOE remains in play as long as its upkeep is paid.
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- Damage rolls against enemy models in this model's melee range are automatically boosted.
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- When a friendly Faction model in this model's control area destroys one or more enemy models with a melee or ranged atack during its activation, immediately after the attack is resolved, one warbeast in this model' battlegroup that is in its control area can advance up to 3". A warbeast can advance only once per turn as a result of Warpath.
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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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- Target friendly model/unit gains Camouflage and Pathfinder. (A model with Camouflage gains an additional +2 DEF when benefiting from concealment or cover.)
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- Target friendly living warbeast in this model's battlegroup can run, charge, or make slam or trample power attacks without being forced and gains boosted melee attack rolls.
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- Place a 5" AOE anywhere completely in this model's control area. Cload effects overlapping the AOE expire. Models suffer -3 RAT while within the AOE. The AOE remains in play for one round.
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- This model can immediately make a full advance and gains +2 DEF for one round. Wind Rush can be cast only once per turn.
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- This model cannot make ranged attacks, and non-magical ranged attacks targeting it automatically miss. While completely within 3" of this model, models cannot make ranged attacks and non-magical ranged attacks targeting them automatically miss. Wind Wall lasts for one round.
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- • Dark Fire (* Attack) - Dark Fire is a RNG 10,
-POW 12 magic attack. When a living enemy model
-is destroyed by Dark Fire, this model gains its soul
-token regardless of the proximity of other models.
-• Disbanding (* Attack) - Enemy upkeep spells on this
-model and/or its unit immediately expire.
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- This model gains an additional die to its melee and ranged damage rolls against warjacks.
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- This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal.
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- 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.
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- This model can advance through other model if it has enough movement to move completely past their bases. This model cannot be targeted by free strikes. This model ignores intervening models when declaring its charge attack.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- While B2B with this model, friendly warcastes and solos gain +1 CMD.
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- This model can run or charge without spending focus or being forced.
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- This model ignores gas effects. When determining LOS or resolving attacks, this model ignores cloud effects.
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- 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.
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- This model ignores the effects of deep and shallow water and can move through them witrhout penalty.- While completely in deep water, it cannot be targeted by ranged or magic attacks and can make attacks only against other models in deep water. While completely in deep water, this model does not block LOS.
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- When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point.
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- RNG 5. Target friendly Faction warjack. If the warjack is in range, it immediately makes one normal melee or ranged attack. A warjack can make an Ancillary Attack special action only once per turn.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- This model is a channeler (p. 79).
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- When making attacks, ignore focus points overboosting the target's Power Field and spell effects adding to its ARM or DEF.
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- If its warcaster is in this model's command range during your Control Phase, the warcaster can upkeep one spell without spending focus.
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- 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.
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- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
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- When calculating damage from this weapon, halve the base ARM stats of models hit that have medium or larger bases. This weapon gains +2 to damage rolls against models with small bases.
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- When calculating damage from this attack, halve the base ARM stats of the models hit that have medium or larger bases. This attack gains +2 to damage rolls against model swith small bases.
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- 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.
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- 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.
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- Before their normal, movement, affected models can make one ranged attack. During their normal movement, affected models must charge or run. The ranged attack is made before declaring a charge target.
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- 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.
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- Before start of the game, attach this model to a friendly warcaster for the rest of the game. Each warcaster can have only one model attached to it.
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- Make d3 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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- This model gains an additional die on its back strike damage rolls.
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- Make two attack with this weapon.
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- Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action.
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- 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".
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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 attack against another model in its melee range.
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- While making a trample power attack, this model ignores free strikes and does not stop when it contacts a model with a medium or larger base, an obstacle, or an obstruction. This model makes trample attacks against models regardless of their base size.
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- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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- When this model destroys a living enemy model with an attack, after the attack is resolved you can return one destroyed model in this unit to play. The model returns with five damage boxes, must be placed within 3" in this model, and cannot activate the turn it returns to play. The destroyed model is removed from play but does not provide a soul or corpse token.
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- This model gains one corpse token each time a Mechanithrall or living model is destroyed within 5˝ of it.
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- This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation it makes a Both Barrels attack.
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- This model gains +2 to charge attack damage rolls with this weapon.
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- This weaspon has an integral buckler that gives the model a cumulative +1 ARM bonus; for example, a model with two of them gains a bonus of +2 arm. A model does not gain this bonus while the weapon system with the buckler is crippled or being held in a weapon lock or when resolving damage that originates in its back arc.
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- When this model advances into B2B contact with an enemy model, 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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- Place the burrow marker in base contact with this model anywhere in its front arc, then remove this model from the table effects on this model expire. This model cannot burrow into solid rock or man-made constructions and cannot burrow while its Movement system is crippled. Return this model to the table during your next Control Phase after models replenish their focus but before focus is allocated. When it returns, place it anywhere within 3" of the burrow marker. If there is no room to place this model, remove the burrow marker from the table and remove this model from play.
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- Gain +1 to damage rolls with this weapon against models with medium bases and +2 to damage rolls against models with large bases.
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- 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.
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- This model gains an additional +2 DEF when benefiting from concealment or cover.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make a double-hand throw, head-butt, headlock/weapon lock, push or throw power attack against that target.
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- This weapon has a 4" melee range during this model's activation.
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- This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
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- This model's front arc extends to 360 degrees.
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- This model cannot make an initial attack with this weapon during an activation it charged at least 3".
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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.
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- During a combat action it did not make a charge attack, this model can make one melee attack with its Mount.
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- When this model misses and attack roll for a combined ranged attack, it can reroll that attack roll. Each attack roll can be rerolled only once as a result of Combined Arms.
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- This model can participate in combined melee attacks with other models in its unit (p. 62).
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- This model can participate in combined ranged attacks with other models in its unit (p. 62).
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- Make a melee attack. On a hit, instead of making a normal damage roll the target model is slammed d6" directly away from this model and suffers a damage roll with POW equal to the STR of this model plus twice the POW of this weapon. The POW of collateral damage is equal to this model's STR.
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- Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon.
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- 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.
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- This model is not a living model, never flees, and automatically passes command checks. All warjack models have this advantage.
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- A model hit by this attack suffers the Corrosion continuous effect (p. 69).
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- A model hit by this attack suffers the Fire continuous effect (p. 69).
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- When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. If it does, it cannot make another counter charge until after your next turn. This model cannot make a counter charge while engaged.
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- Place a 3" AOE anywhere completely within this weapon's RNG. The canter point of the AOE must be in this model's LOS, ignoring intervening models. A model entering or ending its activation in the AOE suffers a damage roll with POW equal to the POW of this weapon. The AOE remains in play for one round or until this model is destroyed or removed from play.
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- On a critical hit, gain an additional die on this weapon's damage roll against the model directly hit.
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- On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged.
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- On a critical hit, if the attack hit a small-based non-warlock/warcaster model the model hit is removed from play.
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- On a critical hit, the model hit by this attack suffers the Corrosion continuous effect(p. 69).
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- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.
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- 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.
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- On a critical hit, the model hit by this attack suffers the Fire continuous effect (p.69).
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- On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold.
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- On a critical hit, the model hit byu this weapon loses Tough, cannot heal or be healed, and cannot transfer damage for one round.
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- On a critical hit, the model hit is knocked down.
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- On a critical hit, living models hit have their base DEF reduced to 7 and cannot run or charge for one round.
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- On a critical hit, instead of rolling damage normally you can choose to have this model throw the model hit. Treat the throw as if this model 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 equial to this model's STR.
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- On a critical hit, gain an additional die on this weapon's damage rolls against living models.
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- On a critical hit, after the attack is resolved this model can make one additional attack against the model hit.
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- 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.
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- On a critical hit, the model hit loses its initial attacks and cannot make special attacks for one round.
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- This model gains one soul token for each living enemy model destroyed within 2" of it. When this model replenishes its focus during your next Control Phase, replace each soul token on it with 1 focus point.
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- If this model attack with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
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- This weapon causes cold damage (p.68).
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- This weapon causes corrosion damage (p. 68).
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- This weapon causes electrical damage (p. 68).
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- This weapon causes fire damage (p. 68).
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- When this model damages an enemy model with this weapon during its activation, after the attack is resolved you can place the enemy model anywhere completely within d6" of its current location, plus 1" for each focus point on this model.
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- While in this enemy model's melee range, enemy models suffer -2 ARM.
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- While this model is B2B with one or more models in its unit, it gains +2 ARM.
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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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- This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. The model cannot dig into solid rock or manmade constructions. This model can begin the game dug in.
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- When this model hits a warbeast with a melee attack, roll an additional damage die.
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- 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.
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- This model can make two additional attacks for each focus point spent to make additional attacks with this weapon.
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- If this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed any distance directly toward this model. After the damaged model is moved, this model can make one normal melee attack against the model pushed. After resolving this melee attack, this model can make additional melee attacks during its combat action.
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- During this model’s activation, immediately after resolving an attack in which it boxed
-a living enemy model, this model can use Drag Below. The boxed model is removed from play and this model can immediately make a full advance and then perform a Dig In special action, then its activation ends.
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- While mounted, this model has base SPD 8 and base ARM 17. While dismounted, it has base SPD 6, base ARM 15.
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- 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.
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- 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.
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- When this model forfeits its movement to gain the aiming bonus it can also make one additional ranged attack this activation.
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- This model gains +2 DEF against melee attack rolls.
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- When this attack hits an enemy model with 1 or more focus or fury points on it, that model loses 1 focus or fury point and this model gains 1 focus point.
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- When a warjack or warbeast is hit by this weapon it is knocked down.
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- 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.
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- This model ignores cloud effects (p. 69) and forests (p. 87) when determining line of sight. This model ignores concealment (p. 57) and Stealth when making attacks.
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- This model never flees (p. 85). All warcaster models have this advantage.
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- If this weapon damage a warjack that is part of a battlegroup, its controller suffers 1 damage point.
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- This model cannot be targeted by ranged or magic attacks while knocked down.
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- This model gains an additional die on damage rolls against damaged models.
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- 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.
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- When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continous effect.
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- When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
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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 listed type, this model gains +2 to attack rolls and gains an additional damage die.
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- At the start of this model's activation, it can spend 1 focus point once to gain +2" movement for one turn.
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- This model can advance through terrain and obstacles without penalty and can advance through obstructions and other models if it has enough movement to move completely past them. This model ignores intervening models when declaring its charge target.
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- When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model up to the distance the slammed model was moved.
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- A model hit by this weapon becomes stationary for one round unless it has Immunity: Cold.
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- When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
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- When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.
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- This model gains +1 ARM for each sould token currently on it.
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- This model ignores LOS when making attacks with this weapon. When resolving attacks with this weapon, ignore concealment and cover.
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- This model can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. This model cannot be targeted by free strikes.
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- This model does not suffer blast damage. Friendly models B2B with it do not suffer blast damage.
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- This model can make power attack slams without spending focus or being forced. Models slammed bu this model are moved an additional 2".
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- When a model is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.
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- While knocked down, this model is not automatically hit by melee attacks and its DEF is not reduced.
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- 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.
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- 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.
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- This model can add this weapon's POW to its head-butt and slam powe attack damage rolls.
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- If this model attacks with this weapon during its activation, it cannot attack with another melee weapon that activation. If this model attacked with another melee weapon this activation, it cannot attack with this weapon.
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- 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.
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
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- 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.
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- This model does not suffer cold damage (p. 68).
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- This model does not suffer corrosion damage and is immune to the Corrosion continuous effect (p. 68).
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- This model does not suffer electrical damage (p. 68).
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- This model does not suffer fire damage and is immune to the Fire continuous effect (p. 68).
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- This model suffers -4 to attack rolls with this weapon.
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- This model can move through rough terrain and obstacles without penalty. It can move through obstructions and other models if it has enough movement to move completely past them. Other models, including slammed, pushed, or thrown models, can move through this model without effect if they have enough movement to move completely past it. This model does not count as an intervening model. This model suffers damage and effects only from magical weapons, magic attacks, animi, spells, and feats and is immune to continous effects. This model cannot be move by a slam. When this model makes a melee or ranged attack, before the attack roll is made it loses Incorporeal for one round.
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- Friendly X models/units in this model's command range never flee and immediately rally.
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- You gain +1 to the starting roll determining the order of deployment and play.
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- 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".
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- While B2B with a friendly Faction warjack, this model gains +2 DEF and ARM and cannot be kocked down.
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- This model gains +2 ARM for each warjack it controls B2B with it. When this model is directly hti by an enemy ranged or magic attack, you can choose to have onbe of those warjacks become the target and automatically be hit by the attack instead.
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- This model is not a warcaster but has the following warcaste special rules: Battlegroup Commander, Control Area, Focus Manipulation, Power Field, and Spellcaster.
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- AFter using its normal movement to make a full advance but before performing an action, you can place this model anywhere completely within 5" of its current location. Any effects that prevent it from charging also prevent it from using Jump.
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- Once per activation, when a living enemy model is destroyed or removed from play as a result of a melee atack made by this model during its activation, immediately after that attack is resolved this model can make one normal ranged attack ignoring ROF.
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- When this model destroys one or more enemy models with a melee attack during its combat action, after that attack is resolved this model can move up to 1" and make one additional melee attack.
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- When a model is hit by an attack with this weapon, it is knocked down.
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- This weapon can be used only to make charge attacks. When this model charges, this weapon gains Reach until the charge is resolved.
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- This model and friendly warrior models B2B with it cannot be knocked down.
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- When an attack with this weapon hits, this model can suffer 1 damage point to gain an additional die on the damage roll against the model hit. Life Trader can only be used once per attack.
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- This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking wiht whis model and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation.
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- This model must be B2B with a friendly living Faction Warrior model to make an attacks with this weapon.
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- Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability.
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- This weapon is a magical weapon (p. 68).
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- 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.
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- This model can attempt to repair friendly non-Faction warjacks and battle engines.
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- This model will work for Cryx.
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- This model will work for Cygnar.
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- This model will work for the Four Star Contract.
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- This model will work for Khador.
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- This model will work for Protectorate.
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- This model will work for Retribution.
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- This model will work for the Talion charter contract.
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- If you can have two or more warlocks in your army, this model and warjacks in its battlegroup can take the place of a Skorne warlock. This model counts toward the maximum number of warlocks allowed in an army and counts as a warlock for FA.
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- This model will work for the Blindwater Congregation pact.
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- This model will work for the Thornfall Alliance pact.
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- This model will work for Circle.
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- This model will work for Skorne.
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- This model will work for Trollbloods.
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- 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.
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- Myrmidons have two damage tracks: a set of boxes representing their force fields and another representing their damage grids.Mark the field boxes before marking the damage grids.The G Boxes of a myrmidon'sdamage grid represent its Field Generator.Once per turn during its activation, a myrmidon can spend 1 focus point to remove d3 damage points from its field damage track unless its Field Generator is crippled.
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- Once per turn during its activation, you can remove corpse tokens from this model to
-add models to a friendly Mechanithrall unit. You can remove up to three corpse tokens to add one Grunt per token removed, or you can remove three corpse tokens to add one Brute Thrall. Added models must be placed in formation and within 3˝ of this model.
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- This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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- An attack with this weapon can be made only once per game.
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-
- 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.
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- 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".
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- This model cannot be targeted by free strikes.
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- This model can advance through rough terrain (p. 86) without penalty and can charge and make slam and trample power attacks across obstacles (p. 87).
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- 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.
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- 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.
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- Gains an additional die on this weapon's damage rolls against living models.
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- When an enemy model misses this model with an attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from thsi model.
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- This model can make trample power attacks.
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- When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack.
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- This model gains +2 to charge attack rolls with this weapon.
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- When this model damages a warjack or warbeast with a melee attack, choose which column or branch suffers the damage.
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- This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
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- If this weapon hits an enemy model with an equal or smaller base, immediately after the attack is resolved the hit model can be pushed any distance directly toward this model.
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-
- Gain an additional die on attack and damage rolls with this weapon against models with an enemy upkeep spell on them.
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-
- 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.
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-
- When this model destroys one or more enemy models with a melee attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Quick Work do not count against a weapon's ROF.
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- When an enemy model is hit by this weapon, it is knocked down and can be pushed 1" directly away from this model. If it is pushed, this model can immediately advance directly toward the pushed model up to the distance that model was moved.
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- While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
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- Friendly Faction models can ignore this model when determining LOS.
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-
- 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.
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- This weapon has a 2" melee range (p. 50).
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- After the models in this unit have completed their actions, each can advance up to 3".
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- This model gains Pathfinder during activations it charges.
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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 upkeep spells on models in its battlegroup without spending focus.
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- When included in a Retribution army, this model is a Retribution model instead of a Mercenary model.
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- This model can control and reactivate only friendly Mercenary Rhulic warjacks.
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- This model can have only Mercenary Rhulic warjacks in its battlegroup and can reactivate only frienldy Mercenary Rhulic warjacks.
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- 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.
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- When this model is missed by an enemy melee attack, immediately after the attack is resolved it can make one normal melee attack against the attacking model.
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- This model cannot be targeted by enemy spells.
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- This attack's AOE remains in play for one round. Enemy models and non-Faction friendly models entering or ending their activations in the AOE suffer 1 point of corrosion damage.
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-
- Take control of a living enemy non-warcaster, non-warlock warrior model B2B with this model. You can immediately make a full advance with the enemy model followed by a normal melee attack, then Seduction expires. The nemey model cannot be targeted by free strikes duringt his movement.
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- 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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- A model hit by this weapon suffers -3 DEF and when it advances it cannot move except to change facing. Shadow Bind expires after one round.
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- This weapon is a shield that gives the model a cumulative +2 ARM bonus; for example, a model with two of them gains a bonus of +4 ARM. A model does not gain this bonus while the weapon system with the shield is crippled or being held in a weapon lock or when resolving damage that originates in its back arc.
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-
- 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.
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- 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.
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- 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.
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- A model directly hit by this weapon cannot cast spells for one round.
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- This weapon's AOE is a cloud effect that remains in play for one round.
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- When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. Instead of rolling damage on a ranged attack, this model can inflict 1 damage point. A model that participates in a combined ranged attack loses Sniper until the attack is resolved.
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- 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.
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- This model is allocated 1 additional focus point during your Control Phase.
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- Anytime during its activation, this model can spend soul tokens for the following effects. Each use of a Soul Mastery effect costs one soul token.
-
-Arcane Spirits – This model can cast a spell with COST 3 or less without spending focus.
-
-Vengeful Spirits – Choose a warjack in this model’s battlegroup that is in its CMD range. The warjack is allocated up to 3 focus points.
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- Place a 5" AOE anywhere completely in this model's control area. The AOE remains in play for one round. When a living enemy model is destroyed in the AOE, this model gains one soul token. While the AOE is in play, this model cannot attack with Daeamortus and has no melee range.
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- This model gains one soul token when a living enemy model is destroyed within 2' of it. 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.
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- RNG 5. Target friendly Faction model with Body Count, Cull Soul, Soul Collector, or Soul Taker. If the model is in range, remove any number of soul tokens from this model and place one soul token on the friendly model for each token removed.
-
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- During its activation, this model can choose a friendly model in its CMD range with Body Count, Cull Soul, Soul Collector, or Soul Taker. Remove any number of soul
-tokens from the chosen model and place one soul token on this model for each token removed.
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- This model does not generate a soul token when it is destroyed.
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- This model can be included in the listed Warcaster's theme forces. It can also be bonded to the listed Warcaster.
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- This model cannot be targeted by spells.
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- 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.
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- 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.
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- 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.
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- This model is a standard bearer (p. 70).
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- This model cannot be knocked down.
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- 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.
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- This model can forfeit its movement to give this weapon +4 RNG this activation and gain the aiming bonus.
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- 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.
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- 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.
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- When this model makes a melee attack during its activation, its fron arc extends to 360 degrees, and it can make one melee attack against each model in its LOS that is in its melee range.
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- When this model destroys an enemy model whit a normal ranged attack, immediately after the attack is resolved it can advance up to 2".
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- When declaring and resolving attacks with this weapon, this model can target and draw line of sight to models in its field of fire or its back arc.
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- 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.
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- Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
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- 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.
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- This model is a terrifying entity (p. 84). Enemy models/units in the melee range of this model or with this model in their melee range must pass a command check or flee.
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- This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
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- This model can add this weapon’s POW to its trample power attack damage rolls.
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- Add this model's STR to the POW of this ranged attack.
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- When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled, and is knocked down.
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- Gain an additional damage die against knocked down targets.
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- This model ignores conceleament, Camouflage, and Stealth.
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- This model is not a living model and never flees.
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- While engaging an enemy model, this model gains +2 ARM.
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- During your Maintenance Phase, if one or more models in this unit were destroyed or removed from play by enemy attacks during your opponent's last turn, each model in the unit can advance 3" and make one normal melee attack.
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- This model can make melee and ranged attacks during the same combat action. When this model makes its initial attacks, it can make both its initial ranged and melee attacks.
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- When attacking with this weapon, add and additional die to its damage rolls.
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- This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
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- If a model in this model's battlegroup in its control area is hit by an enemy magic attack, immediately after the attack is resolved one model in this model's battlegroup in its control area can make a full advance and make one normal attack.
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\ No newline at end of file
diff --git a/backups/Cygnar 221217112113442.cat b/backups/Cygnar 221217112113442.cat
deleted file mode 100644
index 544a219..0000000
--- a/backups/Cygnar 221217112113442.cat
+++ /dev/null
@@ -1,28586 +0,0 @@
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- When Ace makes a normal Rune Shot Cannon attack while it is in Caine’s control
-area, choose one of the following Rune Shot abilities:
-
- Shadow Fire – The model hit does not block LOS this turn.
-
- Thunderbolt – Enemy models hit are pushed d3˝ directly away from the attacking model. On a critical hit, the enemy model is knocked down after being pushed.
-
- Trick Shot – If this attack directly hits, choose a model within 4˝ of the model hit. The chosen model suffers an unboostable POW 10 magic damage roll. The point of origin for this damage is the model hit.
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- This model can be included in Caine's theme forces. It can also be bonded to Caine.
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- Once per game during its activation, this model can use Infiltrate. This model gains
-Stealth . While its controlling warcaster is B2B with this model, that warcaster also gains Stealth. Infiltrate lasts for one round.
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- While in this model's command range, enemy models pay double the focus or fury point cost to cast or upkeep spells.
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- This model can remove friendly Risen in its command range from play to make an additional attack or to boost and attack or damage roll for each Risen model removed. When this model suffers damage, it can remove friendly non-damaged Risen models in its command range from play to heal 1 damage point for each Risen model removed.
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- * Craft Thrall Rune (* Action) - Choose a Risen Grunt in this unit in formation and replace it with a Thrall Warrior solo. Remove the Risen Grunt model from play.
-
-* Disbinding (* Action) - Enemy upkeep spells on this model and/or its unit immediately expire.
-
-* Dominate Undead (* Attack) - Dominate Undead is a RNG 10 magic attack. Take control of target enemy non-warcaster, non-warlock undead model hit. You can immediately make a full advance with the undead model followed by a nomral melee attack, then Dominate Undead expires. The undead model cannot be targeted by free strikes during this movement.
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- 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.
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- This model does not begin the game in play.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- - 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.
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-- Hellfire (* Attack) - Hellfire is a RNG 10, POW 14 magic attack. A model/unit hit by Hellfire must pass a command check or flee.
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- This weapon is a magical weapon (p. 68).
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- While in Nemo's control area, friendly models gain an additional die on electrical damage rolls. Eye of the Storm lasts for one turn.
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- Warjacks: Lancers, Cygnar non-character warjacks with Immunity: Electricity, Thunderhead
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-Units: Field Mechaniks, Cygnar units with Immunity: Electricity
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-Solos: Journeyman Warcaster, Cygnar solos with Immunity: Electricity
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-Battle Engines: Storm Strider
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- After deployment but before the start of the game, you can pJace any number of your Stormwalls' Lightning Pods anywhere within 20" of the rear edge of your deployment zone.
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- Your deployment zone is extended 2" forward.
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- During your first Control Phase of the game, warjacks in Nemo's battlegroup are each allocated 1 focus point.
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- 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.
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- Each time this model makes a normal ranged attack choose one of the following abilities:
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-Black Penny - This attack ignores the firing into melee penalty.
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-Brutal Damage - Gain an additional die on this weapon's damage rolls.
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-Fire Beacon - This attack becomes AOE 5 and POW for this attack. While a model is within the AOE, it loses Camouflage and Stealth, and other models can ignore cloud efects when determining LOS to it. The AOE lasts for one turn.
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-Snipe - This attack gains +4 RNG.
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- Make a ranged attack with this weapon with AOE 4. Models hit suffer a POW 12 magical damage roll. The AOE is a cloud effect that remains in play for one round. Models entering or ending their activation in the AOE suffer a POW 12 magical damage roll. This model does not suffer damage from Mage Storm.
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- Each time this model makes a normal ranged attack, choose one of the following abilities:
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-Black Penny -This attack ignores the firing into melee penalty.
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-Brutal Damage -Gain an additional die on this weapon's
-damage rolls.
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-Snipe -This attack gains +4 RNG.
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- Each time this model makes a normal ranged attack, choose one of the following abilities:
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-Black Penny -This attack ignores the firing into melee penalty.
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-Brutal Damage -Gain an additional die on this weapon's
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-Snipe -This attack gains +4 RNG.
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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 attack against another model in its melee range
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- This model and friendly Privateer models in its command range cannot be knocked down.
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- Warjacks: Cygnar non-character light warjacks
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-Units: Arcane Tempest Units, Rangers
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-Solos: Arcane Tempest Solos
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- You can redeploy one unit/ model after both players have deployed but before the first player's first tum. The redeployed models must be placed on the table in a location they could have been deployed initially.
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- Your deployment is extended 2· forward.
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- Friendly models/ units can begin the game affected by Caine's upkeep spells. These spells and their targets must be declared before either player sets up models. Caine does not pay focus to upkeep these spells during your first turn.
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- Warjacks: Cygnar non-character warjacks with SPD 6 or more
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-Units: Trencher Commandos, Trencher Infantry
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-Solos: Non-character Trencher solos
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- For every two Trencher units, place one wall template anywhere within 20" of the back edge of Caine's deployment zone after terrain has been placed but before either player deploys his army. Walls cannot be placed within 3" of another terrain feature, including another wall template. The walls are linear obstacles that grant cover.
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- Models in this army gain Pathfinder during your first turn of the game.
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- Warjacks controlled by Trencher 'Jack Marshals gain Advance Deployment.
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- After resolving each ranged attack that hits an enemy model, Caine gains a cumulative +1 to his spe]Jstorm Pistol damage rolls. When a model is boxed by a Spell storm Pistol attack, center a 3" AOE on it and remove it from play. Models in the AOE are hit and suffer an unboostable POW 10 blast damage roll. Overkill expires at the end of Caine's activation.
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- Friendly Arcane Tempest models gain Gunfighter.
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- Evasive Action (*Action) - RNG 5. Target friendly Faction warjack. If the warjack is in range, it gains Evasive for one round. (A model with Evasive cannot be targeted by free strikes. It can advance up to 2" immediately after an enemy ranged attack that missed it is resolved unless it was missed while advancing.)
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-Power Booster (*Action) - RNG 5. Target friendly Faction warjack. If the target warjack is in range and has no focus points, it gains 1 focus point. If the warjack is Disrupted, it is no longer Disrupted.
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- 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.
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- This model gains a cumulative +1 STR and ARM for each living enemy model it destroys with a melee attack during its activation. This bonus lasts for one round.
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- While in Damioano's control area, friendly Faction models gain +3 STR and ARM and can only move or be moved during your turn.
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- 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.
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-- 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".)
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-- Money Shot - Affected models gain +2 to ranged attack and damage rolls for one turn.
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- Darius and the Halfjacks in his battlegroup currently in his control area can each completely repair one friendly Faction warjack with which he or it is B2B. Remove all damage from those warjacks
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- At the end of your Control Phase, you can put one HaJfjack into play within 1" of this model if there are fewer than three Halfjacks in play in Datius' battlegroup.
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- After resolving continuous effects during your Maintenance Phase, you can detonate any number of friendly mine markers anywhere on the table. Center a 4" AOE template on each detonated mine and remove the mine marker from the table. Models in the AOE are hit and suffer an unboostable POW 14 blast damage roll.
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- Knocked down friendly models within 2" of this model immediately stand up and can activate normally this tum. Additionally, you can choose one friendly model within 2" of this model and place that model anywhere within 1" of its current location.
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- This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model mllst be B2B with the damaged warjack and make a skill check. If sllccessful, remove d6 damage points from the warjack's damage grid.
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- This model is included in any army that includes Captain E. Dominic Darius and is part of Darius' battlegroup. If Darius is destroyed or removed from play, remove this model from play. Place all three Halfjacks in play at the start of the game.
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- Warjacks: Cygnar non-character warjacks, Thunderhead
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-Units: Field Mechaniks, Sword Knights
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-Solos: Journeyman Warcaster, Squire, Captain Arlan Strangewayes
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- Models in Darius' battlegroup gain Pathfinder during your first turn of the game.
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- Your deployment is extended 2" forward.
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- Warjacks: Cygnar non-character warjacks
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-Units: Field Mechaniks, Rangers, Stormblades, Stormsmith units
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-Solos: Squire, Stormblade solos, Stormsmith solos
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- Warjacks: Cygnar non-character warjacks
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-Units: Field Mechaniks, Rangers, Cygnar Light Cavalry units, Black 13th Gun Mage Strike Force
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-Solos: Gun Mage Captain Adept, Cygnar Light Cavalry solos, Ranger solos
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- You gain +1 on your starting roll for the game.
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- For each Ranger unit, place one wall template or 4" AOE forest anywhere completely within 20" of the back edge of Kraye's deployment zone after terrain has been placed but before either player deploys his army. Wall templates and forests cannot be placed within 3" of another terrain feature. Wall templates are linear obstacles that grant cover.
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- Friendly knocked down Faction warjacks currently in Kraye's control area that were not knocked down this tum immediately stand up. Friendly Faction warjacks currently in his control area can immediately turn to face any direction. Affected warjacks can charge without spending focus. Affected charging models gain +2" movement. Melee attack rolls made by affected warjacks are boosted. Horsepower lasts for one tum.
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- Warjacks: Cygnar non-character warjacks with ranged weapons, Lancers
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-Units: Arcane Tempest Gun Mages, Field Mechaniks, Long Gunner Infantry, Rangers
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-Solos: Journeyman Warcaster
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- Models in the army gain Pathfinder during your first turn of the game.
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- You can redeploy models in Sloan's battlegroup after both players have deployed but before the first player's first turn. The redeployed models must be placed on the table in a location they could have been deployed initially.
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- While in Sloan's control area, friendly Faction models gain boosted ranged attack rolls. When a model in Sloan's battlegroup that is in her control area hits an enemy model with a normal ranged attack during its activation, immediately after that attack is resolved a model in Sloan's battlegroup that is in her control area can make one normal ranged attack. A model can make only one Firing Squad attack. Firing Squad lasts for one turn.
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- 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.
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- This model gains +2 ARM for each warjack it controls B2B with it. When this model is directly hti by an enemy ranged or magic attack, you can choose to have one of those warjacks become the target and automatically be hit by the attack instead.
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- Warjacks: Cygnar non-characters warjacks with ranged weapons, Lancers, Thorn
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-Units: Field Mechaniks, Long Gunner Infantry, Precursor Knights, Sword Knights
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-Solos: Gun Mage Captain Adept, Journeyman Warcaster
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- Models/units in the army gain Pathfinder during your first turn of the game.
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- Friendly Faction models beginning their activations in Haley's control area
-during their activations this tum regardless of a weapon's ROF.
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- Warjacks: Cygnar non-character warjacks, Thunderhead
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-Units: Field Mechaniks, Storm Knight units
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-Solos: Journeyman Warcaster, Squire, Storm Knight solos, Stormsmith solos
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- You gain +1 on your starting roll for the game.
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- During your first turn of the game, models in Nemo's battlegroup gain +2 SPD.
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- Enemy warjacks and warbeasts currently in Nemo's control area suffer a POW 14 electrical damage roll. Warjacks damaged by Electrical Storm suffer Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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- Warjacks: Cygnar non-character warjacks, Ol' Rowdy
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-Units: Field Mechaniks, Long Gunner Infantry, Trencher Infantry, Stormblade Infantry
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-Solos: Journeyman Warcaster, Stormblade solos
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- Up to one heavy warjack gains Advance Move for each Field Mechanik unit in the army. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
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- You gain +1 on your starting roll for the game.
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- Friendly models/units can begin the game affected by Stryker's upkeep spells. These spells and their targets must be declared before either player sets up models. Stryker does not pay focus to upkeep these spells during your first turn.
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- While in Stryker's control area, friendly Faction m'odels gain +5 ARM for one round.
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- Warjacks: Cygnar non-character warjacks
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-Units: Rangers, Stormsmith units, Trencher units
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-Solos: Lieutenant Allison Jakes, Squire, Stormsmith solos, Trencher solos
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-Battle Engines: Storm Strider
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- Trencher models/units in the army gain Pathfinder during the first round of the game
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- Enemy non-warlock, non-warcaster models in Sturgis’ control area are pushed 3˝ directly toward Sturgis in the order you choose. Then enemy models within 3˝ of Sturgis suffer a POW 12 magical damage roll. For each model destroyed by Dead on Arrival, you can allocate 1 focus point to a warjack in Sturgis’ battlegroup in his control area.
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- If this model hits the same target with both its initial melee attacks, after resolving the attacks you can immediately place this model anywhere completely within 3˝ of its current location.
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- Warjacks: Cygnar non-character warjacks, Gallant
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-Units: Sword Knights, Field Mechaniks, Morrowan units
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-Solos: Journeyman Warcaster, Archduke Alain Runewood, Morrowan solos
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- Heavy warjacks in Blaize's battlegropu without ranged weapons gain Advance Move. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
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- Blaize gains one soul token for each friendly living Faction warrior model destroyed by an enemy attack or collateral damage of an enemy attack in her control area for one round. While in her control area, friendly living Faction warrior models gain +1 ARM for each soul token on Blaize. When Blaize replenishes her focus during your next Control Phase, replace each soul token on her with 1 focus point, then Divine Intervention expires.
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- While this model is in play, models in its unit gain Combined Ranged Attack.
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- 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.
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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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- 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.
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- Choose a friendly Faction warrior model B2B with this model. That model heals d6 damage points.
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- 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.
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- 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.
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- 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.
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- 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.
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- While in Madhammer's control area, friendly Faction models gain an additional die on blast damage rolls and AOE ranged attack rolls this turn.
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- When this model would suffer blast damage, it gains 1 focus point instead of suffering the damage. It cannot gain focus points beyond its FOCUS as a result of Blast Armor.
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- 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.
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- While in Nemo’s control area, Dynamo can reroll missed attack rolls from weapons
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- This model can be included in Nemo's theme forces. It can also be bonded to Nemo.
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- While within 5" of this model, non-myrmidon warjacks cannot channel spells or be allocated focus.
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- When this model hits another model with an attack, upkeep spells and animi on the model hit expire and it loses the focus points on it. When this model hits a warjack with and attack, that warjack suffers Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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- When an enemy model misses this model with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. This model is the point of origin for all these attacks.
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- Eahc time this model makes a normal ranged attack, choose one of the following abilities:
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-- Death Bolt - Instead of rolling damage, a model hit suffers 3 damage points. When damaging a warjack or warbeast, choose which column or branch suffers the damage.
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-- Disruptor Bolt - A model h it loses all focus points. A model hit with Focus Manipulation special rule does not replenish focus points next turn. A warjack hit suffers Disruption for one round. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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-- Phantom Seeker - This model ignores LOS when making ranged attacks. This model ignores concealment and cover when resolving ranged attacks.
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- When this model ends its normal movement within 5" of a friendly non-myrmidon warjack, its activation ends immediately.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- For one round, enemy models roll one less die when making attack and damage rolls while in Fiona's control area.
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- 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.
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- Wh8en an enemy model misses this model with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. This model is the point of origin for all these attacks.
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- When a friendly Stormsmith Stormcaller makes a Surge or Triangulation Stormcall, this model is considered to be another friendly Stormsmith Stormcaller.
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- Firefly warjacks gain Advance Move. (Before the start of the game but after both players have deployed, a model wiht Advance Move can make a full advance.)
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- Friendly Sea Dogs models/units in this model's command range never flee and immediately rally.
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- While in this model's command range, friendly Sea Dog models gain an additional damage die on Hand Weapon attacks against warrior models.
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- When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
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- Reduce the point cost of Vanguard warjacks in this model's battlegroup by 1.
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- Warjacks: Cygnar non-character warjacks, Thunderhead
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-Units: Field Mechaniks, Stormguards, Stormsmith units
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-Solos: Journeyman Warcaster, Squire, Stormsmith solos
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- Friendly models/units can begin the game aiffected by Nemo's upkeep spells. These spells and their targets must be declared before either player sets up models. Nemo does not pay focus to upkeep these spells during your first turn.
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- Friendly Stormsmith Stormcallers have Stormcall [9] and gain +2 to Stormcall damage rolls.
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- Each warjack in Nemo's battlegroup currently in his control area is allocated up to 3 focus points.
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- 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.
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- This model ignores gas effect. When determining LOS or resolving attacks, this model ignores cloud effects.
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- Each time this model makes a norma lranged attack, choose one of the following abilities:
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-- Acid Bomb - Models in the AOE are hit and suffer a POW 12 corrosion damage roll and teh Corrosion contuous effect.
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-- Black Oil - This attack causes no damage. Instead, models in the AOE are hit and suffer Blind for one round. (A blind model cannot make ranged or magic attacks, suffer -4 MAT and DEF, cannot run or charge, and must forfeit either its movement or action during its next activation.)
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-- Rust - This attack causes no damage. Instead warjacks in the AOE are hit and suffer -2 ARM for one turn.
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- 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.
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- This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation it makes a Both Barrels attack.
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- 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.
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- 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.
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-- 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.
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-- Call to Action - Knocked down models in th is unit in formation immediately stand up.
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-- 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.
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- Each time this model makes a normal ranged attack, choose one of the following abilities:
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-Brutal Damage - Gain an additional die on this weapon's damage rolls.
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-Phantom Seeker - This model ignores LOS when making ranged attacks. This model ignores concealment and cover when resolving ranged attacks.
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-Snipe - This attack gains +4 RNG.
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- This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- After an enemy model casts a spell within 10" of this model, this model may immediately make a normal ranged attack targeting that model.
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- 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.
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- - 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.
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-- 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.
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-- 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.
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- Warjacks: Cygnar non-character warjacks with ranged weapons, Lancers
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-Units: Arcane Tempest Units
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-Solos: Arcane Tempest Solos
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- Caine makes a normal Spellstorm Pistol attack against every enemy model currently in his control area, ignoring intervening models. Caine cannot use Maelstrom while he is in melee. When resolving Maelstrom, Caine has no back arc and his front arc extends to 360°.
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- Warjacks: Cygnar non-character warjacks, Ol' Rowdy, Thunderhead
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-Units: Field Mechaniks, Storm Knight units, Stormsmith Storm Towers
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-Solos: Squire, Storm Knight solos
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- One non-character warjack in Stryker's battlegroup can begin the game bonded to him. The bonded warjack gains an additional die on its first melee attack roll during its activation each tum.
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- Your deployment is extended 2" forward.
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- Warjacks: Cygnar non-character heavy and colossal warjacks wiht SPD 5 or greater, Ol' Rowdy
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-Units: Cygnar cavalry units
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-Solos: Storm Knight solos, Arcane Tempest solos
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-Battle Engine: Storm Strider
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- Models/units in the army gain Pathfinder during your first turn of the game.
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- 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.
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- This model gains +1 CMD for each of its unmarked coin boxes.
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- 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.
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-- Money Shot - Affected models gain +2 to ranged attack and damage rolls for one turn.
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-- 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.
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-- Walk It Off - Affecte models gain Tough for one round.
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- Warjacks: Cygnar non-character warjacks
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-Units: Field Mechaniks, Rangers, Trencher units
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-Solos: Journeyman Warcaster, Trencher solos
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- For each Trencher Commando or Trencher Infantry unit, place one 3" AOE cloud effect anywhere completely within 20" of the back edge of Siege's deployment zone after both players have finished deploying their armies but before the first player takes his first turn. These cloud effects leave play after the first round of the game.
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- Warjacks: Cygnar non-character warjacks, Triumph
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-Units: Field Mechaniks, Gun Mage units, Long Gunner Infantry
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-Solos: Captain Arlan Strangewayes, Journeyman Warcaster, Lieutenant Allison Jakes, Squire
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- The next time each enemy model suffers damage while in Siege's control area, halve its base ARM when calculating damage from the damage roll. Breach lasts for one turn.
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- The models in this unit currently in this model's control area gain +2 FOCUS for one turn and immediately gain 2 focus points.
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- At any time during its unit’s activation, this model can spend 2 focus points to add either Haley Past or Haley Future to this unit if that model is not already in play. Place that model within 2˝ of Haley Prime. The placed model enters play with a number of focus points equal to its FOCUS. The placed model cannot activate this turn.
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-When this model replenishes its focus points, this model can receive 2 fewer focus points for Haley Past and/or 2 fewer focus points for Haley Future. If this model does not receive 2 fewer focus points for another model in this unit, remove that model from play.
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- Warjacks: Cygnar non-character warjacks, Thorn
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-Units: Field Mechaniks, Long Gunner Infantry, Trencher Units
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-Solos: Journeyman Warcaster, Trencher solos
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- You can begin the game with Haley Past and/or Haley Future in play. For each model in this unit in play at the start of the game you can redeploy one model/unit after both players have deployed but before the first player’s first turn. The redeployed models must be placed on the table in a location they could have been deployed initially.
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- Units in the army gain Prowl during the first round of the game. (Models with Prowl gain Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.)
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- During your first turn of the game, models in Haley’s battlegroup gain +2 SPD.
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- Warjacks: Cygnar non-character warjacks with ranged weapons, Lancers, Thorn
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-Units: Field Mechaniks, Trencher units
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-Solos: Trencher solos
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- You can redeploy one Trencher model/unit after both players have deployed but before the first player's first tum. The redeployed models must be placed on the table in a location they could have been deployed initially.
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- You gain +1 on your starting roll for the game.
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- For each Trencher Commando or Trencher Infantry unit, place one trench template anywhere completely within 20" of the back edge of Haley's deployment zone after terrain has been placed but before either player deploys his army. Trench templates cannot be placed within 3" of a terrain feature but can be placed within 3" of each other.
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- Your deployment is extended 2" forward.
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-Units: Stormblade units, Arcane Tempest units, Field Mechanic units, Stormsmith Storm Tower
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-Solos: Stormcaller, Arcane Tempest solos, Arlan Strangewayes, Stormblade solos
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-Battle Engines: Storm Strider
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- For each Field Mechanik unit in the army 1 Storm Strider gains Advance Move.
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- Each Warjack in Haley's battegroup is automatically allocated 1 focus point at the start of your first Control Phase. This focus is in addition to any points Haley allocates.
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- During your opponent's next Activation Phase, enemy models/units activating while in Haley's control area forfeit either their movement or their action during their activations, as their controller chooses. Affected
-models/ units activate at the start of their controller's next Activation Phase in the order you choose. Temporal Shift lasts for one round.
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- One r,on-character warjack in HaJey's battJegroup can begin the game bonded to her. If this warjack begins its activation in Haley's control area, it gains +2" movement that activation.
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- 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.
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- This model can make slam power attacks.
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- When a living enemy warrior model in the melee 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.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- - 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.
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-- 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.)
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- 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.
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- 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.
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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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- While this model is B2B with a friendly warcaster, this model can use one of the following special abilities:
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-- Lucky Charm (* Action) - During his activation this turn, the warcaster can gain an additional die on an attack or damage roll. Discard the lowest die.
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-- Reload (* Action) - During his activation this turn, the warcaster can make one additional ranged attack ignoring ROF.
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-- Spyglass (* Action) - Measure the distance betwen two models within the warcaster's LOS.
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- 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.
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-- Dirge of Mists - affected models gain +1 DEF and Terror for one round.
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-- Heroic Call - Affected models gain Fearless and Tough for one round.
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-- March - Affected models gain Pathfinder for one turn.
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- This attachment can be added to a Sea Dog Crew unit.
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- Living enemy models suffer -2 to melee attack rolls while in melee with this model.
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- 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.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- This model can make one of the following stormcalls. Warjacks affected by a stormcall suffer Disruption.
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-Single Strike (*Action) -RNG 10. Target model. This model makes a skill check. If it passes and the target model is in range, the target model suffers a POW 10 electrical danlage roll.
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-Surge (*Action) -Choose a friendly Stormsmith Stormcaller. If when this model makes this special action the chosen model is within 20"' of it, this model can target up to two models whose bases are intersected by any line drawn between its base and that of the chosen Stormsmith Stormcaller. This model makes a skill check for each model targeted, If it passes, that model suffers a POW 10 electrical damage roll~. Models can be targeted only once per Surge special action. If the chosen model is not within 20" of this model when it makes this special action, nothing happens.
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-Triangulation (*Action) -Choose two other friendly Stormsmith Stormcallers, If when this model makes this special action it and they are all within 20" of each other, this model can target up to three models whose bases are within the triangular area between all three Stormsmith Stormcallers. This model makes a skill check for each model targeted. If it passes, that model suffers a POW 10 electrical damage roll. Models can be targeted only once per Triangulation special action, If this model and the chosen models are not all within 20" of each other when this model makes this special action, nothing happens.
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- Once per activation, after its normal movement, this model can place one Lighting Pod anywhere completely within 10" of this model if there are fewer than three Lightning Pods this model placed currently in play. At the time a Lightning Pod is placed, enemy models whose bases are intersected by a line drawn between the center of the Lightning Pod and the center of this model suffer a POW 10 damage electrical roll. Warjacks damaged by a Lightning
-Pod damage roll suffer Disruption. The S boxes of this model's damage grid represent its Lightning Pod system. While its Lighhling Pod system is crippled,
-this model cannot use Activate Lightning Pod.
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- 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.
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- - 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.)
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- Each time this model makes a normal ranged attack, choose one of the following abilities:
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-- Black Penny - This attack ignores the firing into melee penalty.
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-- Iron Rot When a warjack is hit by this attack, it suffers d3 points of corrosion damage to its Hull damage boxes.
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-- Shadow Fire - Friendly Faction models can ignore the model hit when determining LOS and making ranged or magic attacks this turn.
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- While in Rutger Shaw's command range, this model gains Dodge and Tough.
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- Each time this model makes a normal ranged attack, choose one of the following abilities:
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-Brutal Damage – Gain an additional die on this weapon’s damage rolls.
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-Blessed – When making an attack with this weapon, ignore spell effects that add to a model’s ARM or DEF.
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-Electro Leap – When a model is hit with this weapon, you can have lightning arc to the nearest model within 4˝ of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll.
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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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- RNG 5. Target friendly Mercenary Rhulic warjack. If the warjack is in range, its attack or damage rolls are boosted this turn.
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- 'Jack marshaled warjacks and the units that control them gain Advance Deployment
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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 a damage roll resulting from a direct hit fails to exceed the ARM of the target enemy model/unit, the affected model hit suffers 1 damage point.
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- Place 1 fury point on each enemy warbeast currently in this model's control area. This spell can only be cast once per turn.
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- Target any model in this model's control area, ignoring LOS. When resolving Airburst, ignore cover, concealment, elevation, and Stealth. Models hit suffer a POW 8 blast damage roll.
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- Models hit suffer a POW 10 damage roll. Models boxed by Annihilation are removed from play. This model gains a soul token for each living non-soulless enemy model removed from play this way.
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- A magical energy blast radiates from a single point to strike all models in
-the AOE.
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- Magical bolts of energy streak toward the target model.
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- Target friendly Faction model / unit gain Whiplash. (When an enemy model misses a model with Whiplash with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. the model with Whiplash is the point of origin for all these attacks.)
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- Target friendly model / unit gains +3 ARM.
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- A warjack damaged by this attack becomes stationary for one round.
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- Place a 5" AOE anywhere completely in this model's control area. While in the AOE, friendly models gain Pathfinder and can advance through obstructions and other models if they have enough movement to move completely past them. Enemy models treat the AOE as rough terrain. Artifice of Deviation lasts for one round.
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- Target friendly faction warjack can charge or make slam or trample power attacks without spending focus. The warjacks gains +2" movment when it charges or makes a slam or trample power attack. Models slammed by the warjack are moved +2".
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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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- Enemy upkeep spells on target friendly model / unit expire. Affected models cannot be targeted by enemy spells or animi.
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- While in this model's control area, models in its battlegroup cannot be knocked down and gain +3 ARM but suffer -2 DEF. Batten Down the Hatches lasts for one round.
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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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- While in this model's control area, models in its battlegroupgain Counter Charge. (When an enemy model advances and ends its movement within 6" of a model with Counter Charge and its LOS, the model with Counter Charge can immediately charge it. If it does, it cannot make another counter charge until after your next turn. A model cannot make a coutner charge while engaged.)
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- Target friendly Faction warrior model/unit gains Fearless and gains an additional die on melee damage rolls for one round.
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- On a hit, you can immediately advance target enemy non-warcaster/non-warlock model up to 3". Affected models cannot be targeted by free strikes during this movement. A model can move only once per turn as a result of Befuddle.
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- Target enemy warrior model/unit suffers -2 DEF. When a friendly Faction model destroys one or more affected models with a melee or ranged attack during its activation, immediately after the attack is resolved it can make one additional melee or ranged attack regardless of ROF. Attacks gained from Black Spot cannot generate additional attacks from Black Spot.
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- Models hit lose Flight for one round.
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- When Bleed destroys a living enemy model, this model heals d3 damage points.
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- Target enemy warrior model/unit cannot make ranged or magic attacks and suffers -2 DEF for one round.
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- Target friendly warrior model/unit gains an additional die on melee damage rolls but suffers -2 DEF.
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- Blood Rain causes corrosion damage. Models hit suffer the Corrosion continuous effect.
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- When a model is hit by Blow the Man Down, it is knocked down. On a critical hit, instead of suffering a normal damage roll a non-incorporeal model is slammed d6" directly away from the spell's point of origin regardless of its base size. Collateral damage from this slam is POW 15.
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- Target friendly model/ unit gains +3 DEF against ranged and magic attack rolls.
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- During its activation, target friendly model can charge without spending focus or being forced and gains +2" movement and Pathfinder when it charges. Boundless Charge lasts for one round.
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- Models hit suffer a POW 12 corrosion damage roll. The AOE is a cloud effect that remains in play for one round. Models entering or ending their activation in the AOE suffer 1 point of corrosion damage.
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- Models in this model's battlegroup currently in its control area can immediately make one normal ranged attack. Attacks gained from Broadside do not count against a weapon's ROF. Broadside can be cast only once per turn.
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- Target frienldy model gains +2 DEF against ranged attack rolls and Dodge. (A model with Dodge can advance up to 2" immdeiately 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.)
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- Friendly models gain +2 to attack and damge rolls against target enemy model/unit.
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- Friendly Faction models gain +2 to melee attack rolls against enemy models in this model's control area. Carnage lasts for one round.
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- Place a 3" AOE cloud effect completely in the model's control area. A model entering or ending its activation in the AOE suffers 1 points of corrosion damage. Caustic Mist lasts for one round.
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- After determining the point of impact for this attack, roll deviation for an
-additional 3˝ AOE from that point. Models in that AOE are hit and suffer a
-POW 6 blast damage roll.
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- A model hit by Chain Lightning suffers a POW 10 electrical damage roll, and lightning arcs from that model to d6 consecutive additional
-models. The lightning arcs to the nearest model it has not already arced to within 4" of the last model it arced to, ignoring this model. Each model the Iightrung arcs to suffers a POW 10 electrical damage roll.
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- While in this model's control range, models in its battlegroup gain Future Sight. (A model with Future Sight can boost attack and damage rolls after rolling.)
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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 within 5" of target friendly model/unit, enemy models cannot make ranged attacks.
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- Friendly models/units beginning a charge in this model's control area gain +2" movement. Affected models can charge without spending focus points or being forced. Coup de Main lasts for one turn.
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- Target model/unit suffers -2 SPD, STR, DEF, and ARM and cannot run or make special attacks.
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- Target friendly Faction model/unit gains Pathfinder and Hunter. (A model with Hunter ignores forests, concealment, and cover when determining LOS or making a ranged attack.)
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- Friendly Faction models beginning a charge while in this model's control area this turn gain +2" movement.
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- Target model/unit suffers -2 ARM and cannot make free strikes. A model can advance through an affected model if it has enough movement to move completely past its base.
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- This model immediately makes a full advance. It cannot be targeted b y free strikes during this movement. At the end of this movement, this model can make one melee attack against each model in its LOS that is in its melee range. Cyclone can be cast only once per turn.
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- Heavy warjacks in the army gain Advance Move. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
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- Warjacks gain +2 SPD during your first turn of the game.
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- While in this model's control area, friendly Faction models gain an additional die on their melee attack rolls this turn.
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- While in this model's control area, friendly Faction warrior models cannot be targeted by free strikes. This model and friendly Faction warrior models activating in its control area gain +1 SPD. Dash lasts for one round.
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- Target friendly model/ unit gains an additional die on each model's first ranged attack roU this tum.
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- When Deadweight destroys an enemy living or undead model, choose an enemy model within 2" of the destroyed model. The chosen model must forfeit either its movement or its action during its next activation, as its controller chooses.
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- Before dealing damage, count the number of models in this AOE. Add the result to each Death Knell damage roll.
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- When a friendly Faction model misses target enemy model / unit with an attack, it can reroll the attack roll. Each attack roll can be rerolled only once as a result of Death Sentence.
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- Target friendly Faction model/unit gains +2 ARM. If an affected warjack is damaged, you choose which column suffers the damage.
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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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- Target friendly Faction model/unit gains +2 DEF and ARM.
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- While in this model's control area, friendly Faction warrior models gain +2 ARM against ranged and magic attack damage rolls. Deflection lasts for one round.
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- Target friendly warjack gains +2 STR, and its melee weapons gain
-Disruption. (A warjack suffering Disruption loses its focus points and
-cannot be allocated focus or channel spells for one round.)
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- A model hit by Dissolution Bolt cannot channel spells for one round.
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- Target enemy warrior model/unit cannot make ranged attacks and suffers -2 DEF and MAT 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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- When Doom Spiral damages a warjack that is part of a battlegroup, its controller suffers d3 damage points.
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- This model gains +2 STR and ARM. Models cannot reave fury from warbeasts destroyed by this model. When this model destroys an enemy model with fury points on it with an attack, this model gains a number of focus points equal to the fury points on the destroyed model.
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- When a warrior model is boxed by Dust to Dust, center a 3" AOE cloud effect on it, then remove the model from play. The AOE remains in play for one round.
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- Models hit by Earthquake are knocked down.
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- Friendly Faction models beginning their activations in this model's control area gain Pathfinder. Easy Rider lasts for one turn.
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- Electrical Blast causes electrical damage. Warjacks damaged by Electrical Blast suffer Disruption. (A warjack suffering Disruption loses its focus paints and cannot be allocated focus or channel spells for one round.)
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- If target friendly model is hit by a melee attack, after the attack is resolved the attacker is pushed d3" directly away from the affected model and suffers an unboostable POW 14 electrical damage roll, then Electrify expires.
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- Immediately after this attack is resolved, this model can advance up to 2" for each enemy model destroyed by the attack.
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- This model spends up to 3 focus points to cast Energizer. Models in its battlegroup that are currently in its control area can immediately advance up to 1" for each focus point spent. Energizer can be cast only once per turn.
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- Warbeasts in this model's battlegroup beginning their activations in its contgrol area gain +2 movement. This model gians +2 ARM while one or more warbeasts in its battlegroup are within 3" of it.
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- When a living enemy warrior model is boxed by Excarnate, remove it from play. You can then add one Grunt to a friendly Faction small-based undead unit in this model's control area. The Grunt must be placed in formation and within 3" of this model.
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- When target friendly model makes a normal attack with a non-spray ranged weapon, the weapon gains Magical Weapon. If the weapon was AOE -it becomes AOE 3. An affected model cannot participate in a combined ranged attack. Models in the AOE other than the model that was directly hit suffer blast damage but do not suffer any other effects of the attack. Explosivo expires immediately after resolving this model's next ranged attack. Explosivo lasts for one turn.
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- Target friendly warjack gains +2 ARM and does not suffer the effects of
-crippled systems.
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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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- Models gain concealment while in this model's control area.
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- Target a model in this model's battlegroup in its control area. Enemy models currently within 2" o fthe target model are pushed 4" directly away from it in the order you choose.
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- Models damaged by Force Blow are knocked down.
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- This model does not suffer blast or collateral damage and cannot be knocked down. When an enemy AOE ranged attack deviates from a point in this model's control area, after the deviation distance is rolled you choose the deviation direction.
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- Instead of suffering a normal damage roll, a non-incorporeal model Force Hammer hits is slammed d6" directly away from the spell's point of origin regardless of its base size and suffers a POW 12 damage roU. Collateral damage from this slam is POW 12.
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- Target warjack in this model's battlegroup gains +2 ARM. The affected
-model and any friendly model B2B with it cannot be knocked down,
-pushed, or slammed.
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- Target friendly Faction model/unit can reroll its missed attack rolls. Each attack roll can be rerolled only once as a result of Fortune.
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- Place a 5" AOE anywhere completely in this model's control area. Models
-completely in the AOE have cover and do not suffer blast damage.
-When drawing LOS to a model not completely within the AOE, ignore
-intervening models completely within the AOE.
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- Target model/unit without Immunity: Cold becomes stationary for one round.
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- Frost Hammer causes Cold damage. On a critical hit, a model becomes Stationary for one round unless it has Immunity: Cold.
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- Warjacks in this model's battlegroup begimung their activations in its control area can run, charge, or make slam or trample power attacks without spending focus that activation. While in this model's control area, models in its battlegroup gain boosted melee attack rolls. Full Throttle lasts for one turn.
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- Target warjack in this model's battlegroup doubles its base SPD during its
-normal movement but cannot make ranged attacks.
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- Target friendly model/unit gains +3 to melee damage rolls but suffers -1 DEF.
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- When an enemy model is hit by this attack, it can be pushed d6" directly toward Gallows' point of origin.
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- Place this model anywhere completely within 8" of its current location. After casting Gate Crasher, it cannot advance this activation. For the rest of this activation, this model's ranged attacks must target models in its melee range. Gate Crasher can be cast only once per activation.
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- Target friendly model/unit gains Ghostly for one turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. An affected model cannot be targeted by free strikes.)
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- Target friendly Faction model gains +2 DEF and Poltergeist. (When an enemy model misses the model with Poltergeist with and attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from the model with Poltergeist.)
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- When a warjack is hit by Grind, it suffers 1 damage point to its first available Movement system box.
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- Center a 5" AOE on this model. Each other model in the AOE is hit and suffers a POW 13 damage roll. Each enemy model damaged by Ground Zero is pushed d6" directly away from this model in the order you choose.
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- While in this model's control area, models in its battlegroup gain boosted
-ranged attack rolls for one turn.
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- When an enemy attack destroys or removes from play one or more friendly Faction models within 5" of target warbeast in this model's battlegroup, after the attack is resolved the affected warbeast can charge an enemy model, then Hallowed Avenger expires.
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- Target friendly Faction model/unit gains an additional die on attack and damage rolls. Discard the low die in each roll.
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- Target friendly model / unit cannot be knocked down or made stationary.
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- This model cannot be targeted by charges. While within 5" of this model enemy models treat open ground as rough terrain.
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- A model/unit hit by Hellfire must pass a command check or flee.
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- If this attack misses, nothing happens. If it hits, before making the damage role, push models within 3" of the model hit 3" directly toward it in the order you choose. Then center a 3" AOE on the model hit. Models hit suffer a POW 12 damage roll. Models boxed by Hellmouth are removed from play.
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- Enemy upkeep spells and animi on the model/unit directly hit by Hex Blast immediately expire.
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- Target model in this model's battlegroup gains boosted ranged attack damage rolls.
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- Target Enemy warrior model/unit without Immunity: Cold suffers -2 DEF and cannot run or make special attacks.
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- Enemy models within 5" of this model are pushed 5" directly toward it in the order you choose.
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- Target friendly Faction model/unit gains an additional die on attack and damage rolls. Discard the low die in each roll.
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- Take control of target enemy non-warcaster, non-warlock warrior model. The model immediately makes one normal melee attack, then Influence expires.
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- While in this model's control area, enemy models treat open terrain as rough terrain. Inhospitable Ground lasts for one round.
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- Target friendly Faction model / unit gains +2 ARM and Fearless.
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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 friendly warrior model/unit gains +3 DEF but suffers -1 SPD.
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- Target model in this model's battlegroup immediately makes one normal
-melee attack.
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- Models in this model's battlegroup that are currently in its control area can immediately turn to face any direction. Affected models that are stationary or knocked down are no longer stationary and stand up. Models that were knocked down this turn are not affected by Jump Start.
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- Friendly FAction models beginning a charge in this model's control area gain Pathfinder. Warbeasts in th is model's battlegroup beginning their activations in this model's control area can charge or make slam power attacks against enemy models without being forced. Killing Ground lasts for one turn.
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- Enemy models pay double the focus or fury point cost to cast or upkeep spells while in this model's control area.
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- Target warjack in this model's battlegroup gains +2 STR and its melee weapons gain Electro Leap. (When a model is hit by a weapon with Electro Leap, you can choose to have lightning arc the nearest model within 4" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll.)
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- Models hit suffer a POW 10 electrical damage roll. The AOE remains in play for one round. Models entering or ending their activations in the AOE suffer a POW 10 electrical damage roll.
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- A model damaged by Lock the Target cannot run, charge, or be placed for one round.
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- This model spends up to 3 focus points to cast Locomotion. Target warjack in this model's battlegroup immediately advances up to 1" for each focus point spent. A warjack can be targeted by Locomotion only once per turn.
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- While in this model's control area, living enemy models cannot cast spells or use feats. Mage Blight last for one round.
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- Place a 5" AOE completely in this model's control area. While a model is within the AOE, models in this model's battlegroup ignore forests and cloud effects when drawing LOS to it and ignore Stealth when attacking it.
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- If target friendly Faction model's next normal ranged attack directly hits, after resolving the attack choose a model within 4" of the model hit. The chosen model suffers an unboostable POW 12 magic damage roll. The point of origin for this damage is the model hit. After resolving this damage roll, Magic Bullet expires. Magic Bullet lasts for one turn.
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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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- While within 2" of this model, enemy models suffer -2 DEF and ARM.
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- Target enemy model/unit suffers -2 DEF and loses Incorporeal and Stealth and cannot gain those abilities while affected by Marked for Death. Friendly Faction models can target an affected model regardless of LOS.
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- This model gains an additional die on melee attack rolls and cannot be targeted by free strikes.
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- Target friendly Faction model / unit gains Apparition. During your Control Phase, place models with Apparition anywhere completely within 2" of their current locations. If Mirage affects a unit, only model in formation can be placed.
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- Models in this model's battlegroup currently in its control area gain +2 SPD and Pathfinder for one turn.
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- Target warjack suffers 1 point of fire damage to each column on its damage grid.
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- Target enemy model/unit suffers -2 DEF and ARM and cannot be healed. Mortality lasts for one round.
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- While in this model's control area, friendly models gain Knockdown on their melee weapons. Mosh Put lasts for one turn. (When a model is hit with an attack by a weapon with Knockdown, it is knocked down.)
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- While in this model's control range, models in its battlegroup gain Gun-and-Run. (At the end of its activation, if a model with Gun-and-Run destroyed one or more enemy models with ranged attacks this activation it can make a full advance.)
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- Place a 5" AOE cloud effect anywhere completely in this model's control area. Any model that is not part of this model's battlegroup that enters or ends its activation in the AOE suffers an unboostable POW 8 damage roll.
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- An enemy warbeast damaged by Muzzle cannot advance toward this model for one round.
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- Target friendly model/unit ignores intervening models when making attacks. The weapons of affected models gain Magical Weapon.
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- The force of this attack blasts apart the earth itself.
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- Target friendly model/unit gains Stealth.
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- Friendly Faction models beginning a charge in this model's control area gain Pathfinder.
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- When target model in this model's battlegroup destroys one or more enemy models with an attack, immediately after the atack is resolved one model in this model's battlegroup that is in its control area can make a full advance, then Overrun expires. Overrun can be cast only once per turn and lasts for one turn.
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- Target model/unit suffer -3 ARM and this model gains +1 ARM.
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- When an enemy model is damaged by PErdition, immediately after the attack is resolved one warjack in this model's battlegroup that is currently in this model's control area can make a full advance toward the nearest enemy model. A model can advance as a result of PErdition only once per turn.
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- When target friendly model/unit is targeted by a ranged attack, the attack suffers -5 RNG.
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- Target model in this model's battlegroup ignores LOS when making charges, slams and attacks. That model ignores conceleament and cover when resolving attacks.
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- Target friendly model / unit cannot be targeted by a charge made by a
-model in its front arc.
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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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- 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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- On a critical hit, models hit lose their initial attacks and cannot make special attacks for one round.
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- Choose a friendly Faction warbeast in this model's control area. Target an enemy model within 8" of the chosen warbeast and make a magice attack against it. The chosen warbeast is the attack's point of origin. If the enemy model is hit, it suffers a damage roll with a POW equal to the warbeast's base STR.
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- When an enemy model casts a spells or use an animus while in this model's control area, the enemy model suffers 1 damage point and this models heals 1 damage point.
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- Continuous effects, animi, and upkeep spells in this model's control area immediately expires.
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- If target enemy model / unit advances during its activation, immediately
-after ending this movement one model in this model's battlegroup that is
-in its control area can make a full advance.
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- Target friendly model/unit gains +2 SPD and +2 DEF against ranged and magic attack rolls.
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- Take control of target enemy non-character warbeast. You can make one full advance with the warbeast and can then make one normal attack with it, then Rampager expires. While the warbeast is affected by Rampager, it cannot be forced and you cannot use its animus. Rampager can be cast only once per round.
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- Target model in this model's battlegroup gains Berserk for one turn. While affected by Ravager, a model cannot make Chain Attacks. (When a model with Berserk destroys one or more models with a melee attacks during its combat action, immediately after the attacks is resolved it must make one additional melee attack against another model in its melee range.)
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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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- A blade of wind slices through the target model.
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- Target enemy model / Ullit cannot give orders, receive orders, or make special attacks for one round .
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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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- When target friendly Faction model hits an enemy model with an attack during its activation, immediately after its combat action ends the affected can make a full advance. It cannot be targeted by free strikes during this movement.
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- Enemy upkeep spells and animi on the model/unit directly hit by Repudiate immediately expire. An enemy model maintaining an upkeep spell that expired as a result of Repudiate suffers d3 damage points.
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- When target friendly Faction model is targeted by an enemy ranged attack, after the attack is resolved the affected model can make one normal melee or ranged attack, then Return Fire expires. Return Fire lasts for one round.
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- Return one destroyed friendly Faction Grunt to play with one unmarked damage box. It must be placed in this model’s control area in formation and within 3˝ of another model in its unit.
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- The AOE is rough terrain and remains in play for one round.
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- Remove target friendly warrior model from play. Skarre gains d6 additional focus points during your next Control Phase. Ritual Sacrifice can be cast only once per turn.
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- Place a wall template anywhere completely in this model's control area where it does not touch a model's base, an obstruction, or an obstacle. The wall is a linear obstacle that provides cover.
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- When an enemy attack disables a living model in the target friendly unit, you can choose a non-disabled living model in the unit to be destroyed. If another model is destroyed as a result of Roth's Mercy, the originally disabled model heals 1 damage point.
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- Models hit by Scourge are knocked down.
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- Target enemy warjack immediately advances its current SPD in inc.hes in a direction determined by the deviation temp.late. During this movement, it moves through models with smaller bases if it has enough movement to move completely past their bases. Models it moves through are knocked down. The warjack is knocked down if it contacts an obstacle, an obstruction, or a model with a base equal to or larger than its own. A warjack can be affected by Scramble only once per turn.
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- Target friendly model/unit gains +2 to melee attack damage rolls. Affected models gain Critical Corrosion on their normal melee attacks.
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- When an enemy model advances and ends its movement in the LOS of a target friendly Faction model, the affected model can immediately make one normal ranged attack, then Sentry expires.
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- Models in this model's battlegroup gain Dark Shroud and Stealth while in its control area. Shadowmancer lasts for one round. (While in the melee range of a model with Dark Shroud, enemy models suffers -2 ARM.)
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- When target friendly Faction model/unit directly hits and boxes an enemy model with a ranged or melee attack, center a 3" AOE on the boxed model, then remove that model from play. Models in the AOE are hit and suffer an unboostable POW 8 damage roll.
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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 this model's control area and B2B with one or more models in this model's battlegroup, models in this model's battlegroup cannot be knocked down and gain +1 DEF for each other model in the battlegroup with which they are B2B.
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- Target warjack in this model’s battlegroup cannot be knocked down, pushed, placed, or slammed and gains +2 DEF. While this model is B2B with target model, it cannot be knocked down, pushed, placed, or slammed and gains +2 DEF.
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- Target friendly model/unit's melee weapons gain Grievous Wounds. (When a model is hit by a weapon with Grievous Wounds, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.)
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- Target friendly model's / unit's ranged weapons gain +4 RNG.
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- Target friendly Faction model/unit gains concealment and Immunity: Cold.
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- Remove up to 1 fury point from each frienldy living Faction warbeast currently in this model's control area. Soothing Song can only be cast once per turn.
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- Remove a friendly trooper model in this model's control are from play and replace it with target warjack in this model's battlegroup that is in its control area. LOS to that target is not required. The warjack cannot activate this turn after being placed by Soul Gate.
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- When target friendly Faction model/unit destroys a living enemy model with a melee atack, this model gains the destroyed model's soul token regardless of the proximity of other models.
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- When a living non-soulless model is boxed by Soulfire, this model gains 1 focus point and the boxed model is removed from play.
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- Target warjack in this model's battlegroup gains +2 ARM and Ghostly. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. An affected model cannot be target by free strikes.)
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- While within this model's control area, friendly Faction model/unit' weapons gain Magical Weapon and Blessed. Spellpiercer lasts for one round. (When making an attack with a weapon with Blessed, ignore spell effects that add to a model's ARM or DEF.)
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- While in this model's control area enemy models gaion an additional die on attack rolls. Discard the highest die of each roll. Star-Crossed lasts for one round.
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- Target friendly warrior model gains +2 STR, MAT, and ARM and cannot be targeted by combined ranged attacks or combined melee attacks.
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- A model damaged by Stranglehold forfeits either its movement or its action during its next activation, as its controller chooses.
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- On a critical hit, the model hit suffer Shadow Bind for one round. (A model suffering Shadow Bind suffers -3 DEF, and for one round when it advances it cannot move except to change facing.)
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- When an enemy model advances and ends its movement within 6" of target friendly Faction non-warcaster warrior model and the affected model is not engaged, the affected model can immediately charge the enemy model, then Sudden Death expires. A trooper model that charges as a result of Sudden Death ignores unit formation while resolving the charge. If the trooper model is out of formation after the charge attack is resolved, it is destroyed before Sudden Death expires.
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- Models boxed by Sunburst are removed from play. Blast damage affects only enemy models.
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- An enemy warbesat damaged by Sunder Spirit loses its animus for one round.
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- Target friendly Faction warjack gains +2 SPD, MAT, and DEF and cannot be knocked down.
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- Target friendly Faction model gains +2 DEF and cannot be knocked down. While within 3" of the affected model, friendly Faction models also gain +2 DEF and cannot be knocked down.
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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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- Place target model completely within 2" of its current location. When Telekinesis targets an enemy model, it is an offensive spell and requires a magiC attack roU. A model can be affected by Telekinesis only once per turn.
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- Place this model anywhere completely within 8" of its current location, then its activation ends.
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- This model can channel spells through target friendly model as if it were a model in this model's battlegroup with Arc Node.
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- Models hit by Tempest are knocked down and suffer a POW 12 damage roll.
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- During its activation this turn, target friendly Faction model gains +2"
-movement and can make one additional attack regardless of a weapon's
-ROF. Temporal Acceleration can be cast only once per turn.
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- While in this model's control area, enemy models suffer -2 DEF. Enemy models beginning their activation in this model's control area cannot run or charge. Temporal Barrier lasts for one round .
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- While within 5˝ of a model in this unit, friendly models gain +2 DEF and enemy models suffer –2 DEF. Temporal Flux lasts for one round.
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- Warjacks in this model's battlegroup that are currently in its control area can charge or make power attacks without spending focus and gain boosted melee attack rolls against living models. When an affected model targets a living model with a charge or slam power attack, it gains +2' movement. Terminal Velocity lasts for one turn.
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- Instead of suffering a normal damage roll, a non-incorporeal model hit by Thunder Strike is slanuned d6" directly away from the spell's paint of origin regardless of its base size and suffers a POW 14 damage roll. Collateral damage from this slam is POW 14.
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- A model hit by TIme Bomb suffers -2 SPD and DEF for one round.
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- If during its normal movement this model advances within 2" of a friendly warjack, at the end of that movement you can place the warjack B2B with it, completely within its back arc. Up to three warjacks can be placed by Tow each time this model ends its normal movement.
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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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- This model ignores concealment, Camouflage, and Stealth.
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- The AOE is a cloud effect that remains in play for one round.
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- While in this model's control area, this model and warjacks in its battlegroup gain boosted melee attack and melee damage rolls, and their melee weapons gain Magical Weapon. Unearthly Rage 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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- Place a 4" AOE cloud effect anywhere completely in this model's control area. This AOE does not block friendly Faction models' LOS. While in the AOE, friendly Faction models gain Pathfinder and can move through obstructions and other models if they have enough movement to move completely past them.
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- This model can spend up to 3 focus points to advance up to 2" immediately for each focus point spent. Velocity can be cast only once per turn.
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- Venom causes corrosion damage. Models hit suffer the Corrosion continuous effect.
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- While in the AOE, enemy models cannot channel spells, be allocated focus or be forced. The AOE remains in play as long as its upkeep is paid.
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- Target warjack cannot advance and suffers -4 DEF. A warjack beginning
-an advance within 3" of the model hit cannot run or charge and can
-advance only directly toward it. Voltaic Snare lasts for one round. Voltaic
-Snare can be cast only once per tum.
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- Damage rolls against enemy models in this model's melee range are automatically boosted.
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- When a friendly Faction model in this model's control area destroys one or more enemy models with a melee or ranged atack during its activation, immediately after the attack is resolved, one warbeast in this model' battlegroup that is in its control area can advance up to 3". A warbeast can advance only once per turn as a result of Warpath.
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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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- Target friendly model/unit gains Camouflage and Pathfinder. (A model with Camouflage gains an additional +2 DEF when benefiting from concealment or cover.)
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- Target friendly living warbeast in this model's battlegroup can run, charge, or make slam or trample power attacks without being forced and gains boosted melee attack rolls.
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- Place a 5" AOE anywhere completely in this model's control area. Cload effects overlapping the AOE expire. Models suffer -3 RAT while within the AOE. The AOE remains in play for one round.
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- This model can immediately make a full advance and gains +2 DEF for one round. Wind Rush can be cast only once per turn.
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- This model cannot make ranged attacks, and non-magical ranged attacks targeting it automatically miss. While completely within 3" of this model, models cannot make ranged attacks and non-magical ranged attacks targeting them automatically miss. Wind Wall lasts for one round.
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- This model gains an additional die to its melee and ranged damage rolls against warjacks.
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- This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal.
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- 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.
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- When this model begins its activation within 3" of one or more friendly models of the listed type, it is allocated 1 focus point.
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- This model can advance through other model if it has enough movement to move completely past their bases. This model cannot be targeted by free strikes. This model ignores intervening models when declaring its charge attack.
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- When this model directly hits an enemy model with a melee or ranged attack, the d3 nearest enemy models within 5" of the model hit suffer a POW 10 magical damage roll.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- While B2B with this model, friendly warcastes and solos gain +1 CMD.
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- This model is immune to continuous effects.
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- Varies for model.
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- This model can be forced during its activation to gain +2 STR for one turn but suffers d3 damage points.
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- This model can run or charge without spending focus or being forced.
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- This model ignores gas effects. When determining LOS or resolving attacks, this model ignores cloud effects.
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- 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.
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- If B2B with the Leader, the Grunt can forfeit its action to use Ammo Feeder. This activation, if the Leader makes a Strafe special attack, it makes +3 attacks.
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- This model ignores the effects of deep and shallow water and can move through them witrhout penalty.- While completely in deep water, it cannot be targeted by ranged or magic attacks and can make attacks only against other models in deep water. While completely in deep water, this model does not block LOS.
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- When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point.
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- RNG 5. Target friendly Faction warjack. If the warjack is in range, it immediately makes one normal melee or ranged attack. A warjack can make an Ancillary Attack special action only once per turn.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- This model is a channeler (p. 79).
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- When another model casts a spell in this model's control area, this model gains one power token, up to a maximum of three. During your Control Phase, after this model replenishes its focus but before it allocates focus, replace each power token with 1 focus point.
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- When making attacks, ignore focus points overboosting the target's Power Field and spell effects adding to its ARM or DEF.
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- If its warcaster is in this model's command range during your Control Phase, the warcaster can upkeep one spell without spending focus.
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- When an enemy model casts a spell or uses an animus while in this model's command range, after the spell is cast the enemy model suffers 1 damage point and this model heals 1 damage point.
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- Models that received this order can participate in a combined ranged attack this activation. The unit commander must be the primary attacker. When resolving this attack, the AOE of the unit commander's ranged weapon is 3". Do not choose an attack type for this attack. A unit can make only one Arcane Inferno attack per activation.
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- When this model hits another model with an attack, upkeep spells and animi on the model hit expire and its loses the focus points on it. When this model hits a warjack with an attack, that warjack suffers Disruption. (A warjack suffering Disruption loses its forucs points and cannot be allocated forcus or channel spells for one round.)
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- If this model forfeits its movement during its activation to gain the aiming bonus, it ignores Stealth that activation.
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- While this model's warcaster is within 5" of it, that warcaster can reroll one failed magic attack roll each turn.
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- While this model's warcaster is within 5" of it, that warcaster's control area is extended by 2".
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- This model can immediately negate any spell that targets it or a model within 3" of it by spending 1 focus point before the RNG of the spell is measured. The negated spell does not take effect, but its COST remains spent.
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- 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.
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- When this model's warcaster allocates 1 or more focus points to a warjack in this model's command range, the warjack is allocated 1 additional focus point.
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- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
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- When calculating damage from this weapon, halve the base ARM stats of models hit that have medium or larger bases. This weapon gains +2 to damage rolls against models with small bases.
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- When calculating damage from this attack, halve the base ARM stats of models hit that have medium or larger bases. This attack gains +2 to damage rolls against models with small bases.
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- Precursor Knight and Sword Knight units gain +2 SPD during your first turn of the game.
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- 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.
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- This model has concealment. Living enemy model's suffer -2 to attack rolls while within 2" of this model.
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- 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.
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- Before their normal, movement, affected models can make one ranged attack. During their normal movement, affected models must charge or run. The ranged attack is made before declaring a charge target.
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- 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.
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- This model can make this special action only when B2B with a friend'ly Faction warjack. When this model makes an Assist Repair special action, choose another model in this tutit with the Repair ability also B2B with that warjack. The chosen model gains a cumulative +1 to its Repair skill on its next Repair skill check to repair that warjack this activation. !fit passes the Repair check, remove 1 additional damage point from the warjack for each model that used Assist Repair on the chosen modeL
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- Before start of the game, attach this model to a friendly warcaster for the rest of the game. Each warcaster can have only one model attached to it.
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- This attachment can be added to an X unit.
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- Each time this model makes a normal ranged attack, choose one of the following abilities:
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-Critical Brutal Damage - On a critical hit, gain an additional die on this weapon's damage roll against the model directly hit.
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-Snipe - This attack gains +4 RNG.
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-Thunderbolt - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model is knocked down after being pushed.
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- Make 2d3 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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- Make d3 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 a model hits this model with a free strike attack, immediately after the attack is resolved the attacking model suffers d6 damage points.
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- This model gains an additional die on its back strike damage rolls.
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- Make two attack with this weapon.
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- When this model is destroyed, each living warbeast B2B with it heals d3 damage points.
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- When a model in this unit is damaged by an enemy attack, after the attack is resolved models in this unit gain +2 STR and ARM and Pathfinder for one round.
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- Huge Base.
-Front arc is divided into two 90 degree arcs of fire.
-A battle engine never gains the DEF bonus from concealment, cover, or elevation.
-Cloud effects and forest terrain do not block line of sight to a battle engine.
-A model targeting a battle engin with a ranged or magic attack does not suffer the target in melee attack roll penalty. If a ranged or magic attack misses a battle engine in melee, that miss is not rerolled against another model. It misses completely. A battle engine can be targeted by combined ranged attacks while it is in melee.
-Predeployment. Must be placed before normal deployment.
-Massive. A battle engine cannot be slammed, pushed, thrown, knocked down, or made stationary.
-Pathfinder.
-Servicable. Friendly Faction models with the Repair ability can attempt to repair damaged battle engines. To attempt repairs, the model with Repair must be in base-to-base contact with the damaged battle engine and make a skill check. If successful, remove d6 damage points from the battle engine.
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- During this model's activation, it can use one of the following plans. A friendly Faction model/unit can be affected by only one plan each turn.
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-Overcome - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn.
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-Path to Victory - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Fearless and +2 to charge attack rolls for one round.
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-Reveille - Knocked down friendly Faction models in this model's conmmand range immediately stand up. Models that were knocked down this turn are not affected by Reveille.
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- Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action.
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- RNG 3. Target friendly warrior model/unit. If the model/unit is in range, it gains boosted attack rolls against warbeasts for one turn.
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- 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 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".
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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 attack against another model in its melee range.
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- Once per game during its activation, this model can use Binge Drinking. this model is knocked down.
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- This attack ignores the firing into melee penalty.
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- 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.
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- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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- When an enemy warbeast misses this model with a melee attack, immediately after the attack is resolved this model can mak one normal melee attack the warbeast.
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- When it charges living warrior models without being forced.
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- This model performs minor repairs to one damaged friendly Faction warjack with which it is B2B. Remove 1 damage point from the warjack.
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- Models in this unit gain +1 STR and ARM for each model in this unit htat has been destroyed or removed from play. The bonuses for a model are lost if it returns to play.
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- Refer to page 90.
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- This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation it makes a Both Barrels attack.
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- Once per activation, after making a full advance but before performing an action, this model can spend one focus point to be placed completely within 5" of its current location. Any effects that prevent charging also prevent this model from using Bounding Leap.
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- While in this model's command range, friendlyu Exemplar models cannot be knocked down or made stationary.
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- This model gains +2 to charge attack damage rolls with this weapon.
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- This weaspon has an integral buckler that gives the model a cumulative +1 ARM bonus; for example, a model with two of them gains a bonus of +2 arm. A model does not gain this bonus while the weapon system with the buckler is crippled or being held in a weapon lock or when resolving damage that originates in its back arc.
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- This model can make slam power attacks. A slammed model suffers a damage roll with POW equal to the current POW of this model's mount. The POW of collateral from a slam is equal to the current POW of the Mount. If this model makes a successful slam but moved less than 3", it makes an attack roll agtainst its target. If the target is hit, it suffers a damage roll with POW equal to the current POW of this model's Mount but is not slammed. After resolving a slam power attack, this model can make one normal melee attack.
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- Affected models can make slam power attacks and must run, charge, or make a slam power attack this activation. A slammed model suffers a damage roll with POW of this model's Mount. The POW of collateral damage from a slam is equal to the current POW of the Mount. If an affected model makes a successful slam but moved less than 3", it makes an attack roll against its target. If the target is hit, it suffers a damage roll with POW equal to the current POW of this model's Mount but is not slammed. After a model in this unit resolves a slam power attack, that model can make one normal melee attack.
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- When this model advances into B2B contact with an enemy model, 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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- 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.
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- This model gains an additional +2 DEF when benefiting from concealment or cover.
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- Each model in the unit that received this order must make a full advance as its normal movement, perform the Dig in special action, then can perform a combat action as its action.
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- This model gains one sould token for each friendly Faction warrior model destroyed within 5" 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. During your Control Phase, you can remove all soul tokens from this model to allocate it focus points, 1 for each token removed.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make a double-hand throw, head-butt, headlock/weapon lock, push or throw power attack against that target.
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- If this model hits the same model with both its initial attacks with this weapon, LARGE BASE after resolving the attacks it can immediately make one additional melee attack against that model. If the additional attack hits, the target is slammed d6" directly away from this model. The POW of the slam damage roll is equal to the STR of this model + the POW of this weapon. The POW of collateral damage is equal to the STR of this model.
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- Each time this model hits an enemy model with a melee or ranged attack during its activation, it gains a cumulative +1 to each of its subsequent damage rolls against that model that activation.
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- This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
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- Place Major Katherine Laddermore and Storm Lance units after normal deployment. These models are placed at the same time as your models with Advance Deployment (if any). These models must be placed within your normal deployment zone.
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- When a friendly warbeast frenzies in this model's control area, the warbeast can forfeit its activation.
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- This model's front arc extends to 360 degrees.
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- 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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- This model cannot make an initial attack with this weapon during an activation it charged at least 3".
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- RNG CMD. Target friendly Faction model. If the model is in range, friendly models do not suffer ranged blast damage from its attacks this turn.
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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.
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- During a combat action it did not make a charge attack, this model can make one melee attack with its Mount.
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- When this model misses and attack roll for a combined ranged attack, it can reroll that attack roll. Each attack roll can be rerolled only once as a result of Combined Arms.
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- This model can participate in combined melee attacks with other models in its unit (p. 62).
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- This model can participate in combined ranged attacks with other models in its unit (p. 62).
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- Make a melee attack. On a hit, instead of making a normal damage roll the target model is slammed d6" directly away from this model and suffers a damage roll with POW equal to the STR of this model plus twice the POW of this weapon. The POW of collateral damage is equal to this model's STR.
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- Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon.
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- Models within 2" of this model suffer a POW 12 fire damage roll and the Fire continuous effect. This model can make additional melee attacks after making this special attack.
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- 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.
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- RNG 5. Target friendly Faction warjack. If the warack is in range, spend up to three soul tokens to allocate it 1 focus point for each soul token spent.
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- This model is included in any army that includes Rorsh. If Rorsh is Destroyed or removed from play, remove this model is part of Rorsh's battlegroupl.
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- This model is included in any army that includes the listed warcaster. If the listed warcaster is destroyed or removed from play, remove this model from play. This model is part of the listed warcaster's battlegroup.
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- When a friendly Stormsmith Stormcaller makes a Surge or Triangulation Stormcall, this model is considered to be another friendly Stormsmith Stormcaller.
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- This model gains a cumulative +1 on magic attack rolls for each other model in this unit that is within 1" of it.
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- This model is a Construct (pg. )
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- A model hit by this attack suffers the Corrosion continuous effect (p. 69).
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- A model hit by this attack suffers the Fire continuous effect (p. 69).
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- RNG CMD. Target living enemy non-character trooper model. If the model is in range, it must pass a command check or it becomes a friendly Faction solo under your control for the rest of the game. The converted model cannot activate this turn.
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- When a warjack is hit by this weapon, it suffers 1 damage point to its first available Cortex system box.
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- 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.
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- When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. If it does, it cannot make another counter charge until after your next turn. This model cannot make a counter charge while engaged.
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- Place a 3" AOE anywhere completely within this weapon's RNG. The center point of the AOE must be in this model's LOS, ignoring intervening models. A model entering or ending its activation in the AOE suffers a damage roll with POW equal to the POW of this weapon. The AOE remains in play for one round or until this model is destroyed or removed from play.
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- On a critical hit, gain an additional die on this weapon's damage roll against the model directly hit.
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- On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged.
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- On a critical hit, if the attack hit a small-based non-warlock/warcaster model the model hit is removed from play.
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- On a critical hit, the model hit by this attack suffers the Corrosion continuous effect(p. 69).
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- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.
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- 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.
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- On a critical hit on a warjack, it suffers Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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- On a critical hit, the model hit by this attack suffers the Fire continuous effect (p.69).
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- On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold.
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- On a critical hit, the model hit byu this weapon loses Tough, cannot heal or be healed, and cannot transfer damage for one round.
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- On a critical hit, the model hit is knocked down.
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- On a critical hit, instead of rolling damage normally you can choose to have this model throw the model hit. Treat the throw as if this model 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 equial to this model's STR.
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- On a critical hit against an enemy model, it is knocked down and can be puished 1" directly away from this model. If it is pushed, this model can immediately advance directly toward the pushed model up to the distance that model was moved.
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- On a critical hit, after the attack is resolved this model can make one additional attack against the model hit.
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- 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.
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- On a critical hit, the model hit loses its initial attacks and cannot make special attacks for one round.
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- On a critical hit during this model's activation, attacks made with this weapon against the model critically hit by this weapon automatically hit it. If this model attacks another model with this weapon this activation, attacks against the last model critically hit with this weapon no longer automatically hit it.
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- On a critical hit against an enemy model, center a 4˝ AOE on the model directly hit. Models in the AOE without Immunity: Electricity become Stationary for one round.
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- This model gains one soul token for each friendly living Exemplar 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. During its activation, this model can spend soul token to gain additional attacks or to boost attack or damage rolls at one token per attack or boost.
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- This model gains one soul token for each living enemy model destroyed within 2" of it. When this model replenishes its focus during your next Control Phase, replace each soul token on it with 1 focus point.
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- If this model attack with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
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- This weapon causes cold damage (p.68).
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- This weapon causes corrosion damage (p. 68).
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- This weapon causes electrical damage (p. 68).
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- This weapon causes fire damage (p. 68).
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- When this model damages an enemy model with this weapon during its activation, after the attack is resolved you can place the enemy model anywhere completely within d6" of its current location, plus 1" for each focus point on this model.
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- When this model is disabled, center a 5" AOE on it, then remove this model from play. Models in the AOE suffer a POW 14 blast damage roll.
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- While this model is B2B with one or more models in its unit, it gains +2 ARM.
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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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- RNG CMD. Target Friendly unit of the listed type. If the unit is in range, it gains +2" movement during its activation this tum.
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- This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. The model cannot dig into solid rock or man-made construction. This model can begin the game dug in.
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- When this model hits a warbeast with a melee attack, roll an additional damage die.
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- When this weapon hits a model/unit, upkeep spells on the model/unit hit immediately expire.
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- A warjack hit loses its focus points and cannot be allocated focus or channel spells for one round.
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- 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.
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- This model gains an additional die on melee attack and melee damage rolls. Discard the lowest die of each roll.
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- 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.
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- This model can make two additional attacks for each focus point spent to make additional attacks with this weapon.
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- 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.
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- If this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed any distance directly toward this model. After the damaged model is moved, this model can make one normal melee attack against the model pushed. After resolving this melee attack, this model can make additional melee attacks during its combat action.
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- While mounted, this model has base SPD 8 and base ARM 17. While dismounted, it has base SPD 6, base ARM 15.
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- Refer to page 88.
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- Refer to page 88.
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- Refer to page 88.
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- Refer to page 88.
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- Refer to page 88.
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- 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.
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- 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.
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- Place two 3" AOEs anywhere completely within this weapon's RNG, cent~red on points in this model's LOS, ignoring intervening models. Place one less AOE for each crippled arm system on this rmldel. A model entering or ending its activation in the AOEs suffers a damage roll with POW equal to the POW of this weapon. The AOEs remain in play for one round. If this model is destroyed or removed from play, immediately remove the AOEs from play.
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- When this model forfeits its movement to gain the aiming bonus it can also make one additional ranged attack this activation.
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- This model gains +4 DEF against melee and ranged attack rolls made by warbeasts. Warbeasts cannot target this model with free strikes.
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- This model gains +2 DEF against melee attack rolls.
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- The Leader and models in this unit within 5" of it gain +2 RNG to ranged attacks and +2 to melee and ranged attack damage rolls.
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- If this attack directly hits a model during this unit's activation, ranged attacks against that model made by models in this unit later this activation automatically hit it.
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- After all models in this unit have completed their actions, its Leader can make one ranged attack. The attack has base RNG 10, AOE 3, and POW 6. It gains +1 POW for each model in this unit that hit an enemy model with a melee attack this activation. Damage from this attack is electrical.
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- The AOE remains in play for one round. Models entering or ending their activations in the AOE suffer a POW 10 electrical damage roll.
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- When a model is hit with this weapon, you can have lightning arc to the nearest model within 4" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll.
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- Friendly Farrow Brigand models gain Combined Ranged Attack.
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- Friendly Storm Lance models gain Reform. (After all models in a unit with Reform have completed their actions, each can advance up to 3˝.)
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- Friendly Sword Knight units gain Reform.
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- Models within 6" of this model are hit and suffer a POW 12 electrical damage roll. Energy Pulse does not require a target.
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- When this attack hits an enemy model with 1 or more focus or fury points on it, that model loses 1 focus or fury point and this model gains 1 focus point.
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- When a warjack or warbeast is hit by this weapon it is knocked down.
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- 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.
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- This model cannot be targeted by free strikes. This model can advance up to 2" immediately after an enemy ranged attack that missed it is resolved unless it was missed while advancing.
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- Once per turn during this model's activation, when it boxes a living enemy warrior model with a melee attack you can place a Wrack into play within 3" of this model. If you do, remove the boxed model from play.
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- While within 5" of this model, enemy models lose Incorporeal.
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- If the army includes a Journeyman Warcaster, the Journeyman Warcaster and any warjacks it controls gain Advance Deployment.
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- This model ignores cloud effects (p. 69) and forests (p. 87) when determining line of sight. This model ignores concealment (p. 57) and Stealth when making attacks.
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- This model can have only Minion Farrow warbeasts in its battlegroup.
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- This model never flees (p. 85). All warcaster models have this advantage.
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- If this weapon damages a warjack that is part of a battlegroup, its controller suffers 1 damage point.
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- This model cannot be targeted by ranged or magic attacks while knocked down.
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- Models in this model's battlegroup gain Aggressive. (A model with Aggressive can run or charge without spending focus or being forced.)
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- Models in this model's battlegroup gain the listed ability.
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- 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.
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- When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continous effect.
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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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- When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
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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 listed type, this model gains +2 to attack rolls and gains an additional damage die.
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- When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
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- Models hit by this attack suffer -2 DEF for one round.
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- At the start of this model's activation, it can spend 1 focus point once to gain +2" movement for one turn.
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- This model can advance through terrain and obstacles without penalty and can advance through obstructions and other models if it has enough movement to move completely past them. This model ignores intervening models when declaring its charge target.
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- This model can allocate focus points during its activation. Once per tum during its activation, you can remove focus points from warjacks in this model'S battlegroup that are in its control area and give those focus points to this model. This model carmot have more focus points than its FOCUS as a result of Focus Matrix.
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- When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model up to the distance the slammed model was moved.
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- Enemy models in this model's melee range cannot advance except to change facing.
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- A model hit by this weapon becomes stationary for one round unless it has Immunity: Cold.
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- If this model forfeits its movement during its activation to gain the aiming bonus, it can make d3 initial attacks with this weapon during its combat action that activation, ignoring ROF.
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- When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
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- When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.
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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 gargantuan
- A gargantuan 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 gargantuan with a ranged or magic attack does not suffer the target in melee attack roll penalty. If a ranged or magic attack misses a gargantuan in melee, that miss is not rerolled against another model. It misses completely.
-- Predeployment
- Gargantuans must be placed before normal deployment. If both players have models to predeploy, they predeploy their models in standard deployment order.
-- Massive
- A gargantuan cannot be slammed, pushed, thrown, knocked down, or made stationary.
-- Gargantuan movement
- A gargantuan can only advance during its normal movement and cannot be placed.
-- Pathfinder
- All gargantuans have Pathfinder
-- Controlling a gargantuan
- Gargantuans must be assigned to a battlegroup, and your opponent can never take control of your gargantuan by any means.
-- Great Beast
- A gargantuan can never gain Advance Deployment, Incorporeal, or Stealth.
-- Ranged attacks while in melee
- A gargantuan can make ranged attacks while in melee. A gargantuan never suffers the firing in melee penalty when targeting a model it is in melee with. A gargantuan cannot gain the aiming bonus when engaged.
-- Gargantuan melee range
- Gargantuan melee weapons and gargantuan melee attacks have a 2" melee range unless otherwise noted. This includes all power attacks made by a gargantuan.
-- Gargantuan power attacks
- A gargantuan can make all the power attacks available to a warbeast along with two additional attacks available only to gargantuans: 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 gargantuan. 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.
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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 five 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.
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- This model can have only Minion Gatorman warbeasts in its battlegroup.
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- This model gains +1 ARM for each soul token currently on it.
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- This model does not suffer blast damage. Friendly models B2B with it do not suffer blast damage.
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- Once per game while in formation during its unit's activation, this model can use Go to Ground. For one round or until they move, are placed, or are engaged, models in this unit in formation gain cover, do not suffer blast damage, and do not block LOS.
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- When a warbeast in this model's battlegroup destroys one or more enemy models with a melee attack during its combat action, immediately after the attack is resolved this model can force the warbeast to advance up to 2".
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- This model can make power attack slams without spending focus or being forced. Models slammed bu this model are moved an additional 2".
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- While this model is in play, models in its unit gain Practiced Maneuvers. (A model with Practiced Maneuvers can ignore other models in its unit when determining LOS and can advance through other models in its unit if it has enough movement to move completely past them.)
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- While this model is in play, models in its unit gain Prowl. (Models with Prowl gain Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.)
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- While this model is in play, models in this unit gain True Sight. (A model with True Sight ingnores concealment, Camouflage, and Stealth.)
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- When a model is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.
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- During its activation, this model can spend corpse token to heal damage. For each corpse token spent remove d3 damage from this model.
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- Place a 4" AOE anywhere completely within this weapon's RNG. The center point of the AOE must be in this model's front arc. This model makes one ranged attack roll against each model in the AOE, ignoring concealment, elevation, and Stealth. This model cannot gain the aiming bonus on Ground Pounder attack rolls. Models hit suffer a POW 12 ranged attack damage roll.
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- While knocked down, this model is not automatically hit by melee attacks and its DEF is not reduced.
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- 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.
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- This model can make ranged attacks even while in melee.
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- 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.
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- The first time this model is disabled by an enemy attack, it heals all damage and is knocked down.
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- This model does not suffer damage or effects from impact attacks or collateral damage.
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- This model can add this weapon's POW to its head-butt and slam powe attack damage rolls.
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- Choose a friendly living model B2B with this model. That model heals d3 damage points.
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- This model gains a corpse token each time it destroys a living enemy model with a melee attack. This model can have up to three corpse tokens at a time. It can spend corpse tokens during its activation to boost an attack or damage roll or to make an additional melee attack at one token per boost or additional attack.
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- If this model attacks with this weapon during its activation, it cannot attack with another melee weapon that activation. If this model attacked with another melee weapon this activation, it cannot attack with this weapon.
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- 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.
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- While this model is in its warlock's control area, the warlock can force, leach, reave, heal, and transfer damage to the warbeasts in its battlegroup that are in this model's command range.
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
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- 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.
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- This model automatically heals d3 damage points at the start each of its activations.
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- This model has no movement or action and cannot be knocked down or moved. Its front arc extends 360 degrees. It has no melee range, cannot engage, and is automatically hit by melee attacks.
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- This model does not suffer cold damage (p. 68).
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- This model does not suffer corrosion damage and is immune to the Corrosion continuous effect (p. 68).
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- This model does not suffer fire damage and is immune to the Fire continuous effect (p. 68).
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- For one round, when a model/unit hit by this attack suffers a damage roll add +2 to the roll.
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- When a friendly Faction model in its control area is destroyed by an enemy attack, this model heals 1 damage point.
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- During its activation, this model can forfeit its normal movement or action to gain Impervious Wall is immune to continuous effects, does not suffer damage or effects from non-magical ranged or melee attacks, and cannot be knocked down.
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- During its activation, this model can spend 1 focus point to gain Bushwack this activation. (During its activation, a model with Bushwack can make its combat action before its normal movement. If it does, it must make a full advance as its normal movement this activation.
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- During its activation, this model can spend 1 focus point to use Disengage. For one round, wheJ;l this model is missed by an enemy melee attack anytime other than when it is advancing, this model can move up to 2". During this movement, it cannot be targeted by free strikes.
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- During this model's activation, it can spend 1 focus point to use Grudge. For one round, when this model is hit by one or more melee attacks during an enemy model's combat action, immediately after that combat action ends this model can make one normal melee attack, then Grudge expires.
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- This model suffers -4 to attack rolls with this weapon.
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- This model can move through rough terrain and obstacles without penalty. It can move through obstructions and other models if it has enough movement to move completely past them. Other models, including slammed, pushed, or thrown models, can move through this model without effect if they have enough movement to move completely past it. This model does not count as an intervening model. This model suffers damage and effects only from magical weapons, magic attacks, animi, spells, and feats and is immune to continous effects. This model cannot be move by a slam. When this model makes a melee or ranged attack, before the attack roll is made it loses Incorporeal for one round.
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- This model is Incorporeal.
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- When it hits a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast.
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- Opponents cannot take control of this model.
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- Friendly Farrow models/units in this model's command range never and immediately rally.
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- Friendly X models/units in this model's command range never flee and immediately rally.
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- Friendly models B2B with this model gain Immunity: Electricity.
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- You gain +1 to the starting roll determining the order of deployment and play.
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- 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".
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- Heavy warjacks in this model's battlegroup gain Cavalry model rules. Light warjacks in this model's battlegroup also gain Light Cavalry model rules and can run without spending focus. When a heavy warjack makes an impact attack, that attack has a base POW equal to its STR. The melee range of impact attacks is 0.5".
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- While B2B with a friendly Faction warjack, this model gains +2 DEF and ARM and cannot be kocked down.
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- This model gains +2 ARM for each warjack it controls B2B with it. When this model is directly hti by an enemy ranged or magic attack, you can choose to have onbe of those warjacks become the target and automatically be hit by the attack instead.
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- 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.
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- This model is not a warcaster but has the following warcaste special rules: Battlegroup Commander, Control Area, Focus Manipulation, Power Field, and Spellcaster.
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- After using its normal movement to make a full advance but before performing an action, you can place this model anywhere completely within 5" of its current location. Any effects that prevent it from charging also prevent it from using Jump.
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- When this model is hit by a melee or ranged attack made by an enemy model, it gains one power token, up to a maximum of three. During its activation, this model can spend power tokens to boost attack or damage rolls at one token per boost.
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- When a model is hit by an attack with this weapon, it is knocked down.
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- This weapon can be used only to make charge attacks. When this model charges, this weapon gains Reach until the charge is resolved.
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- This model and friendly warrior models B2B with it cannot be knocked down.
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- Friendly models of the listed type activating while in this model's command range gain Relentless Charge that activation
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- This model cannot make power attacks.
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- 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.
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- When an attack with this weapon hits, this model can suffer 1 damage point to gain an additional die on the damage roll against the model hit. Life Trader can only be used once per attack.
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- This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking wiht whis model and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation.
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- When lightning arcs as a result of an attack made by a friendly model in this model's control area, ignore models with Immunity: Electricity when determining which model the lightning arcs to.
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- When a model is hit with this weapon, lightning arcs from that model to d3 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 4" of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers a POW 10 electrical damage roll.
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- The only warbeast thta can be in this model's battlegroup is Skarath.
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- This model gains an additional die on impact attack rolls.
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- This model must be B2B with a friendly living Faction Warrior model to make an attacks with this weapon.
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- This model can reroll missed attack rolls with this weapon. Eachg attack roll can be rerolled only once as a result of Luck.
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- Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability.
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- This weapon is a magical weapon (p. 68).
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- Once per turn during its activation this model can remove 1 fuy point from warbeast in its battlegroup that is in its control area and add 1 fury point to its own current total. The warbeast suffers d3 damage points.
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- This model can charge living warrior models without being forced.
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- This model can make one additional Grenade Launcher ranged
-attack during its combat action for each Trencher model B2B with it, up to a maximum of two additional attacks. These additional attacks do not count against the Grenade Launcher's ROF.
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- Other friendly Faction models gain +2 to ranged attack rolls against enemy models within 5" of this model and in its LOS.
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- 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.
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- 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.
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- This model can attempt to repair friendly non-Faction warjacks and battle engines.
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- This model will work for Cryx.
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- This model will work for Cygnar.
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- This model will work for the Four Star Contract.
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- This model will work for Khador.
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- This model will work for Protectorate.
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- This model will work for Retribution.
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- This model will work for the Talion charter contract.
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- This model will work for the Blindwater Congregation pact.
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- This model will work for Circle.
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- This model will work for Legion.
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- This model will work for Skorne.
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- This model will work for the Thornfall Alliance pact.
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- This model will work for Trollbloods.
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- This model will work for Circle.
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- This model will work for Skorne.
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- This model will work for Trollbloods.
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- Instead of suffering a normal damage roll, a small- or medium-based, non-incorporeal model hit by this attack is slammed d3" directly away from this model. The POW of the slam damage roll is equal to the POW of this weapon. The POW of collateral damage is equal to the POW of this weapon. In addition to suffering a normal damage roll, large-based models hit by this attack are knocked down.
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- When this model hits a warbeast with an attack, the warbeast suffers d6 points of damage to a branch of your choice.
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- Once per game during its unit's activation, this model can use Morrow's Name. Models in this unit in formation gain an additional die on melee damage rolls this activation.
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- 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.
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- Myrmidons have two damage tracks: a set of boxes representing their force fields and another representing their damage grids.Mark the field boxes before marking the damage grids.The G Boxes of a myrmidon'sdamage grid represent its Field Generator.Once per turn during its activation, a myrmidon can spend 1 focus point to remove d3 damage points from its field damage track unless its Field Generator is crippled.
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- This model does not have the Commander advantage.
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- This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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- An attack with this weapon can be made only once per game.
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- 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.
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- While a moidel with Opportunist is completely within the back arc of an enemy model, it gains an additional die on its attack and damage rolls against that enemy model.
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- Once per activation, you can roll one to three dice. This model gains a STR bonus equal to the total of that roll. Then roll the same dice again. This model suifers damage equal to the total of that roll. This bonus expires at the end of this model's activation.
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- During your Control Phase, after this model replenishes its focus but before it allocates focus, this model can spend focus to increase its control area for one round at 1 focus point for each I" increase.
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- 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".
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- While damaged this model can charge or make power attacks without being forced.
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- This model cannot be targeted by free strikes.
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- This model can advance through rough terrain (p. 86) without penalty and can charge and make slam and trample power attacks across obstacles (p. 87).
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- After hitting a warjack or warbeast with this model's melee attack, you can choose to have it suffer 1 damage point instead of a normal damage roll.
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- This model cannot be targeted combined melee attacks, combined ranged attacks, or free strikes. Models do not gain back strike bonuses against this model. When knocked down, this model can stand up during its activation without forfeiting its movement or action if it is able to forfeit its movement or action to stand up.
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- If this model is destroyed by an enemy attack or if Rorsh is destroyed or removed from play by an enemy attack, before this model is removed from the table it can advance up to 3" and make one melee attack it ignores the effects of lost aspects. It cannot be targeted b free strikes during this movement.
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- 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.
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- If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers a POW 10 electrical damage roll unless this model
-was destroyed or removed from play by the attack.
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- 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.
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- Gains an additional die on this weapon's damage rolls against living models.
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- For one round, this model cannot be charged by a model beginning the charge in this model's front arc.
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- This model can make trample power attacks.
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- This model gains +2 to damage rolls with this weapon during activations it ends its normal movement at least 1" from where it began its activation.
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- When attacking with this weapon, this
-model can spend 1 focus point to boost all attack and damage
-rolls for the attack.
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- This model gains +2 to charge attack rolls with this weapon.
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- The Leader of this unit can recite one of the following prayers each turn anytime during its unit's activation. Each model in this unit gains the benefits listed.
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-• Heroic Call - Affected models gain Fearless and Tough for one round.
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-• Hog Wild - Affected models can make one ranged attack this activation before this unit makes its normal movement. After their normal movement, models in this unit that make combat actions can only make melee attacks this activation.
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-• March - Affected models gain Pathfinder for one turn.
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- The Leader of this unit can recite one of the following prayers each turn anytime during its unit's activation. Each model in this unit gains the benefits listed.
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-• Cold Blood - Affected models can reroll missed attack rolls against living models this turn. Each roll can be rerolled only once as a result of Cold Blood.
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-• Dirge of Mists - Affected models gain +1 DEF and terror for one round.
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-• March - Affected models gain Pathfinder for one turn.
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- When this model damages a warjack or warbeast with a melee attack, choose which column or branch suffers the damage.
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- After deployment but before the first player's turn, choose an enemy model/unit to be this model/unit's prey. this model gains +2 to attack and damage rolls against its prey. When this model begins its activation within 10" of its prey. it gains +2" movement that activation. When the prey is destroyed or removed from play, choose another model/unit to be the prey.
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- This model can use the animus of any friendly Faction non-character warbeast in its command range as if th animus were its own.
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- Replace this model with a mine marker.
-You can have up to three mine markers in play at a time.
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- This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
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- A model hit by this attack automatically suffers 1 damage point.
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- Gain an additional die on attack and damage rolls with this weapon against models with an enemy upkeep spell on them.
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- This model is a pyg.
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- On a direct hit against an enemy model, all models hit are knocked down.
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- 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.
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- When this model destroys one or more enemy models with a melee attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Quick Work do not count against a weapon's ROF.
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-
- When this model destroys one or more enemy models with a melee attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Quick Work do not count against a weapon’s ROF
-
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- When an enemy model is hit by this weapon, it is knocked down and can be pushed 1" directly away from this model. If it is pushed, this model can immediately advance directly toward the pushed model up to the distance that model was moved.
-
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-
- When this model casts a spell and is the
-point of origin for the spell, the spell gains +5 RNG.
-
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-
- While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
-
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-
- Friendly Faction models can ignore this model when determining LOS.
-
-
-
- This model is a Ranking Officer. While this model is in play, models in its unit are Protectorate models instead of Mercenary models.
-
-
-
- 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.
-
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-
- This model can make one additional melee attack each combat action.
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-
- This model gains an additional die on its damage rolls.
-
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-
- This weapon has a 2" melee range (p. 50).
-
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-
- Once per tum, immediately after this model's controller channels a spell through it, this model can advance 3".
-
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-
- This model gains one soul token for each friendly living Faction warrior model destroyed by a continuous effect, an enemy attack, or collateral damage from an enemy attack in its control area. During your Control Phase, after this model replenishes its focus but before it allocates focus, replace each soul token with 1 focus point.
-
-
-
- RNG 5. Target friendly warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn.
-
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-
- After the models in this unit have completed their actions, each can advance up to 3".
-
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-
- This model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.
-
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-
- This model can cast any spell cast by another model in its unit this activation as if that spell were one of its own.
-
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-
- When a model in this unit is damaged by an enemy attack, models in this unit gain +2 SPD for one round.
-
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-
- This model gains Pathfinder during activations it charges.
-
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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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-
- Other models can make Bodge or Repair special actions to repair this model as if it were a warjack.
-
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-
- When this model hits an enemy model with this weapon during its activation, the model hit is pushed 1" directly away from this model. When this model is hit with a melee attack made by a model in its front arc, after the attack is resolved the attacking model is pushed 1" directly away from this model. This model loses Repel while this weapon system is crippled or locked.
-
-
-
- When an enemy model in this model's control area spends focus points to cast an offensive spell, this model can cast that spell on your next tum as if it were one of its own spells. This model can upkeep replicated spells.
-
-
-
- When this model is hit with a melee attack, after the attack is resolved the attacking model is pushed 1" directly away from this model.
-
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-
- Once pur tum during your Control Phase, after replenishing focus, if this model is within 5" of its controlling warcaster, you can mark one unmarked accumulator circle on this model's card to give 1 focus point to its warcaster.
-
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-
- This model can upkeep spells on models in its battlegroup without spending focus.
-
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-
- When a living friendly Faction model in this model's command range is destroyed by an enemy attack, after the attack is resolved this model heals 1 damage point. When this model is disabled, it cannot activate. If this model is disabled at the beginning of your Maintenance Phase, it is destroyed.
-
-
-
- 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.
-
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-
- When included in a Retribution army, this model is a Retribution model instead of a Mercenary model.
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- When a model misses this model with a charge or a power attack, the attacking model is knocked down.
-
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-
- This model can control and reactivate only friendly Mercenary Rhulic warjacks.
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-
- This model can have only Mercenary Rhulic warjacks in its battlegroup and can reactivate only frienldy Mercenary Rhulic warjacks.
-
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-
- 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.
-
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-
- This model can make ride-by attacks.
-
-
-
- Make a ranged attack with this weapon with AOE 3". When making a Rifle Grenade special attack, this model cannot participate in a combined ranged attack.
-
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-
- When this model is missed by an enemy melee attack, immediately after the attack is resolved it can make one normal melee attack against the attacking model.
-
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-
- When a warjack controlled by this model makes a normal ranged attack during its activation, you can choose one attack type available to this unit to apply to the attack.
-
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-
- This model cannot be targeted by enemy spells.
-
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-
- When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal Faction model of the listed type within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects.
-
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-
- When this model would suffer damage from an enemy attack, you can choose one or more models in this unit to suffer any number of those damage points instead, divided as you choose. If you do, this model does not suffer that damage. A model cannot suffer more damage as a result of Sanguine Bond than it has unmarked damage boxes.
-
-
-
- Take control of a living enemy non-warcaster, non-warlock warrior model B2B with this model. You can immediately make a full advance with the enemy model followed by a normal melee attack, then Seduction expires. The nemey model cannot be targeted by free strikes duringt his movement.
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- If this model is disabled by an enemy attack, you can choose a non-disabled model in this unit within 3" of this model to be destroyed. If another model is destroyed as a result of Self-Sacrifice, this model heals 1 damage point.
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- At the beginning of your Control Phase, before leaching, you can remove 1 fury point from a friendly Faction warbeast within 1" of this model.
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- This model cannot make slam or trample power attacks and cannot be knocked down.
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- 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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- A model hit by this weapon suffers -3 DEF and when it advances it cannot move except to change facing. Shadow Bind expires after one round.
-
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-
- This weapon is a shield that gives the model a cumulative +2 ARM bonus; for example, a model with two of them gains a bonus of +4 ARM. A model does not gain this bonus while the weapon system with the shield is crippled or being held in a weapon lock or when resolving damage that originates in its back arc.
-
-
-
- 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.
-
-
-
- Ua warjack in this model's front arc . hits it with a melee attack, immediately after the attack is resolved the attacker suffers 1 damage point to its first available Cortex system box. This model loses Shock Field while this weapon system is crippled or locked.
-
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-
- 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.
-
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-
- A model directly hit by this weapon cannot cast spells for one round.
-
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- Instead of making a normal damage roll, the model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model's current STR plus the POW of this weapon. The POW of collateral damage from this slam is equal to this model's STR.
-
-
-
- This weapon's AOE is a cloud effect that remains in play for one round.
-
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-
- Place a 3" AOE cloud effect in play. Its center point must be within 1" of this model. This AOE remains in play for one round.
-
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- 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.
-
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-
- When this model destroys one or more enemy models with a ranged attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Snap Fire do not count against a weapon's ROF and cannot generate additional attacks from Snap Fire.
-
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-
- This model can make one additional attack with each melee weapon for each focus point spent to make additional attacks.
-
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-
- When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. Instead of rolling damage on a ranged attack, this model can inflict 1 damage point. A model that participates in a combined ranged attack loses Sniper until the attack is resolved.
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- Caine and Arcane Tempest models/units gain Stealth during the first round of the game.
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- If Brine is outside this model's control area during your Control Phase, before you models leach fury Brine can make a full advance directly toward this model.
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- 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.
-
-
-
- Place a 5" AOE anywhere completely in this model's control area. The AOE remains in play for one round. When a living enemy model is destroyed in the AOE, this model gains one soul token. While the AOE is in play, this model cannot attack with Daeamortus and has no melee range.
-
-
-
- This model gains one soul token when a living enemy model is destroyed within 2' of it. 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 does not generate a soul token when it is destroyed.
-
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-
- Varies by X.
-
-
-
- Any 1 time during its activation while B2B with its controlling warcaster, this model can spend 1 focus point to use Spell Barrier. If it does, the warcaster cannot be targeted by enemy spells for one round.
-
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-
- This model cannot be targeted by spells.
-
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-
- 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.
-
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-
- 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.
-
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-
- 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.
-
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-
- This model is a standard bearer (p. 70).
-
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- This model cannot be knocked down.
-
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- 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.
-
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- This model can forfeit its movement to give this weapon +4 RNG this activation and gain the aiming bonus.
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- When this model begins its activation within 3" of one or more friendly Stormblade Infantry models, it is allocated 1 focus point.
-
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-
- While this model is in formation, when a model in its unit directly hits a model with a ranged attack the ranged weapon used in the attack becomes AOE 3".
-
-
-
- Make d3 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. Strafe counts as one attack for ROF.
-
-
-
- Refer to page 88.
-
-
-
- Refer to page 88.
-
-
-
- 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.
-
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- During your Control Phase, this model can allocate up to 5 focus points to one warjack in its battlegroup that is in its control area.
-
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- When a friendly model attacks with a ranged weapon with Damage Type: Electricity, it gains +2 to attack rolls against enemy models within 5" of this model.
-
-
-
- This order can be issued only if two or more models with ranged weapons in this unit in formation are able to forfeit their actions. Each model in this unit in formation must forfeit its action. Other than the Standard Bearer, those models that do are participants. Place an AOE completely within 14" of all participants, with its center point in LOS of all participants, ignoring intervening models. The size of the AOE is based on the number of participants. If there are 2-4, the AOE is 3". If there are 5-7, the AOE is 4". If there are 8 or more, the AOE is 5". When a model enters or ends its activation within the AOE, it suffers a POW 10 damage roll. Suppressing Fire lasts for one round or until all participants have been desh'oyed or removed from play.
-
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- 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.
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- When this model makes a melee attack during its activation, its fron arc extends to 360 degrees, and it can make one melee attack against each model in its LOS that is in its melee range.
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- When this model destroys an enemy model whit a normal ranged attack, immediately after the attack is resolved it can advance up to 2".
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- 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 models of the listed type ignore other friendly models of the listed type when determining LOS. Friendly models of the listed type can advance through other friendløy models of the listed type in this model's command range without effect if they have enough movement to move completely past them.
-
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- Models in this unit gain Relentless Charge. (Models with Relentless Charge gain Pathfinder during activations they charge.)
-
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- Models in this unit gain Set Defence. (A model in the front arc of a model with Set Defence suffers -2 on charge, slam power attack, and impact attack rolls against the model with Set Defence.)
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- Models in this unit gain the ability listed.
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- Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
-
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- 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.
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- Other friendly Faction models gain +2 to magic attack rolls against enemy models within 5" of this model.
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- This model is a terrifying entity (p. 84). Enemy models/units in the melee range of this model or with this model in their melee range must pass a command check or flee.
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- When it destroys a living enemy model with a melee attack, remove the enemy model from play, and this model gains a corpse token. This model can have up to three corpse tokens at a time. During its activation, this model can spend corpse tokens to boost attack or damage rolls at one token per boost.
-
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- This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
-
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-
- Add this model's STR to the POW of this ranged attack.
-
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-
- After resolving this model’s impact attacks, if one or more impact attack rolls hit an enemy model, lightning arcs from this model to d3 consecutive models. The lightning arcs to the nearest model it has not already arced to within 4˝ of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers a POW 10 electrical damage roll.
-
-
-
- This model is not a warcaster but has the following warcaster special rules:
-Control Area, Focus Manipulation, Power Field, and Spellcaster. During your Control Phase, this model can allocate focus points to warjacks in Haley Prime’s
-battlegroup that are in her control area. This model can channel spells through warjacks in Haley Prime’s battlegroup with the arc node advantage that are in her control area.
-
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-
- If this model destroys a living enemy model with a normal melee attack, this model's activation ends immediately after the attack is resolved and you can remove 1 fury point from this model.
-
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- When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled, and is knocked down.
-
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- When a warjack is hit by this attack it carmot advance and suffers -4 DEE Warjacks beginning an advance within 3" of a warjack hit cannot run or charge and can advance only directly toward it. Tractor Field lasts for one round.
-
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- This model can charge and make charge attacks with this weapon. During a combat action it did not make a charge attack, this model can make one melee attacks with this weapon.
-
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- Gain an additional damage die against knocked down targets.
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- Tremor affects every model within 2'" of this model and does not require a target. Make one melee attack roll. If the roll equals or exceeds the DEF of an affected model, it is knocked down. This attack roll cannot be reroIled. This model can make a Tremor special attack if it charges.
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- This model is a Trencher model.
-
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- This model is a trollkin
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- This model ignores conceleament, Camouflage, and Stealth.
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- While in this model's command range, friendly Faction warrior models gain Unyielding. (While engaging an enemy model, a model with Unyielding gains +2 ARM.)
-
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- This model is not a living model and never flees.
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- While engaging an enemy model, this model gains +2 ARM.
-
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- This model gains boosted attack and damage rolls against Legion or Blighted models.
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- During your Maintenance Phase, if one or more models in this unit were destroyed or removed from play by enemy attacks during your opponent's last turn, each model in the unit can advance 3" and make one normal melee attack.
-
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-
- Friendly trooper models of the listed type gain +2 to attack rolls while this model is in their LOS
-
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- This model can make melee and ranged attacks during the same combat action. When this model makes its initial attacks, it can make both its initial ranged and melee attacks.
-
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- If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers the Corrosion continuous effect unless this model was destroyed or removed from play by the attack.
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- 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.
-
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- 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.
-
-Battlegroup
- The other models in a warlock's unit are part of its battlegroup.
-
-Attachments
- Warlock units cannot have unit and weapon attachments like other units, but they can have warlock attachments like standard warlocks. If a warlock unit has a warlock attachment, the atachment remains a solo and does not become part of the warlock unit.
-
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- When attacking with this weapon, add and additional die to its damage rolls.
-
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- This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
-
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- If a model in this model's battlegroup in its control area is hit by an enemy magic attack, immediately after the attack is resolved one model in this model's battlegroup in its control area can make a full advance and make one normal attack.
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- While knocked down, this model can make
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\ No newline at end of file
diff --git a/backups/Cygnar_Reckoning(2015) 221217105857820.cat b/backups/Cygnar_Reckoning(2015) 221217105857820.cat
deleted file mode 100644
index 544a219..0000000
--- a/backups/Cygnar_Reckoning(2015) 221217105857820.cat
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- When Ace makes a normal Rune Shot Cannon attack while it is in Caine’s control
-area, choose one of the following Rune Shot abilities:
-
- Shadow Fire – The model hit does not block LOS this turn.
-
- Thunderbolt – Enemy models hit are pushed d3˝ directly away from the attacking model. On a critical hit, the enemy model is knocked down after being pushed.
-
- Trick Shot – If this attack directly hits, choose a model within 4˝ of the model hit. The chosen model suffers an unboostable POW 10 magic damage roll. The point of origin for this damage is the model hit.
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- This model can be included in Caine's theme forces. It can also be bonded to Caine.
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- Once per game during its activation, this model can use Infiltrate. This model gains
-Stealth . While its controlling warcaster is B2B with this model, that warcaster also gains Stealth. Infiltrate lasts for one round.
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- While in this model's command range, enemy models pay double the focus or fury point cost to cast or upkeep spells.
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- This model can remove friendly Risen in its command range from play to make an additional attack or to boost and attack or damage roll for each Risen model removed. When this model suffers damage, it can remove friendly non-damaged Risen models in its command range from play to heal 1 damage point for each Risen model removed.
-
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- * Craft Thrall Rune (* Action) - Choose a Risen Grunt in this unit in formation and replace it with a Thrall Warrior solo. Remove the Risen Grunt model from play.
-
-* Disbinding (* Action) - Enemy upkeep spells on this model and/or its unit immediately expire.
-
-* Dominate Undead (* Attack) - Dominate Undead is a RNG 10 magic attack. Take control of target enemy non-warcaster, non-warlock undead model hit. You can immediately make a full advance with the undead model followed by a nomral melee attack, then Dominate Undead expires. The undead model cannot be targeted by free strikes during this movement.
-
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- 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.
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- This model does not begin the game in play.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- - 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.
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-- Hellfire (* Attack) - Hellfire is a RNG 10, POW 14 magic attack. A model/unit hit by Hellfire must pass a command check or flee.
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- This weapon is a magical weapon (p. 68).
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- While in Nemo's control area, friendly models gain an additional die on electrical damage rolls. Eye of the Storm lasts for one turn.
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- Warjacks: Lancers, Cygnar non-character warjacks with Immunity: Electricity, Thunderhead
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-Units: Field Mechaniks, Cygnar units with Immunity: Electricity
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-Solos: Journeyman Warcaster, Cygnar solos with Immunity: Electricity
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-Battle Engines: Storm Strider
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- After deployment but before the start of the game, you can pJace any number of your Stormwalls' Lightning Pods anywhere within 20" of the rear edge of your deployment zone.
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- Your deployment zone is extended 2" forward.
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- During your first Control Phase of the game, warjacks in Nemo's battlegroup are each allocated 1 focus point.
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- 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.
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- Each time this model makes a normal ranged attack choose one of the following abilities:
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-Black Penny - This attack ignores the firing into melee penalty.
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-Brutal Damage - Gain an additional die on this weapon's damage rolls.
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-Fire Beacon - This attack becomes AOE 5 and POW for this attack. While a model is within the AOE, it loses Camouflage and Stealth, and other models can ignore cloud efects when determining LOS to it. The AOE lasts for one turn.
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-Snipe - This attack gains +4 RNG.
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- Make a ranged attack with this weapon with AOE 4. Models hit suffer a POW 12 magical damage roll. The AOE is a cloud effect that remains in play for one round. Models entering or ending their activation in the AOE suffer a POW 12 magical damage roll. This model does not suffer damage from Mage Storm.
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- Each time this model makes a normal ranged attack, choose one of the following abilities:
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-Black Penny -This attack ignores the firing into melee penalty.
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-Brutal Damage -Gain an additional die on this weapon's
-damage rolls.
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-Snipe -This attack gains +4 RNG.
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- Each time this model makes a normal ranged attack, choose one of the following abilities:
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-Black Penny -This attack ignores the firing into melee penalty.
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-Brutal Damage -Gain an additional die on this weapon's
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-Snipe -This attack gains +4 RNG.
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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 attack against another model in its melee range
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- This model and friendly Privateer models in its command range cannot be knocked down.
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- Warjacks: Cygnar non-character light warjacks
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-Units: Arcane Tempest Units, Rangers
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-Solos: Arcane Tempest Solos
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- You can redeploy one unit/ model after both players have deployed but before the first player's first tum. The redeployed models must be placed on the table in a location they could have been deployed initially.
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- Your deployment is extended 2· forward.
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- Friendly models/ units can begin the game affected by Caine's upkeep spells. These spells and their targets must be declared before either player sets up models. Caine does not pay focus to upkeep these spells during your first turn.
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- Warjacks: Cygnar non-character warjacks with SPD 6 or more
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-Units: Trencher Commandos, Trencher Infantry
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-Solos: Non-character Trencher solos
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- For every two Trencher units, place one wall template anywhere within 20" of the back edge of Caine's deployment zone after terrain has been placed but before either player deploys his army. Walls cannot be placed within 3" of another terrain feature, including another wall template. The walls are linear obstacles that grant cover.
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- Models in this army gain Pathfinder during your first turn of the game.
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- Warjacks controlled by Trencher 'Jack Marshals gain Advance Deployment.
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- After resolving each ranged attack that hits an enemy model, Caine gains a cumulative +1 to his spe]Jstorm Pistol damage rolls. When a model is boxed by a Spell storm Pistol attack, center a 3" AOE on it and remove it from play. Models in the AOE are hit and suffer an unboostable POW 10 blast damage roll. Overkill expires at the end of Caine's activation.
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- Friendly Arcane Tempest models gain Gunfighter.
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- Evasive Action (*Action) - RNG 5. Target friendly Faction warjack. If the warjack is in range, it gains Evasive for one round. (A model with Evasive cannot be targeted by free strikes. It can advance up to 2" immediately after an enemy ranged attack that missed it is resolved unless it was missed while advancing.)
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-Power Booster (*Action) - RNG 5. Target friendly Faction warjack. If the target warjack is in range and has no focus points, it gains 1 focus point. If the warjack is Disrupted, it is no longer Disrupted.
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- 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.
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- This model gains a cumulative +1 STR and ARM for each living enemy model it destroys with a melee attack during its activation. This bonus lasts for one round.
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- 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.
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- While in Damioano's control area, friendly Faction models gain +3 STR and ARM and can only move or be moved during your turn.
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- 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.
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-- 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".)
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-- Money Shot - Affected models gain +2 to ranged attack and damage rolls for one turn.
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- Darius and the Halfjacks in his battlegroup currently in his control area can each completely repair one friendly Faction warjack with which he or it is B2B. Remove all damage from those warjacks
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- At the end of your Control Phase, you can put one HaJfjack into play within 1" of this model if there are fewer than three Halfjacks in play in Datius' battlegroup.
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- After resolving continuous effects during your Maintenance Phase, you can detonate any number of friendly mine markers anywhere on the table. Center a 4" AOE template on each detonated mine and remove the mine marker from the table. Models in the AOE are hit and suffer an unboostable POW 14 blast damage roll.
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- Knocked down friendly models within 2" of this model immediately stand up and can activate normally this tum. Additionally, you can choose one friendly model within 2" of this model and place that model anywhere within 1" of its current location.
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- This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model mllst be B2B with the damaged warjack and make a skill check. If sllccessful, remove d6 damage points from the warjack's damage grid.
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- This model is included in any army that includes Captain E. Dominic Darius and is part of Darius' battlegroup. If Darius is destroyed or removed from play, remove this model from play. Place all three Halfjacks in play at the start of the game.
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- Warjacks: Cygnar non-character warjacks, Thunderhead
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-Units: Field Mechaniks, Sword Knights
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-Solos: Journeyman Warcaster, Squire, Captain Arlan Strangewayes
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- Models in Darius' battlegroup gain Pathfinder during your first turn of the game.
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- Your deployment is extended 2" forward.
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- Warjacks: Cygnar non-character warjacks
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-Units: Field Mechaniks, Rangers, Stormblades, Stormsmith units
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-Solos: Squire, Stormblade solos, Stormsmith solos
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- Warjacks: Cygnar non-character warjacks
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-Units: Field Mechaniks, Rangers, Cygnar Light Cavalry units, Black 13th Gun Mage Strike Force
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-Solos: Gun Mage Captain Adept, Cygnar Light Cavalry solos, Ranger solos
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- You gain +1 on your starting roll for the game.
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- For each Ranger unit, place one wall template or 4" AOE forest anywhere completely within 20" of the back edge of Kraye's deployment zone after terrain has been placed but before either player deploys his army. Wall templates and forests cannot be placed within 3" of another terrain feature. Wall templates are linear obstacles that grant cover.
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- Friendly knocked down Faction warjacks currently in Kraye's control area that were not knocked down this tum immediately stand up. Friendly Faction warjacks currently in his control area can immediately turn to face any direction. Affected warjacks can charge without spending focus. Affected charging models gain +2" movement. Melee attack rolls made by affected warjacks are boosted. Horsepower lasts for one tum.
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- Warjacks: Cygnar non-character warjacks with ranged weapons, Lancers
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-Units: Arcane Tempest Gun Mages, Field Mechaniks, Long Gunner Infantry, Rangers
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-Solos: Journeyman Warcaster
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- Models in the army gain Pathfinder during your first turn of the game.
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- You can redeploy models in Sloan's battlegroup after both players have deployed but before the first player's first turn. The redeployed models must be placed on the table in a location they could have been deployed initially.
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- While in Sloan's control area, friendly Faction models gain boosted ranged attack rolls. When a model in Sloan's battlegroup that is in her control area hits an enemy model with a normal ranged attack during its activation, immediately after that attack is resolved a model in Sloan's battlegroup that is in her control area can make one normal ranged attack. A model can make only one Firing Squad attack. Firing Squad lasts for one turn.
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- 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.
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- This model gains +2 ARM for each warjack it controls B2B with it. When this model is directly hti by an enemy ranged or magic attack, you can choose to have one of those warjacks become the target and automatically be hit by the attack instead.
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- Warjacks: Cygnar non-characters warjacks with ranged weapons, Lancers, Thorn
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-Units: Field Mechaniks, Long Gunner Infantry, Precursor Knights, Sword Knights
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-Solos: Gun Mage Captain Adept, Journeyman Warcaster
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- Models/units in the army gain Pathfinder during your first turn of the game.
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- Friendly Faction models beginning their activations in Haley's control area
-during their activations this tum regardless of a weapon's ROF.
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- Warjacks: Cygnar non-character warjacks, Thunderhead
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-Units: Field Mechaniks, Storm Knight units
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-Solos: Journeyman Warcaster, Squire, Storm Knight solos, Stormsmith solos
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- You gain +1 on your starting roll for the game.
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- During your first turn of the game, models in Nemo's battlegroup gain +2 SPD.
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- Enemy warjacks and warbeasts currently in Nemo's control area suffer a POW 14 electrical damage roll. Warjacks damaged by Electrical Storm suffer Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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- Warjacks: Cygnar non-character warjacks, Ol' Rowdy
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-Units: Field Mechaniks, Long Gunner Infantry, Trencher Infantry, Stormblade Infantry
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-Solos: Journeyman Warcaster, Stormblade solos
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- Up to one heavy warjack gains Advance Move for each Field Mechanik unit in the army. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
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- You gain +1 on your starting roll for the game.
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- Friendly models/units can begin the game affected by Stryker's upkeep spells. These spells and their targets must be declared before either player sets up models. Stryker does not pay focus to upkeep these spells during your first turn.
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- Warjacks: Cygnar non-character warjacks
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-Units: Rangers, Stormsmith units, Trencher units
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-Solos: Lieutenant Allison Jakes, Squire, Stormsmith solos, Trencher solos
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-Battle Engines: Storm Strider
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- Trencher models/units in the army gain Pathfinder during the first round of the game
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- Enemy non-warlock, non-warcaster models in Sturgis’ control area are pushed 3˝ directly toward Sturgis in the order you choose. Then enemy models within 3˝ of Sturgis suffer a POW 12 magical damage roll. For each model destroyed by Dead on Arrival, you can allocate 1 focus point to a warjack in Sturgis’ battlegroup in his control area.
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- If this model hits the same target with both its initial melee attacks, after resolving the attacks you can immediately place this model anywhere completely within 3˝ of its current location.
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- Warjacks: Cygnar non-character warjacks, Gallant
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-Units: Sword Knights, Field Mechaniks, Morrowan units
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-Solos: Journeyman Warcaster, Archduke Alain Runewood, Morrowan solos
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- Heavy warjacks in Blaize's battlegropu without ranged weapons gain Advance Move. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
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- Blaize gains one soul token for each friendly living Faction warrior model destroyed by an enemy attack or collateral damage of an enemy attack in her control area for one round. While in her control area, friendly living Faction warrior models gain +1 ARM for each soul token on Blaize. When Blaize replenishes her focus during your next Control Phase, replace each soul token on her with 1 focus point, then Divine Intervention expires.
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- While this model is in play, models in its unit gain Combined Ranged Attack.
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- 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.
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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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- 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.
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- Choose a friendly Faction warrior model B2B with this model. That model heals d6 damage points.
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- 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.
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- 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.
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- 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.
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- 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.
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- While in Madhammer's control area, friendly Faction models gain an additional die on blast damage rolls and AOE ranged attack rolls this turn.
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- When this model would suffer blast damage, it gains 1 focus point instead of suffering the damage. It cannot gain focus points beyond its FOCUS as a result of Blast Armor.
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- 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.
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- While in Nemo’s control area, Dynamo can reroll missed attack rolls from weapons
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- This model can be included in Nemo's theme forces. It can also be bonded to Nemo.
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- While within 5" of this model, non-myrmidon warjacks cannot channel spells or be allocated focus.
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- When this model hits another model with an attack, upkeep spells and animi on the model hit expire and it loses the focus points on it. When this model hits a warjack with and attack, that warjack suffers Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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- When an enemy model misses this model with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. This model is the point of origin for all these attacks.
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- Eahc time this model makes a normal ranged attack, choose one of the following abilities:
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-- Death Bolt - Instead of rolling damage, a model hit suffers 3 damage points. When damaging a warjack or warbeast, choose which column or branch suffers the damage.
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-- Disruptor Bolt - A model h it loses all focus points. A model hit with Focus Manipulation special rule does not replenish focus points next turn. A warjack hit suffers Disruption for one round. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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-- Phantom Seeker - This model ignores LOS when making ranged attacks. This model ignores concealment and cover when resolving ranged attacks.
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- When this model ends its normal movement within 5" of a friendly non-myrmidon warjack, its activation ends immediately.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- For one round, enemy models roll one less die when making attack and damage rolls while in Fiona's control area.
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- 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.
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- Wh8en an enemy model misses this model with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. This model is the point of origin for all these attacks.
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- When a friendly Stormsmith Stormcaller makes a Surge or Triangulation Stormcall, this model is considered to be another friendly Stormsmith Stormcaller.
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- Firefly warjacks gain Advance Move. (Before the start of the game but after both players have deployed, a model wiht Advance Move can make a full advance.)
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- Friendly Sea Dogs models/units in this model's command range never flee and immediately rally.
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- While in this model's command range, friendly Sea Dog models gain an additional damage die on Hand Weapon attacks against warrior models.
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- When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
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- Reduce the point cost of Vanguard warjacks in this model's battlegroup by 1.
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- Warjacks: Cygnar non-character warjacks, Thunderhead
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-Units: Field Mechaniks, Stormguards, Stormsmith units
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-Solos: Journeyman Warcaster, Squire, Stormsmith solos
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- Friendly models/units can begin the game aiffected by Nemo's upkeep spells. These spells and their targets must be declared before either player sets up models. Nemo does not pay focus to upkeep these spells during your first turn.
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- Friendly Stormsmith Stormcallers have Stormcall [9] and gain +2 to Stormcall damage rolls.
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- Each warjack in Nemo's battlegroup currently in his control area is allocated up to 3 focus points.
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- 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.
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- This model ignores gas effect. When determining LOS or resolving attacks, this model ignores cloud effects.
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- Each time this model makes a norma lranged attack, choose one of the following abilities:
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-- Acid Bomb - Models in the AOE are hit and suffer a POW 12 corrosion damage roll and teh Corrosion contuous effect.
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-- Black Oil - This attack causes no damage. Instead, models in the AOE are hit and suffer Blind for one round. (A blind model cannot make ranged or magic attacks, suffer -4 MAT and DEF, cannot run or charge, and must forfeit either its movement or action during its next activation.)
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-- Rust - This attack causes no damage. Instead warjacks in the AOE are hit and suffer -2 ARM for one turn.
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- 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.
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- This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation it makes a Both Barrels attack.
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- 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.
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- 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.
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-- 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.
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-- Call to Action - Knocked down models in th is unit in formation immediately stand up.
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-- 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.
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- Each time this model makes a normal ranged attack, choose one of the following abilities:
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-Brutal Damage - Gain an additional die on this weapon's damage rolls.
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-Phantom Seeker - This model ignores LOS when making ranged attacks. This model ignores concealment and cover when resolving ranged attacks.
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-Snipe - This attack gains +4 RNG.
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- This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- After an enemy model casts a spell within 10" of this model, this model may immediately make a normal ranged attack targeting that model.
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- 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.
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- - 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.
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-- 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.
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-- 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.
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- Warjacks: Cygnar non-character warjacks with ranged weapons, Lancers
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-Units: Arcane Tempest Units
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-Solos: Arcane Tempest Solos
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- Caine makes a normal Spellstorm Pistol attack against every enemy model currently in his control area, ignoring intervening models. Caine cannot use Maelstrom while he is in melee. When resolving Maelstrom, Caine has no back arc and his front arc extends to 360°.
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- Warjacks: Cygnar non-character warjacks, Ol' Rowdy, Thunderhead
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-Units: Field Mechaniks, Storm Knight units, Stormsmith Storm Towers
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-Solos: Squire, Storm Knight solos
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- One non-character warjack in Stryker's battlegroup can begin the game bonded to him. The bonded warjack gains an additional die on its first melee attack roll during its activation each tum.
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- Your deployment is extended 2" forward.
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- Warjacks: Cygnar non-character heavy and colossal warjacks wiht SPD 5 or greater, Ol' Rowdy
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-Units: Cygnar cavalry units
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-Solos: Storm Knight solos, Arcane Tempest solos
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-Battle Engine: Storm Strider
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- Models/units in the army gain Pathfinder during your first turn of the game.
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- 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.
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- This model gains +1 CMD for each of its unmarked coin boxes.
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- 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.
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-- Money Shot - Affected models gain +2 to ranged attack and damage rolls for one turn.
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-- 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.
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-- Walk It Off - Affecte models gain Tough for one round.
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- Warjacks: Cygnar non-character warjacks
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-Units: Field Mechaniks, Rangers, Trencher units
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-Solos: Journeyman Warcaster, Trencher solos
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- For each Trencher Commando or Trencher Infantry unit, place one 3" AOE cloud effect anywhere completely within 20" of the back edge of Siege's deployment zone after both players have finished deploying their armies but before the first player takes his first turn. These cloud effects leave play after the first round of the game.
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- Warjacks: Cygnar non-character warjacks, Triumph
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-Units: Field Mechaniks, Gun Mage units, Long Gunner Infantry
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-Solos: Captain Arlan Strangewayes, Journeyman Warcaster, Lieutenant Allison Jakes, Squire
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- The next time each enemy model suffers damage while in Siege's control area, halve its base ARM when calculating damage from the damage roll. Breach lasts for one turn.
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- The models in this unit currently in this model's control area gain +2 FOCUS for one turn and immediately gain 2 focus points.
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-When this model replenishes its focus points, this model can receive 2 fewer focus points for Haley Past and/or 2 fewer focus points for Haley Future. If this model does not receive 2 fewer focus points for another model in this unit, remove that model from play.
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- Warjacks: Cygnar non-character warjacks, Thorn
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-Units: Field Mechaniks, Long Gunner Infantry, Trencher Units
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-Solos: Journeyman Warcaster, Trencher solos
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- You can begin the game with Haley Past and/or Haley Future in play. For each model in this unit in play at the start of the game you can redeploy one model/unit after both players have deployed but before the first player’s first turn. The redeployed models must be placed on the table in a location they could have been deployed initially.
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- Units in the army gain Prowl during the first round of the game. (Models with Prowl gain Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.)
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- During your first turn of the game, models in Haley’s battlegroup gain +2 SPD.
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- Warjacks: Cygnar non-character warjacks with ranged weapons, Lancers, Thorn
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-Units: Field Mechaniks, Trencher units
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-Solos: Trencher solos
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- You can redeploy one Trencher model/unit after both players have deployed but before the first player's first tum. The redeployed models must be placed on the table in a location they could have been deployed initially.
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- You gain +1 on your starting roll for the game.
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- For each Trencher Commando or Trencher Infantry unit, place one trench template anywhere completely within 20" of the back edge of Haley's deployment zone after terrain has been placed but before either player deploys his army. Trench templates cannot be placed within 3" of a terrain feature but can be placed within 3" of each other.
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- Your deployment is extended 2" forward.
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-Units: Stormblade units, Arcane Tempest units, Field Mechanic units, Stormsmith Storm Tower
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-Solos: Stormcaller, Arcane Tempest solos, Arlan Strangewayes, Stormblade solos
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-Battle Engines: Storm Strider
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- For each Field Mechanik unit in the army 1 Storm Strider gains Advance Move.
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- During your opponent's next Activation Phase, enemy models/units activating while in Haley's control area forfeit either their movement or their action during their activations, as their controller chooses. Affected
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- One r,on-character warjack in HaJey's battJegroup can begin the game bonded to her. If this warjack begins its activation in Haley's control area, it gains +2" movement that activation.
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- 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.
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- This model can make slam power attacks.
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- 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.
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- When a living enemy warrior model in the melee 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.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- - 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.
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-- 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.)
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- 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.
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- 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.
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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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- While this model is B2B with a friendly warcaster, this model can use one of the following special abilities:
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-- Lucky Charm (* Action) - During his activation this turn, the warcaster can gain an additional die on an attack or damage roll. Discard the lowest die.
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-- Reload (* Action) - During his activation this turn, the warcaster can make one additional ranged attack ignoring ROF.
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-- Spyglass (* Action) - Measure the distance betwen two models within the warcaster's LOS.
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- 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.
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-- Dirge of Mists - affected models gain +1 DEF and Terror for one round.
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-- Heroic Call - Affected models gain Fearless and Tough for one round.
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-- March - Affected models gain Pathfinder for one turn.
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- This attachment can be added to a Sea Dog Crew unit.
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- Living enemy models suffer -2 to melee attack rolls while in melee with this model.
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- 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.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- This model can make one of the following stormcalls. Warjacks affected by a stormcall suffer Disruption.
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-Single Strike (*Action) -RNG 10. Target model. This model makes a skill check. If it passes and the target model is in range, the target model suffers a POW 10 electrical danlage roll.
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-Surge (*Action) -Choose a friendly Stormsmith Stormcaller. If when this model makes this special action the chosen model is within 20"' of it, this model can target up to two models whose bases are intersected by any line drawn between its base and that of the chosen Stormsmith Stormcaller. This model makes a skill check for each model targeted, If it passes, that model suffers a POW 10 electrical damage roll~. Models can be targeted only once per Surge special action. If the chosen model is not within 20" of this model when it makes this special action, nothing happens.
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-Triangulation (*Action) -Choose two other friendly Stormsmith Stormcallers, If when this model makes this special action it and they are all within 20" of each other, this model can target up to three models whose bases are within the triangular area between all three Stormsmith Stormcallers. This model makes a skill check for each model targeted. If it passes, that model suffers a POW 10 electrical damage roll. Models can be targeted only once per Triangulation special action, If this model and the chosen models are not all within 20" of each other when this model makes this special action, nothing happens.
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- Once per activation, after its normal movement, this model can place one Lighting Pod anywhere completely within 10" of this model if there are fewer than three Lightning Pods this model placed currently in play. At the time a Lightning Pod is placed, enemy models whose bases are intersected by a line drawn between the center of the Lightning Pod and the center of this model suffer a POW 10 damage electrical roll. Warjacks damaged by a Lightning
-Pod damage roll suffer Disruption. The S boxes of this model's damage grid represent its Lightning Pod system. While its Lighhling Pod system is crippled,
-this model cannot use Activate Lightning Pod.
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- 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.
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- - 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.)
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- Each time this model makes a normal ranged attack, choose one of the following abilities:
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-- Black Penny - This attack ignores the firing into melee penalty.
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-- Iron Rot When a warjack is hit by this attack, it suffers d3 points of corrosion damage to its Hull damage boxes.
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-- Shadow Fire - Friendly Faction models can ignore the model hit when determining LOS and making ranged or magic attacks this turn.
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- While in Rutger Shaw's command range, this model gains Dodge and Tough.
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- Each time this model makes a normal ranged attack, choose one of the following abilities:
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-Brutal Damage – Gain an additional die on this weapon’s damage rolls.
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-Blessed – When making an attack with this weapon, ignore spell effects that add to a model’s ARM or DEF.
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-Electro Leap – When a model is hit with this weapon, you can have lightning arc to the nearest model within 4˝ of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll.
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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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- RNG 5. Target friendly Mercenary Rhulic warjack. If the warjack is in range, its attack or damage rolls are boosted this turn.
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- 'Jack marshaled warjacks and the units that control them gain Advance Deployment
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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 a damage roll resulting from a direct hit fails to exceed the ARM of the target enemy model/unit, the affected model hit suffers 1 damage point.
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- Place 1 fury point on each enemy warbeast currently in this model's control area. This spell can only be cast once per turn.
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- Target any model in this model's control area, ignoring LOS. When resolving Airburst, ignore cover, concealment, elevation, and Stealth. Models hit suffer a POW 8 blast damage roll.
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- Models hit suffer a POW 10 damage roll. Models boxed by Annihilation are removed from play. This model gains a soul token for each living non-soulless enemy model removed from play this way.
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- A magical energy blast radiates from a single point to strike all models in
-the AOE.
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- Magical bolts of energy streak toward the target model.
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- Target friendly Faction model / unit gain Whiplash. (When an enemy model misses a model with Whiplash with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. the model with Whiplash is the point of origin for all these attacks.)
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- Target friendly model / unit gains +3 ARM.
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- A warjack damaged by this attack becomes stationary for one round.
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- Place a 5" AOE anywhere completely in this model's control area. While in the AOE, friendly models gain Pathfinder and can advance through obstructions and other models if they have enough movement to move completely past them. Enemy models treat the AOE as rough terrain. Artifice of Deviation lasts for one round.
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- Target friendly faction warjack can charge or make slam or trample power attacks without spending focus. The warjacks gains +2" movment when it charges or makes a slam or trample power attack. Models slammed by the warjack are moved +2".
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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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- Enemy upkeep spells on target friendly model / unit expire. Affected models cannot be targeted by enemy spells or animi.
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- While in this model's control area, models in its battlegroup cannot be knocked down and gain +3 ARM but suffer -2 DEF. Batten Down the Hatches lasts for one round.
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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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- While in this model's control area, models in its battlegroupgain Counter Charge. (When an enemy model advances and ends its movement within 6" of a model with Counter Charge and its LOS, the model with Counter Charge can immediately charge it. If it does, it cannot make another counter charge until after your next turn. A model cannot make a coutner charge while engaged.)
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- Target friendly Faction warrior model/unit gains Fearless and gains an additional die on melee damage rolls for one round.
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- On a hit, you can immediately advance target enemy non-warcaster/non-warlock model up to 3". Affected models cannot be targeted by free strikes during this movement. A model can move only once per turn as a result of Befuddle.
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- Target enemy warrior model/unit suffers -2 DEF. When a friendly Faction model destroys one or more affected models with a melee or ranged attack during its activation, immediately after the attack is resolved it can make one additional melee or ranged attack regardless of ROF. Attacks gained from Black Spot cannot generate additional attacks from Black Spot.
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- Models hit lose Flight for one round.
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- When Bleed destroys a living enemy model, this model heals d3 damage points.
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- Target enemy warrior model/unit cannot make ranged or magic attacks and suffers -2 DEF for one round.
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- Target friendly warrior model/unit gains an additional die on melee damage rolls but suffers -2 DEF.
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- Blood Rain causes corrosion damage. Models hit suffer the Corrosion continuous effect.
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- When a model is hit by Blow the Man Down, it is knocked down. On a critical hit, instead of suffering a normal damage roll a non-incorporeal model is slammed d6" directly away from the spell's point of origin regardless of its base size. Collateral damage from this slam is POW 15.
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- Target friendly model/ unit gains +3 DEF against ranged and magic attack rolls.
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- During its activation, target friendly model can charge without spending focus or being forced and gains +2" movement and Pathfinder when it charges. Boundless Charge lasts for one round.
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- Models hit suffer a POW 12 corrosion damage roll. The AOE is a cloud effect that remains in play for one round. Models entering or ending their activation in the AOE suffer 1 point of corrosion damage.
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- Models in this model's battlegroup currently in its control area can immediately make one normal ranged attack. Attacks gained from Broadside do not count against a weapon's ROF. Broadside can be cast only once per turn.
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- Target frienldy model gains +2 DEF against ranged attack rolls and Dodge. (A model with Dodge can advance up to 2" immdeiately 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.)
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- Friendly models gain +2 to attack and damge rolls against target enemy model/unit.
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- Friendly Faction models gain +2 to melee attack rolls against enemy models in this model's control area. Carnage lasts for one round.
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- Place a 3" AOE cloud effect completely in the model's control area. A model entering or ending its activation in the AOE suffers 1 points of corrosion damage. Caustic Mist lasts for one round.
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- After determining the point of impact for this attack, roll deviation for an
-additional 3˝ AOE from that point. Models in that AOE are hit and suffer a
-POW 6 blast damage roll.
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- A model hit by Chain Lightning suffers a POW 10 electrical damage roll, and lightning arcs from that model to d6 consecutive additional
-models. The lightning arcs to the nearest model it has not already arced to within 4" of the last model it arced to, ignoring this model. Each model the Iightrung arcs to suffers a POW 10 electrical damage roll.
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- While in this model's control range, models in its battlegroup gain Future Sight. (A model with Future Sight can boost attack and damage rolls after rolling.)
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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 within 5" of target friendly model/unit, enemy models cannot make ranged attacks.
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- Friendly models/units beginning a charge in this model's control area gain +2" movement. Affected models can charge without spending focus points or being forced. Coup de Main lasts for one turn.
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- Target model/unit suffers -2 SPD, STR, DEF, and ARM and cannot run or make special attacks.
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- Target friendly Faction model/unit gains Pathfinder and Hunter. (A model with Hunter ignores forests, concealment, and cover when determining LOS or making a ranged attack.)
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- Friendly Faction models beginning a charge while in this model's control area this turn gain +2" movement.
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- Target model/unit suffers -2 ARM and cannot make free strikes. A model can advance through an affected model if it has enough movement to move completely past its base.
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- This model immediately makes a full advance. It cannot be targeted b y free strikes during this movement. At the end of this movement, this model can make one melee attack against each model in its LOS that is in its melee range. Cyclone can be cast only once per turn.
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- Heavy warjacks in the army gain Advance Move. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
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- Warjacks gain +2 SPD during your first turn of the game.
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- While in this model's control area, friendly Faction models gain an additional die on their melee attack rolls this turn.
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- While in this model's control area, friendly Faction warrior models cannot be targeted by free strikes. This model and friendly Faction warrior models activating in its control area gain +1 SPD. Dash lasts for one round.
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- Target friendly model/ unit gains an additional die on each model's first ranged attack roU this tum.
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- When Deadweight destroys an enemy living or undead model, choose an enemy model within 2" of the destroyed model. The chosen model must forfeit either its movement or its action during its next activation, as its controller chooses.
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- Before dealing damage, count the number of models in this AOE. Add the result to each Death Knell damage roll.
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- When a friendly Faction model misses target enemy model / unit with an attack, it can reroll the attack roll. Each attack roll can be rerolled only once as a result of Death Sentence.
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- Target friendly Faction model/unit gains +2 ARM. If an affected warjack is damaged, you choose which column suffers the damage.
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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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- Target friendly Faction model/unit gains +2 DEF and ARM.
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- While in this model's control area, friendly Faction warrior models gain +2 ARM against ranged and magic attack damage rolls. Deflection lasts for one round.
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- Target friendly warjack gains +2 STR, and its melee weapons gain
-Disruption. (A warjack suffering Disruption loses its focus points and
-cannot be allocated focus or channel spells for one round.)
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- A model hit by Dissolution Bolt cannot channel spells for one round.
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- Target enemy warrior model/unit cannot make ranged attacks and suffers -2 DEF and MAT 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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- When Doom Spiral damages a warjack that is part of a battlegroup, its controller suffers d3 damage points.
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- This model gains +2 STR and ARM. Models cannot reave fury from warbeasts destroyed by this model. When this model destroys an enemy model with fury points on it with an attack, this model gains a number of focus points equal to the fury points on the destroyed model.
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- When a warrior model is boxed by Dust to Dust, center a 3" AOE cloud effect on it, then remove the model from play. The AOE remains in play for one round.
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- Models hit by Earthquake are knocked down.
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- Friendly Faction models beginning their activations in this model's control area gain Pathfinder. Easy Rider lasts for one turn.
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- Electrical Blast causes electrical damage. Warjacks damaged by Electrical Blast suffer Disruption. (A warjack suffering Disruption loses its focus paints and cannot be allocated focus or channel spells for one round.)
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- If target friendly model is hit by a melee attack, after the attack is resolved the attacker is pushed d3" directly away from the affected model and suffers an unboostable POW 14 electrical damage roll, then Electrify expires.
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- Immediately after this attack is resolved, this model can advance up to 2" for each enemy model destroyed by the attack.
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- This model spends up to 3 focus points to cast Energizer. Models in its battlegroup that are currently in its control area can immediately advance up to 1" for each focus point spent. Energizer can be cast only once per turn.
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- Warbeasts in this model's battlegroup beginning their activations in its contgrol area gain +2 movement. This model gians +2 ARM while one or more warbeasts in its battlegroup are within 3" of it.
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- When a living enemy warrior model is boxed by Excarnate, remove it from play. You can then add one Grunt to a friendly Faction small-based undead unit in this model's control area. The Grunt must be placed in formation and within 3" of this model.
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- When target friendly model makes a normal attack with a non-spray ranged weapon, the weapon gains Magical Weapon. If the weapon was AOE -it becomes AOE 3. An affected model cannot participate in a combined ranged attack. Models in the AOE other than the model that was directly hit suffer blast damage but do not suffer any other effects of the attack. Explosivo expires immediately after resolving this model's next ranged attack. Explosivo lasts for one turn.
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- Target friendly warjack gains +2 ARM and does not suffer the effects of
-crippled systems.
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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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- Models gain concealment while in this model's control area.
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- Target a model in this model's battlegroup in its control area. Enemy models currently within 2" o fthe target model are pushed 4" directly away from it in the order you choose.
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- Models damaged by Force Blow are knocked down.
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- This model does not suffer blast or collateral damage and cannot be knocked down. When an enemy AOE ranged attack deviates from a point in this model's control area, after the deviation distance is rolled you choose the deviation direction.
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- Instead of suffering a normal damage roll, a non-incorporeal model Force Hammer hits is slammed d6" directly away from the spell's point of origin regardless of its base size and suffers a POW 12 damage roU. Collateral damage from this slam is POW 12.
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- Target warjack in this model's battlegroup gains +2 ARM. The affected
-model and any friendly model B2B with it cannot be knocked down,
-pushed, or slammed.
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- Target friendly Faction model/unit can reroll its missed attack rolls. Each attack roll can be rerolled only once as a result of Fortune.
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- Place a 5" AOE anywhere completely in this model's control area. Models
-completely in the AOE have cover and do not suffer blast damage.
-When drawing LOS to a model not completely within the AOE, ignore
-intervening models completely within the AOE.
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- Target model/unit without Immunity: Cold becomes stationary for one round.
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- Frost Hammer causes Cold damage. On a critical hit, a model becomes Stationary for one round unless it has Immunity: Cold.
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- Warjacks in this model's battlegroup begimung their activations in its control area can run, charge, or make slam or trample power attacks without spending focus that activation. While in this model's control area, models in its battlegroup gain boosted melee attack rolls. Full Throttle lasts for one turn.
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- Target warjack in this model's battlegroup doubles its base SPD during its
-normal movement but cannot make ranged attacks.
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- Target friendly model/unit gains +3 to melee damage rolls but suffers -1 DEF.
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- When an enemy model is hit by this attack, it can be pushed d6" directly toward Gallows' point of origin.
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- Place this model anywhere completely within 8" of its current location. After casting Gate Crasher, it cannot advance this activation. For the rest of this activation, this model's ranged attacks must target models in its melee range. Gate Crasher can be cast only once per activation.
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- Target friendly model/unit gains Ghostly for one turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. An affected model cannot be targeted by free strikes.)
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- Target friendly Faction model gains +2 DEF and Poltergeist. (When an enemy model misses the model with Poltergeist with and attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from the model with Poltergeist.)
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- When a warjack is hit by Grind, it suffers 1 damage point to its first available Movement system box.
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- Center a 5" AOE on this model. Each other model in the AOE is hit and suffers a POW 13 damage roll. Each enemy model damaged by Ground Zero is pushed d6" directly away from this model in the order you choose.
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- While in this model's control area, models in its battlegroup gain boosted
-ranged attack rolls for one turn.
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- When an enemy attack destroys or removes from play one or more friendly Faction models within 5" of target warbeast in this model's battlegroup, after the attack is resolved the affected warbeast can charge an enemy model, then Hallowed Avenger expires.
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- Target friendly Faction model/unit gains an additional die on attack and damage rolls. Discard the low die in each roll.
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- Target friendly model / unit cannot be knocked down or made stationary.
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- This model cannot be targeted by charges. While within 5" of this model enemy models treat open ground as rough terrain.
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- A model/unit hit by Hellfire must pass a command check or flee.
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- If this attack misses, nothing happens. If it hits, before making the damage role, push models within 3" of the model hit 3" directly toward it in the order you choose. Then center a 3" AOE on the model hit. Models hit suffer a POW 12 damage roll. Models boxed by Hellmouth are removed from play.
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- Enemy upkeep spells and animi on the model/unit directly hit by Hex Blast immediately expire.
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- Target model in this model's battlegroup gains boosted ranged attack damage rolls.
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- Target Enemy warrior model/unit without Immunity: Cold suffers -2 DEF and cannot run or make special attacks.
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- Enemy models within 5" of this model are pushed 5" directly toward it in the order you choose.
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- Target friendly Faction model/unit gains an additional die on attack and damage rolls. Discard the low die in each roll.
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- Take control of target enemy non-warcaster, non-warlock warrior model. The model immediately makes one normal melee attack, then Influence expires.
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- While in this model's control area, enemy models treat open terrain as rough terrain. Inhospitable Ground lasts for one round.
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- Target friendly Faction model / unit gains +2 ARM and Fearless.
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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 friendly warrior model/unit gains +3 DEF but suffers -1 SPD.
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- Target model in this model's battlegroup immediately makes one normal
-melee attack.
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- Models in this model's battlegroup that are currently in its control area can immediately turn to face any direction. Affected models that are stationary or knocked down are no longer stationary and stand up. Models that were knocked down this turn are not affected by Jump Start.
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- Friendly FAction models beginning a charge in this model's control area gain Pathfinder. Warbeasts in th is model's battlegroup beginning their activations in this model's control area can charge or make slam power attacks against enemy models without being forced. Killing Ground lasts for one turn.
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- Enemy models pay double the focus or fury point cost to cast or upkeep spells while in this model's control area.
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- Target warjack in this model's battlegroup gains +2 STR and its melee weapons gain Electro Leap. (When a model is hit by a weapon with Electro Leap, you can choose to have lightning arc the nearest model within 4" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll.)
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- Models hit suffer a POW 10 electrical damage roll. The AOE remains in play for one round. Models entering or ending their activations in the AOE suffer a POW 10 electrical damage roll.
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- A model damaged by Lock the Target cannot run, charge, or be placed for one round.
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- This model spends up to 3 focus points to cast Locomotion. Target warjack in this model's battlegroup immediately advances up to 1" for each focus point spent. A warjack can be targeted by Locomotion only once per turn.
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- While in this model's control area, living enemy models cannot cast spells or use feats. Mage Blight last for one round.
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- Place a 5" AOE completely in this model's control area. While a model is within the AOE, models in this model's battlegroup ignore forests and cloud effects when drawing LOS to it and ignore Stealth when attacking it.
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- If target friendly Faction model's next normal ranged attack directly hits, after resolving the attack choose a model within 4" of the model hit. The chosen model suffers an unboostable POW 12 magic damage roll. The point of origin for this damage is the model hit. After resolving this damage roll, Magic Bullet expires. Magic Bullet lasts for one turn.
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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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- While within 2" of this model, enemy models suffer -2 DEF and ARM.
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- Target enemy model/unit suffers -2 DEF and loses Incorporeal and Stealth and cannot gain those abilities while affected by Marked for Death. Friendly Faction models can target an affected model regardless of LOS.
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- This model gains an additional die on melee attack rolls and cannot be targeted by free strikes.
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- Target friendly Faction model / unit gains Apparition. During your Control Phase, place models with Apparition anywhere completely within 2" of their current locations. If Mirage affects a unit, only model in formation can be placed.
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- Models in this model's battlegroup currently in its control area gain +2 SPD and Pathfinder for one turn.
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- Target warjack suffers 1 point of fire damage to each column on its damage grid.
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- Target enemy model/unit suffers -2 DEF and ARM and cannot be healed. Mortality lasts for one round.
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- While in this model's control area, friendly models gain Knockdown on their melee weapons. Mosh Put lasts for one turn. (When a model is hit with an attack by a weapon with Knockdown, it is knocked down.)
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- While in this model's control range, models in its battlegroup gain Gun-and-Run. (At the end of its activation, if a model with Gun-and-Run destroyed one or more enemy models with ranged attacks this activation it can make a full advance.)
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- Place a 5" AOE cloud effect anywhere completely in this model's control area. Any model that is not part of this model's battlegroup that enters or ends its activation in the AOE suffers an unboostable POW 8 damage roll.
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- An enemy warbeast damaged by Muzzle cannot advance toward this model for one round.
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- Target friendly model/unit ignores intervening models when making attacks. The weapons of affected models gain Magical Weapon.
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- The force of this attack blasts apart the earth itself.
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- Target friendly model/unit gains Stealth.
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- Friendly Faction models beginning a charge in this model's control area gain Pathfinder.
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- When target model in this model's battlegroup destroys one or more enemy models with an attack, immediately after the atack is resolved one model in this model's battlegroup that is in its control area can make a full advance, then Overrun expires. Overrun can be cast only once per turn and lasts for one turn.
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- Target model/unit suffer -3 ARM and this model gains +1 ARM.
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- When an enemy model is damaged by PErdition, immediately after the attack is resolved one warjack in this model's battlegroup that is currently in this model's control area can make a full advance toward the nearest enemy model. A model can advance as a result of PErdition only once per turn.
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- When target friendly model/unit is targeted by a ranged attack, the attack suffers -5 RNG.
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- Target model in this model's battlegroup ignores LOS when making charges, slams and attacks. That model ignores conceleament and cover when resolving attacks.
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- Target friendly model / unit cannot be targeted by a charge made by a
-model in its front arc.
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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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- 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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- On a critical hit, models hit lose their initial attacks and cannot make special attacks for one round.
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- Choose a friendly Faction warbeast in this model's control area. Target an enemy model within 8" of the chosen warbeast and make a magice attack against it. The chosen warbeast is the attack's point of origin. If the enemy model is hit, it suffers a damage roll with a POW equal to the warbeast's base STR.
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- When an enemy model casts a spells or use an animus while in this model's control area, the enemy model suffers 1 damage point and this models heals 1 damage point.
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- Continuous effects, animi, and upkeep spells in this model's control area immediately expires.
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- If target enemy model / unit advances during its activation, immediately
-after ending this movement one model in this model's battlegroup that is
-in its control area can make a full advance.
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- Target friendly model/unit gains +2 SPD and +2 DEF against ranged and magic attack rolls.
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- Take control of target enemy non-character warbeast. You can make one full advance with the warbeast and can then make one normal attack with it, then Rampager expires. While the warbeast is affected by Rampager, it cannot be forced and you cannot use its animus. Rampager can be cast only once per round.
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- Target model in this model's battlegroup gains Berserk for one turn. While affected by Ravager, a model cannot make Chain Attacks. (When a model with Berserk destroys one or more models with a melee attacks during its combat action, immediately after the attacks is resolved it must make one additional melee attack against another model in its melee range.)
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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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- A blade of wind slices through the target model.
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- Target enemy model / Ullit cannot give orders, receive orders, or make special attacks for one round .
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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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- When target friendly Faction model hits an enemy model with an attack during its activation, immediately after its combat action ends the affected can make a full advance. It cannot be targeted by free strikes during this movement.
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- Enemy upkeep spells and animi on the model/unit directly hit by Repudiate immediately expire. An enemy model maintaining an upkeep spell that expired as a result of Repudiate suffers d3 damage points.
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- When target friendly Faction model is targeted by an enemy ranged attack, after the attack is resolved the affected model can make one normal melee or ranged attack, then Return Fire expires. Return Fire lasts for one round.
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- Return one destroyed friendly Faction Grunt to play with one unmarked damage box. It must be placed in this model’s control area in formation and within 3˝ of another model in its unit.
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- The AOE is rough terrain and remains in play for one round.
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- Remove target friendly warrior model from play. Skarre gains d6 additional focus points during your next Control Phase. Ritual Sacrifice can be cast only once per turn.
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- Place a wall template anywhere completely in this model's control area where it does not touch a model's base, an obstruction, or an obstacle. The wall is a linear obstacle that provides cover.
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- When an enemy attack disables a living model in the target friendly unit, you can choose a non-disabled living model in the unit to be destroyed. If another model is destroyed as a result of Roth's Mercy, the originally disabled model heals 1 damage point.
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- Models hit by Scourge are knocked down.
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- Target enemy warjack immediately advances its current SPD in inc.hes in a direction determined by the deviation temp.late. During this movement, it moves through models with smaller bases if it has enough movement to move completely past their bases. Models it moves through are knocked down. The warjack is knocked down if it contacts an obstacle, an obstruction, or a model with a base equal to or larger than its own. A warjack can be affected by Scramble only once per turn.
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- Target friendly model/unit gains +2 to melee attack damage rolls. Affected models gain Critical Corrosion on their normal melee attacks.
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- When an enemy model advances and ends its movement in the LOS of a target friendly Faction model, the affected model can immediately make one normal ranged attack, then Sentry expires.
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- Models in this model's battlegroup gain Dark Shroud and Stealth while in its control area. Shadowmancer lasts for one round. (While in the melee range of a model with Dark Shroud, enemy models suffers -2 ARM.)
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- When target friendly Faction model/unit directly hits and boxes an enemy model with a ranged or melee attack, center a 3" AOE on the boxed model, then remove that model from play. Models in the AOE are hit and suffer an unboostable POW 8 damage roll.
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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 this model's control area and B2B with one or more models in this model's battlegroup, models in this model's battlegroup cannot be knocked down and gain +1 DEF for each other model in the battlegroup with which they are B2B.
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- Target warjack in this model’s battlegroup cannot be knocked down, pushed, placed, or slammed and gains +2 DEF. While this model is B2B with target model, it cannot be knocked down, pushed, placed, or slammed and gains +2 DEF.
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- Target friendly model/unit's melee weapons gain Grievous Wounds. (When a model is hit by a weapon with Grievous Wounds, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.)
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- Target friendly model's / unit's ranged weapons gain +4 RNG.
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- Target friendly Faction model/unit gains concealment and Immunity: Cold.
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- Remove up to 1 fury point from each frienldy living Faction warbeast currently in this model's control area. Soothing Song can only be cast once per turn.
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- Remove a friendly trooper model in this model's control are from play and replace it with target warjack in this model's battlegroup that is in its control area. LOS to that target is not required. The warjack cannot activate this turn after being placed by Soul Gate.
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- When target friendly Faction model/unit destroys a living enemy model with a melee atack, this model gains the destroyed model's soul token regardless of the proximity of other models.
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- When a living non-soulless model is boxed by Soulfire, this model gains 1 focus point and the boxed model is removed from play.
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- Target warjack in this model's battlegroup gains +2 ARM and Ghostly. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. An affected model cannot be target by free strikes.)
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- While within this model's control area, friendly Faction model/unit' weapons gain Magical Weapon and Blessed. Spellpiercer lasts for one round. (When making an attack with a weapon with Blessed, ignore spell effects that add to a model's ARM or DEF.)
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- While in this model's control area enemy models gaion an additional die on attack rolls. Discard the highest die of each roll. Star-Crossed lasts for one round.
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- Target friendly warrior model gains +2 STR, MAT, and ARM and cannot be targeted by combined ranged attacks or combined melee attacks.
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- A model damaged by Stranglehold forfeits either its movement or its action during its next activation, as its controller chooses.
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- On a critical hit, the model hit suffer Shadow Bind for one round. (A model suffering Shadow Bind suffers -3 DEF, and for one round when it advances it cannot move except to change facing.)
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- When an enemy model advances and ends its movement within 6" of target friendly Faction non-warcaster warrior model and the affected model is not engaged, the affected model can immediately charge the enemy model, then Sudden Death expires. A trooper model that charges as a result of Sudden Death ignores unit formation while resolving the charge. If the trooper model is out of formation after the charge attack is resolved, it is destroyed before Sudden Death expires.
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- Models boxed by Sunburst are removed from play. Blast damage affects only enemy models.
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- An enemy warbesat damaged by Sunder Spirit loses its animus for one round.
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- Target friendly Faction warjack gains +2 SPD, MAT, and DEF and cannot be knocked down.
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- Target friendly Faction model gains +2 DEF and cannot be knocked down. While within 3" of the affected model, friendly Faction models also gain +2 DEF and cannot be knocked down.
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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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- Place target model completely within 2" of its current location. When Telekinesis targets an enemy model, it is an offensive spell and requires a magiC attack roU. A model can be affected by Telekinesis only once per turn.
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- Place this model anywhere completely within 8" of its current location, then its activation ends.
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- This model can channel spells through target friendly model as if it were a model in this model's battlegroup with Arc Node.
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- Models hit by Tempest are knocked down and suffer a POW 12 damage roll.
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- During its activation this turn, target friendly Faction model gains +2"
-movement and can make one additional attack regardless of a weapon's
-ROF. Temporal Acceleration can be cast only once per turn.
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- While in this model's control area, enemy models suffer -2 DEF. Enemy models beginning their activation in this model's control area cannot run or charge. Temporal Barrier lasts for one round .
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- While within 5˝ of a model in this unit, friendly models gain +2 DEF and enemy models suffer –2 DEF. Temporal Flux lasts for one round.
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- Warjacks in this model's battlegroup that are currently in its control area can charge or make power attacks without spending focus and gain boosted melee attack rolls against living models. When an affected model targets a living model with a charge or slam power attack, it gains +2' movement. Terminal Velocity lasts for one turn.
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- Instead of suffering a normal damage roll, a non-incorporeal model hit by Thunder Strike is slanuned d6" directly away from the spell's paint of origin regardless of its base size and suffers a POW 14 damage roll. Collateral damage from this slam is POW 14.
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- A model hit by TIme Bomb suffers -2 SPD and DEF for one round.
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- If during its normal movement this model advances within 2" of a friendly warjack, at the end of that movement you can place the warjack B2B with it, completely within its back arc. Up to three warjacks can be placed by Tow each time this model ends its normal movement.
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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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- This model ignores concealment, Camouflage, and Stealth.
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- The AOE is a cloud effect that remains in play for one round.
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- While in this model's control area, this model and warjacks in its battlegroup gain boosted melee attack and melee damage rolls, and their melee weapons gain Magical Weapon. Unearthly Rage 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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- Place a 4" AOE cloud effect anywhere completely in this model's control area. This AOE does not block friendly Faction models' LOS. While in the AOE, friendly Faction models gain Pathfinder and can move through obstructions and other models if they have enough movement to move completely past them.
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- This model can spend up to 3 focus points to advance up to 2" immediately for each focus point spent. Velocity can be cast only once per turn.
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- Venom causes corrosion damage. Models hit suffer the Corrosion continuous effect.
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- While in the AOE, enemy models cannot channel spells, be allocated focus or be forced. The AOE remains in play as long as its upkeep is paid.
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- Target warjack cannot advance and suffers -4 DEF. A warjack beginning
-an advance within 3" of the model hit cannot run or charge and can
-advance only directly toward it. Voltaic Snare lasts for one round. Voltaic
-Snare can be cast only once per tum.
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- Damage rolls against enemy models in this model's melee range are automatically boosted.
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- When a friendly Faction model in this model's control area destroys one or more enemy models with a melee or ranged atack during its activation, immediately after the attack is resolved, one warbeast in this model' battlegroup that is in its control area can advance up to 3". A warbeast can advance only once per turn as a result of Warpath.
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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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- Target friendly model/unit gains Camouflage and Pathfinder. (A model with Camouflage gains an additional +2 DEF when benefiting from concealment or cover.)
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- Target friendly living warbeast in this model's battlegroup can run, charge, or make slam or trample power attacks without being forced and gains boosted melee attack rolls.
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- Place a 5" AOE anywhere completely in this model's control area. Cload effects overlapping the AOE expire. Models suffer -3 RAT while within the AOE. The AOE remains in play for one round.
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- This model can immediately make a full advance and gains +2 DEF for one round. Wind Rush can be cast only once per turn.
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- This model cannot make ranged attacks, and non-magical ranged attacks targeting it automatically miss. While completely within 3" of this model, models cannot make ranged attacks and non-magical ranged attacks targeting them automatically miss. Wind Wall lasts for one round.
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- This model gains an additional die to its melee and ranged damage rolls against warjacks.
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- This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal.
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- 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.
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- When this model begins its activation within 3" of one or more friendly models of the listed type, it is allocated 1 focus point.
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- This model can advance through other model if it has enough movement to move completely past their bases. This model cannot be targeted by free strikes. This model ignores intervening models when declaring its charge attack.
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- When this model directly hits an enemy model with a melee or ranged attack, the d3 nearest enemy models within 5" of the model hit suffer a POW 10 magical damage roll.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- While B2B with this model, friendly warcastes and solos gain +1 CMD.
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- This model is immune to continuous effects.
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- Varies for model.
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- This model can be forced during its activation to gain +2 STR for one turn but suffers d3 damage points.
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- This model can run or charge without spending focus or being forced.
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- This model ignores gas effects. When determining LOS or resolving attacks, this model ignores cloud effects.
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- 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.
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- If B2B with the Leader, the Grunt can forfeit its action to use Ammo Feeder. This activation, if the Leader makes a Strafe special attack, it makes +3 attacks.
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- This model ignores the effects of deep and shallow water and can move through them witrhout penalty.- While completely in deep water, it cannot be targeted by ranged or magic attacks and can make attacks only against other models in deep water. While completely in deep water, this model does not block LOS.
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- When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point.
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- RNG 5. Target friendly Faction warjack. If the warjack is in range, it immediately makes one normal melee or ranged attack. A warjack can make an Ancillary Attack special action only once per turn.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- This model is a channeler (p. 79).
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- When another model casts a spell in this model's control area, this model gains one power token, up to a maximum of three. During your Control Phase, after this model replenishes its focus but before it allocates focus, replace each power token with 1 focus point.
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- When making attacks, ignore focus points overboosting the target's Power Field and spell effects adding to its ARM or DEF.
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- If its warcaster is in this model's command range during your Control Phase, the warcaster can upkeep one spell without spending focus.
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- When an enemy model casts a spell or uses an animus while in this model's command range, after the spell is cast the enemy model suffers 1 damage point and this model heals 1 damage point.
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- Models that received this order can participate in a combined ranged attack this activation. The unit commander must be the primary attacker. When resolving this attack, the AOE of the unit commander's ranged weapon is 3". Do not choose an attack type for this attack. A unit can make only one Arcane Inferno attack per activation.
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- When this model hits another model with an attack, upkeep spells and animi on the model hit expire and its loses the focus points on it. When this model hits a warjack with an attack, that warjack suffers Disruption. (A warjack suffering Disruption loses its forucs points and cannot be allocated forcus or channel spells for one round.)
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- If this model forfeits its movement during its activation to gain the aiming bonus, it ignores Stealth that activation.
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- While this model's warcaster is within 5" of it, that warcaster can reroll one failed magic attack roll each turn.
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- While this model's warcaster is within 5" of it, that warcaster's control area is extended by 2".
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- This model can immediately negate any spell that targets it or a model within 3" of it by spending 1 focus point before the RNG of the spell is measured. The negated spell does not take effect, but its COST remains spent.
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- 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.
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- When this model's warcaster allocates 1 or more focus points to a warjack in this model's command range, the warjack is allocated 1 additional focus point.
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- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
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- When calculating damage from this weapon, halve the base ARM stats of models hit that have medium or larger bases. This weapon gains +2 to damage rolls against models with small bases.
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- When calculating damage from this attack, halve the base ARM stats of models hit that have medium or larger bases. This attack gains +2 to damage rolls against models with small bases.
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- Precursor Knight and Sword Knight units gain +2 SPD during your first turn of the game.
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- 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.
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- This model has concealment. Living enemy model's suffer -2 to attack rolls while within 2" of this model.
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- 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.
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- Before their normal, movement, affected models can make one ranged attack. During their normal movement, affected models must charge or run. The ranged attack is made before declaring a charge target.
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- 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.
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- This model can make this special action only when B2B with a friend'ly Faction warjack. When this model makes an Assist Repair special action, choose another model in this tutit with the Repair ability also B2B with that warjack. The chosen model gains a cumulative +1 to its Repair skill on its next Repair skill check to repair that warjack this activation. !fit passes the Repair check, remove 1 additional damage point from the warjack for each model that used Assist Repair on the chosen modeL
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- Before start of the game, attach this model to a friendly warcaster for the rest of the game. Each warcaster can have only one model attached to it.
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- This attachment can be added to an X unit.
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- Each time this model makes a normal ranged attack, choose one of the following abilities:
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-Critical Brutal Damage - On a critical hit, gain an additional die on this weapon's damage roll against the model directly hit.
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-Snipe - This attack gains +4 RNG.
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-Thunderbolt - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model is knocked down after being pushed.
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- Make 2d3 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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- Make d3 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 a model hits this model with a free strike attack, immediately after the attack is resolved the attacking model suffers d6 damage points.
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- This model gains an additional die on its back strike damage rolls.
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- Make two attack with this weapon.
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- When this model is destroyed, each living warbeast B2B with it heals d3 damage points.
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- When a model in this unit is damaged by an enemy attack, after the attack is resolved models in this unit gain +2 STR and ARM and Pathfinder for one round.
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- Huge Base.
-Front arc is divided into two 90 degree arcs of fire.
-A battle engine never gains the DEF bonus from concealment, cover, or elevation.
-Cloud effects and forest terrain do not block line of sight to a battle engine.
-A model targeting a battle engin with a ranged or magic attack does not suffer the target in melee attack roll penalty. If a ranged or magic attack misses a battle engine in melee, that miss is not rerolled against another model. It misses completely. A battle engine can be targeted by combined ranged attacks while it is in melee.
-Predeployment. Must be placed before normal deployment.
-Massive. A battle engine cannot be slammed, pushed, thrown, knocked down, or made stationary.
-Pathfinder.
-Servicable. Friendly Faction models with the Repair ability can attempt to repair damaged battle engines. To attempt repairs, the model with Repair must be in base-to-base contact with the damaged battle engine and make a skill check. If successful, remove d6 damage points from the battle engine.
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- During this model's activation, it can use one of the following plans. A friendly Faction model/unit can be affected by only one plan each turn.
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-Overcome - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn.
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-Path to Victory - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Fearless and +2 to charge attack rolls for one round.
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-Reveille - Knocked down friendly Faction models in this model's conmmand range immediately stand up. Models that were knocked down this turn are not affected by Reveille.
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- Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action.
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- RNG 3. Target friendly warrior model/unit. If the model/unit is in range, it gains boosted attack rolls against warbeasts for one turn.
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- 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 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".
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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 attack against another model in its melee range.
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- Once per game during its activation, this model can use Binge Drinking. this model is knocked down.
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- This attack ignores the firing into melee penalty.
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- 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.
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- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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- When an enemy warbeast misses this model with a melee attack, immediately after the attack is resolved this model can mak one normal melee attack the warbeast.
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- When it charges living warrior models without being forced.
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- This model performs minor repairs to one damaged friendly Faction warjack with which it is B2B. Remove 1 damage point from the warjack.
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- Models in this unit gain +1 STR and ARM for each model in this unit htat has been destroyed or removed from play. The bonuses for a model are lost if it returns to play.
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- Refer to page 90.
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- This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation it makes a Both Barrels attack.
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- Once per activation, after making a full advance but before performing an action, this model can spend one focus point to be placed completely within 5" of its current location. Any effects that prevent charging also prevent this model from using Bounding Leap.
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- While in this model's command range, friendlyu Exemplar models cannot be knocked down or made stationary.
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- This model gains +2 to charge attack damage rolls with this weapon.
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- This weaspon has an integral buckler that gives the model a cumulative +1 ARM bonus; for example, a model with two of them gains a bonus of +2 arm. A model does not gain this bonus while the weapon system with the buckler is crippled or being held in a weapon lock or when resolving damage that originates in its back arc.
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- This model can make slam power attacks. A slammed model suffers a damage roll with POW equal to the current POW of this model's mount. The POW of collateral from a slam is equal to the current POW of the Mount. If this model makes a successful slam but moved less than 3", it makes an attack roll agtainst its target. If the target is hit, it suffers a damage roll with POW equal to the current POW of this model's Mount but is not slammed. After resolving a slam power attack, this model can make one normal melee attack.
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- Affected models can make slam power attacks and must run, charge, or make a slam power attack this activation. A slammed model suffers a damage roll with POW of this model's Mount. The POW of collateral damage from a slam is equal to the current POW of the Mount. If an affected model makes a successful slam but moved less than 3", it makes an attack roll against its target. If the target is hit, it suffers a damage roll with POW equal to the current POW of this model's Mount but is not slammed. After a model in this unit resolves a slam power attack, that model can make one normal melee attack.
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- When this model advances into B2B contact with an enemy model, 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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- 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.
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- This model gains an additional +2 DEF when benefiting from concealment or cover.
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- Each model in the unit that received this order must make a full advance as its normal movement, perform the Dig in special action, then can perform a combat action as its action.
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- This model gains one sould token for each friendly Faction warrior model destroyed within 5" 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. During your Control Phase, you can remove all soul tokens from this model to allocate it focus points, 1 for each token removed.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make a double-hand throw, head-butt, headlock/weapon lock, push or throw power attack against that target.
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- If this model hits the same model with both its initial attacks with this weapon, LARGE BASE after resolving the attacks it can immediately make one additional melee attack against that model. If the additional attack hits, the target is slammed d6" directly away from this model. The POW of the slam damage roll is equal to the STR of this model + the POW of this weapon. The POW of collateral damage is equal to the STR of this model.
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- Each time this model hits an enemy model with a melee or ranged attack during its activation, it gains a cumulative +1 to each of its subsequent damage rolls against that model that activation.
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- This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
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- Place Major Katherine Laddermore and Storm Lance units after normal deployment. These models are placed at the same time as your models with Advance Deployment (if any). These models must be placed within your normal deployment zone.
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- When a friendly warbeast frenzies in this model's control area, the warbeast can forfeit its activation.
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- This model's front arc extends to 360 degrees.
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- 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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- This model cannot make an initial attack with this weapon during an activation it charged at least 3".
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- RNG CMD. Target friendly Faction model. If the model is in range, friendly models do not suffer ranged blast damage from its attacks this turn.
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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.
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- During a combat action it did not make a charge attack, this model can make one melee attack with its Mount.
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- When this model misses and attack roll for a combined ranged attack, it can reroll that attack roll. Each attack roll can be rerolled only once as a result of Combined Arms.
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- This model can participate in combined melee attacks with other models in its unit (p. 62).
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- This model can participate in combined ranged attacks with other models in its unit (p. 62).
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- Make a melee attack. On a hit, instead of making a normal damage roll the target model is slammed d6" directly away from this model and suffers a damage roll with POW equal to the STR of this model plus twice the POW of this weapon. The POW of collateral damage is equal to this model's STR.
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- Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon.
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- Models within 2" of this model suffer a POW 12 fire damage roll and the Fire continuous effect. This model can make additional melee attacks after making this special attack.
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- 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.
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- RNG 5. Target friendly Faction warjack. If the warack is in range, spend up to three soul tokens to allocate it 1 focus point for each soul token spent.
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- This model is included in any army that includes Rorsh. If Rorsh is Destroyed or removed from play, remove this model is part of Rorsh's battlegroupl.
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- This model is included in any army that includes the listed warcaster. If the listed warcaster is destroyed or removed from play, remove this model from play. This model is part of the listed warcaster's battlegroup.
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- When a friendly Stormsmith Stormcaller makes a Surge or Triangulation Stormcall, this model is considered to be another friendly Stormsmith Stormcaller.
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- This model gains a cumulative +1 on magic attack rolls for each other model in this unit that is within 1" of it.
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- This model is a Construct (pg. )
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- A model hit by this attack suffers the Corrosion continuous effect (p. 69).
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- A model hit by this attack suffers the Fire continuous effect (p. 69).
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- RNG CMD. Target living enemy non-character trooper model. If the model is in range, it must pass a command check or it becomes a friendly Faction solo under your control for the rest of the game. The converted model cannot activate this turn.
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- When a warjack is hit by this weapon, it suffers 1 damage point to its first available Cortex system box.
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- 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.
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- When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. If it does, it cannot make another counter charge until after your next turn. This model cannot make a counter charge while engaged.
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- Place a 3" AOE anywhere completely within this weapon's RNG. The center point of the AOE must be in this model's LOS, ignoring intervening models. A model entering or ending its activation in the AOE suffers a damage roll with POW equal to the POW of this weapon. The AOE remains in play for one round or until this model is destroyed or removed from play.
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- On a critical hit, gain an additional die on this weapon's damage roll against the model directly hit.
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- On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged.
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- On a critical hit, if the attack hit a small-based non-warlock/warcaster model the model hit is removed from play.
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- On a critical hit, the model hit by this attack suffers the Corrosion continuous effect(p. 69).
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- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.
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- 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.
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- On a critical hit on a warjack, it suffers Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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- On a critical hit, the model hit by this attack suffers the Fire continuous effect (p.69).
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- On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold.
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- On a critical hit, the model hit byu this weapon loses Tough, cannot heal or be healed, and cannot transfer damage for one round.
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- On a critical hit, the model hit is knocked down.
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- On a critical hit, instead of rolling damage normally you can choose to have this model throw the model hit. Treat the throw as if this model 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 equial to this model's STR.
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- On a critical hit against an enemy model, it is knocked down and can be puished 1" directly away from this model. If it is pushed, this model can immediately advance directly toward the pushed model up to the distance that model was moved.
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- On a critical hit, after the attack is resolved this model can make one additional attack against the model hit.
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- 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.
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- On a critical hit, the model hit loses its initial attacks and cannot make special attacks for one round.
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- On a critical hit during this model's activation, attacks made with this weapon against the model critically hit by this weapon automatically hit it. If this model attacks another model with this weapon this activation, attacks against the last model critically hit with this weapon no longer automatically hit it.
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- On a critical hit against an enemy model, center a 4˝ AOE on the model directly hit. Models in the AOE without Immunity: Electricity become Stationary for one round.
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- This model gains one soul token for each friendly living Exemplar 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. During its activation, this model can spend soul token to gain additional attacks or to boost attack or damage rolls at one token per attack or boost.
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- This model gains one soul token for each living enemy model destroyed within 2" of it. When this model replenishes its focus during your next Control Phase, replace each soul token on it with 1 focus point.
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- If this model attack with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
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- This weapon causes cold damage (p.68).
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- This weapon causes corrosion damage (p. 68).
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- This weapon causes electrical damage (p. 68).
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- This weapon causes fire damage (p. 68).
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- When this model damages an enemy model with this weapon during its activation, after the attack is resolved you can place the enemy model anywhere completely within d6" of its current location, plus 1" for each focus point on this model.
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- When this model is disabled, center a 5" AOE on it, then remove this model from play. Models in the AOE suffer a POW 14 blast damage roll.
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- While this model is B2B with one or more models in its unit, it gains +2 ARM.
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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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- RNG CMD. Target Friendly unit of the listed type. If the unit is in range, it gains +2" movement during its activation this tum.
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- This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. The model cannot dig into solid rock or man-made construction. This model can begin the game dug in.
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- When this model hits a warbeast with a melee attack, roll an additional damage die.
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- When this weapon hits a model/unit, upkeep spells on the model/unit hit immediately expire.
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- A warjack hit loses its focus points and cannot be allocated focus or channel spells for one round.
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- 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.
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- This model gains an additional die on melee attack and melee damage rolls. Discard the lowest die of each roll.
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- 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.
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- This model can make two additional attacks for each focus point spent to make additional attacks with this weapon.
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- 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.
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- If this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed any distance directly toward this model. After the damaged model is moved, this model can make one normal melee attack against the model pushed. After resolving this melee attack, this model can make additional melee attacks during its combat action.
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- While mounted, this model has base SPD 8 and base ARM 17. While dismounted, it has base SPD 6, base ARM 15.
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- Refer to page 88.
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- Refer to page 88.
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- Refer to page 88.
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- Refer to page 88.
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- Refer to page 88.
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- 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.
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- 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.
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- Place two 3" AOEs anywhere completely within this weapon's RNG, cent~red on points in this model's LOS, ignoring intervening models. Place one less AOE for each crippled arm system on this rmldel. A model entering or ending its activation in the AOEs suffers a damage roll with POW equal to the POW of this weapon. The AOEs remain in play for one round. If this model is destroyed or removed from play, immediately remove the AOEs from play.
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- When this model forfeits its movement to gain the aiming bonus it can also make one additional ranged attack this activation.
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- This model gains +4 DEF against melee and ranged attack rolls made by warbeasts. Warbeasts cannot target this model with free strikes.
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- This model gains +2 DEF against melee attack rolls.
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- The Leader and models in this unit within 5" of it gain +2 RNG to ranged attacks and +2 to melee and ranged attack damage rolls.
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- If this attack directly hits a model during this unit's activation, ranged attacks against that model made by models in this unit later this activation automatically hit it.
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- After all models in this unit have completed their actions, its Leader can make one ranged attack. The attack has base RNG 10, AOE 3, and POW 6. It gains +1 POW for each model in this unit that hit an enemy model with a melee attack this activation. Damage from this attack is electrical.
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- The AOE remains in play for one round. Models entering or ending their activations in the AOE suffer a POW 10 electrical damage roll.
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- When a model is hit with this weapon, you can have lightning arc to the nearest model within 4" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll.
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- Friendly Farrow Brigand models gain Combined Ranged Attack.
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- Friendly Storm Lance models gain Reform. (After all models in a unit with Reform have completed their actions, each can advance up to 3˝.)
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- Friendly Sword Knight units gain Reform.
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- Models within 6" of this model are hit and suffer a POW 12 electrical damage roll. Energy Pulse does not require a target.
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- When this attack hits an enemy model with 1 or more focus or fury points on it, that model loses 1 focus or fury point and this model gains 1 focus point.
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- When a warjack or warbeast is hit by this weapon it is knocked down.
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- 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.
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- This model cannot be targeted by free strikes. This model can advance up to 2" immediately after an enemy ranged attack that missed it is resolved unless it was missed while advancing.
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- Once per turn during this model's activation, when it boxes a living enemy warrior model with a melee attack you can place a Wrack into play within 3" of this model. If you do, remove the boxed model from play.
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- While within 5" of this model, enemy models lose Incorporeal.
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- If the army includes a Journeyman Warcaster, the Journeyman Warcaster and any warjacks it controls gain Advance Deployment.
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- This model ignores cloud effects (p. 69) and forests (p. 87) when determining line of sight. This model ignores concealment (p. 57) and Stealth when making attacks.
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- This model can have only Minion Farrow warbeasts in its battlegroup.
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- This model never flees (p. 85). All warcaster models have this advantage.
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- If this weapon damages a warjack that is part of a battlegroup, its controller suffers 1 damage point.
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- This model cannot be targeted by ranged or magic attacks while knocked down.
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- Models in this model's battlegroup gain Aggressive. (A model with Aggressive can run or charge without spending focus or being forced.)
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- Models in this model's battlegroup gain the listed ability.
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- 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.
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- When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continous effect.
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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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- When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
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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 listed type, this model gains +2 to attack rolls and gains an additional damage die.
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- When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
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- Models hit by this attack suffer -2 DEF for one round.
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- At the start of this model's activation, it can spend 1 focus point once to gain +2" movement for one turn.
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- This model can advance through terrain and obstacles without penalty and can advance through obstructions and other models if it has enough movement to move completely past them. This model ignores intervening models when declaring its charge target.
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- This model can allocate focus points during its activation. Once per tum during its activation, you can remove focus points from warjacks in this model'S battlegroup that are in its control area and give those focus points to this model. This model carmot have more focus points than its FOCUS as a result of Focus Matrix.
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- When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model up to the distance the slammed model was moved.
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- Enemy models in this model's melee range cannot advance except to change facing.
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- A model hit by this weapon becomes stationary for one round unless it has Immunity: Cold.
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- If this model forfeits its movement during its activation to gain the aiming bonus, it can make d3 initial attacks with this weapon during its combat action that activation, ignoring ROF.
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- When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
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- When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.
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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 gargantuan
- A gargantuan 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 gargantuan with a ranged or magic attack does not suffer the target in melee attack roll penalty. If a ranged or magic attack misses a gargantuan in melee, that miss is not rerolled against another model. It misses completely.
-- Predeployment
- Gargantuans must be placed before normal deployment. If both players have models to predeploy, they predeploy their models in standard deployment order.
-- Massive
- A gargantuan cannot be slammed, pushed, thrown, knocked down, or made stationary.
-- Gargantuan movement
- A gargantuan can only advance during its normal movement and cannot be placed.
-- Pathfinder
- All gargantuans have Pathfinder
-- Controlling a gargantuan
- Gargantuans must be assigned to a battlegroup, and your opponent can never take control of your gargantuan by any means.
-- Great Beast
- A gargantuan can never gain Advance Deployment, Incorporeal, or Stealth.
-- Ranged attacks while in melee
- A gargantuan can make ranged attacks while in melee. A gargantuan never suffers the firing in melee penalty when targeting a model it is in melee with. A gargantuan cannot gain the aiming bonus when engaged.
-- Gargantuan melee range
- Gargantuan melee weapons and gargantuan melee attacks have a 2" melee range unless otherwise noted. This includes all power attacks made by a gargantuan.
-- Gargantuan power attacks
- A gargantuan can make all the power attacks available to a warbeast along with two additional attacks available only to gargantuans: 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 gargantuan. 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.
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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 five 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.
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- This model can have only Minion Gatorman warbeasts in its battlegroup.
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- This model gains +1 ARM for each soul token currently on it.
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- This model does not suffer blast damage. Friendly models B2B with it do not suffer blast damage.
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- Once per game while in formation during its unit's activation, this model can use Go to Ground. For one round or until they move, are placed, or are engaged, models in this unit in formation gain cover, do not suffer blast damage, and do not block LOS.
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- When a warbeast in this model's battlegroup destroys one or more enemy models with a melee attack during its combat action, immediately after the attack is resolved this model can force the warbeast to advance up to 2".
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- This model can make power attack slams without spending focus or being forced. Models slammed bu this model are moved an additional 2".
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- While this model is in play, models in its unit gain Practiced Maneuvers. (A model with Practiced Maneuvers can ignore other models in its unit when determining LOS and can advance through other models in its unit if it has enough movement to move completely past them.)
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- While this model is in play, models in its unit gain Prowl. (Models with Prowl gain Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.)
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- While this model is in play, models in this unit gain True Sight. (A model with True Sight ingnores concealment, Camouflage, and Stealth.)
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- When a model is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.
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- During its activation, this model can spend corpse token to heal damage. For each corpse token spent remove d3 damage from this model.
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- Place a 4" AOE anywhere completely within this weapon's RNG. The center point of the AOE must be in this model's front arc. This model makes one ranged attack roll against each model in the AOE, ignoring concealment, elevation, and Stealth. This model cannot gain the aiming bonus on Ground Pounder attack rolls. Models hit suffer a POW 12 ranged attack damage roll.
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- While knocked down, this model is not automatically hit by melee attacks and its DEF is not reduced.
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- 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.
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- This model can make ranged attacks even while in melee.
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- 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.
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- The first time this model is disabled by an enemy attack, it heals all damage and is knocked down.
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- This model does not suffer damage or effects from impact attacks or collateral damage.
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- This model can add this weapon's POW to its head-butt and slam powe attack damage rolls.
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- Choose a friendly living model B2B with this model. That model heals d3 damage points.
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- This model gains a corpse token each time it destroys a living enemy model with a melee attack. This model can have up to three corpse tokens at a time. It can spend corpse tokens during its activation to boost an attack or damage roll or to make an additional melee attack at one token per boost or additional attack.
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- If this model attacks with this weapon during its activation, it cannot attack with another melee weapon that activation. If this model attacked with another melee weapon this activation, it cannot attack with this weapon.
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- 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.
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- While this model is in its warlock's control area, the warlock can force, leach, reave, heal, and transfer damage to the warbeasts in its battlegroup that are in this model's command range.
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
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- 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.
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- This model automatically heals d3 damage points at the start each of its activations.
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- This model has no movement or action and cannot be knocked down or moved. Its front arc extends 360 degrees. It has no melee range, cannot engage, and is automatically hit by melee attacks.
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- This model does not suffer cold damage (p. 68).
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- This model does not suffer corrosion damage and is immune to the Corrosion continuous effect (p. 68).
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- This model does not suffer fire damage and is immune to the Fire continuous effect (p. 68).
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- For one round, when a model/unit hit by this attack suffers a damage roll add +2 to the roll.
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- When a friendly Faction model in its control area is destroyed by an enemy attack, this model heals 1 damage point.
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- During its activation, this model can forfeit its normal movement or action to gain Impervious Wall is immune to continuous effects, does not suffer damage or effects from non-magical ranged or melee attacks, and cannot be knocked down.
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- During its activation, this model can spend 1 focus point to gain Bushwack this activation. (During its activation, a model with Bushwack can make its combat action before its normal movement. If it does, it must make a full advance as its normal movement this activation.
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- During its activation, this model can spend 1 focus point to use Disengage. For one round, wheJ;l this model is missed by an enemy melee attack anytime other than when it is advancing, this model can move up to 2". During this movement, it cannot be targeted by free strikes.
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- During this model's activation, it can spend 1 focus point to use Grudge. For one round, when this model is hit by one or more melee attacks during an enemy model's combat action, immediately after that combat action ends this model can make one normal melee attack, then Grudge expires.
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- This model suffers -4 to attack rolls with this weapon.
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- This model can move through rough terrain and obstacles without penalty. It can move through obstructions and other models if it has enough movement to move completely past them. Other models, including slammed, pushed, or thrown models, can move through this model without effect if they have enough movement to move completely past it. This model does not count as an intervening model. This model suffers damage and effects only from magical weapons, magic attacks, animi, spells, and feats and is immune to continous effects. This model cannot be move by a slam. When this model makes a melee or ranged attack, before the attack roll is made it loses Incorporeal for one round.
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- This model is Incorporeal.
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- When it hits a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast.
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- Opponents cannot take control of this model.
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- Friendly Farrow models/units in this model's command range never and immediately rally.
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- Friendly X models/units in this model's command range never flee and immediately rally.
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- Friendly models B2B with this model gain Immunity: Electricity.
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- You gain +1 to the starting roll determining the order of deployment and play.
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- 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".
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- Heavy warjacks in this model's battlegroup gain Cavalry model rules. Light warjacks in this model's battlegroup also gain Light Cavalry model rules and can run without spending focus. When a heavy warjack makes an impact attack, that attack has a base POW equal to its STR. The melee range of impact attacks is 0.5".
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- While B2B with a friendly Faction warjack, this model gains +2 DEF and ARM and cannot be kocked down.
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- This model gains +2 ARM for each warjack it controls B2B with it. When this model is directly hti by an enemy ranged or magic attack, you can choose to have onbe of those warjacks become the target and automatically be hit by the attack instead.
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- 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.
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- This model is not a warcaster but has the following warcaste special rules: Battlegroup Commander, Control Area, Focus Manipulation, Power Field, and Spellcaster.
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- After using its normal movement to make a full advance but before performing an action, you can place this model anywhere completely within 5" of its current location. Any effects that prevent it from charging also prevent it from using Jump.
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- When this model is hit by a melee or ranged attack made by an enemy model, it gains one power token, up to a maximum of three. During its activation, this model can spend power tokens to boost attack or damage rolls at one token per boost.
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- When a model is hit by an attack with this weapon, it is knocked down.
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- This weapon can be used only to make charge attacks. When this model charges, this weapon gains Reach until the charge is resolved.
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- This model and friendly warrior models B2B with it cannot be knocked down.
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- Friendly models of the listed type activating while in this model's command range gain Relentless Charge that activation
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- This model cannot make power attacks.
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- 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.
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- When an attack with this weapon hits, this model can suffer 1 damage point to gain an additional die on the damage roll against the model hit. Life Trader can only be used once per attack.
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- This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking wiht whis model and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation.
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- When lightning arcs as a result of an attack made by a friendly model in this model's control area, ignore models with Immunity: Electricity when determining which model the lightning arcs to.
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- When a model is hit with this weapon, lightning arcs from that model to d3 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 4" of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers a POW 10 electrical damage roll.
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- The only warbeast thta can be in this model's battlegroup is Skarath.
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- This model gains an additional die on impact attack rolls.
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- This model must be B2B with a friendly living Faction Warrior model to make an attacks with this weapon.
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- This model can reroll missed attack rolls with this weapon. Eachg attack roll can be rerolled only once as a result of Luck.
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- Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability.
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- This weapon is a magical weapon (p. 68).
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- Once per turn during its activation this model can remove 1 fuy point from warbeast in its battlegroup that is in its control area and add 1 fury point to its own current total. The warbeast suffers d3 damage points.
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- This model can charge living warrior models without being forced.
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- This model can make one additional Grenade Launcher ranged
-attack during its combat action for each Trencher model B2B with it, up to a maximum of two additional attacks. These additional attacks do not count against the Grenade Launcher's ROF.
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- Other friendly Faction models gain +2 to ranged attack rolls against enemy models within 5" of this model and in its LOS.
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- 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.
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- 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.
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- This model can attempt to repair friendly non-Faction warjacks and battle engines.
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- This model will work for Cryx.
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- This model will work for Cygnar.
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- This model will work for the Four Star Contract.
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- This model will work for Khador.
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- This model will work for Protectorate.
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- This model will work for Retribution.
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- This model will work for the Talion charter contract.
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- This model will work for the Blindwater Congregation pact.
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- This model will work for Circle.
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- This model will work for Legion.
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- This model will work for Skorne.
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- This model will work for the Thornfall Alliance pact.
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- This model will work for Trollbloods.
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- This model will work for Circle.
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- This model will work for Skorne.
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- This model will work for Trollbloods.
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- Instead of suffering a normal damage roll, a small- or medium-based, non-incorporeal model hit by this attack is slammed d3" directly away from this model. The POW of the slam damage roll is equal to the POW of this weapon. The POW of collateral damage is equal to the POW of this weapon. In addition to suffering a normal damage roll, large-based models hit by this attack are knocked down.
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- When this model hits a warbeast with an attack, the warbeast suffers d6 points of damage to a branch of your choice.
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- Once per game during its unit's activation, this model can use Morrow's Name. Models in this unit in formation gain an additional die on melee damage rolls this activation.
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- 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.
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- Myrmidons have two damage tracks: a set of boxes representing their force fields and another representing their damage grids.Mark the field boxes before marking the damage grids.The G Boxes of a myrmidon'sdamage grid represent its Field Generator.Once per turn during its activation, a myrmidon can spend 1 focus point to remove d3 damage points from its field damage track unless its Field Generator is crippled.
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- This model does not have the Commander advantage.
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- This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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- An attack with this weapon can be made only once per game.
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- 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.
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- While a moidel with Opportunist is completely within the back arc of an enemy model, it gains an additional die on its attack and damage rolls against that enemy model.
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- Once per activation, you can roll one to three dice. This model gains a STR bonus equal to the total of that roll. Then roll the same dice again. This model suifers damage equal to the total of that roll. This bonus expires at the end of this model's activation.
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- During your Control Phase, after this model replenishes its focus but before it allocates focus, this model can spend focus to increase its control area for one round at 1 focus point for each I" increase.
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- 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".
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- While damaged this model can charge or make power attacks without being forced.
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- This model cannot be targeted by free strikes.
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- This model can advance through rough terrain (p. 86) without penalty and can charge and make slam and trample power attacks across obstacles (p. 87).
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- After hitting a warjack or warbeast with this model's melee attack, you can choose to have it suffer 1 damage point instead of a normal damage roll.
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- This model cannot be targeted combined melee attacks, combined ranged attacks, or free strikes. Models do not gain back strike bonuses against this model. When knocked down, this model can stand up during its activation without forfeiting its movement or action if it is able to forfeit its movement or action to stand up.
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- If this model is destroyed by an enemy attack or if Rorsh is destroyed or removed from play by an enemy attack, before this model is removed from the table it can advance up to 3" and make one melee attack it ignores the effects of lost aspects. It cannot be targeted b free strikes during this movement.
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- 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.
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- If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers a POW 10 electrical damage roll unless this model
-was destroyed or removed from play by the attack.
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- 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.
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- Gains an additional die on this weapon's damage rolls against living models.
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- For one round, this model cannot be charged by a model beginning the charge in this model's front arc.
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- This model can make trample power attacks.
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- This model gains +2 to damage rolls with this weapon during activations it ends its normal movement at least 1" from where it began its activation.
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- When attacking with this weapon, this
-model can spend 1 focus point to boost all attack and damage
-rolls for the attack.
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- This model gains +2 to charge attack rolls with this weapon.
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- The Leader of this unit can recite one of the following prayers each turn anytime during its unit's activation. Each model in this unit gains the benefits listed.
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-• Heroic Call - Affected models gain Fearless and Tough for one round.
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-• Hog Wild - Affected models can make one ranged attack this activation before this unit makes its normal movement. After their normal movement, models in this unit that make combat actions can only make melee attacks this activation.
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-• March - Affected models gain Pathfinder for one turn.
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- The Leader of this unit can recite one of the following prayers each turn anytime during its unit's activation. Each model in this unit gains the benefits listed.
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-• Cold Blood - Affected models can reroll missed attack rolls against living models this turn. Each roll can be rerolled only once as a result of Cold Blood.
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-• Dirge of Mists - Affected models gain +1 DEF and terror for one round.
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-• March - Affected models gain Pathfinder for one turn.
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- When this model damages a warjack or warbeast with a melee attack, choose which column or branch suffers the damage.
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- After deployment but before the first player's turn, choose an enemy model/unit to be this model/unit's prey. this model gains +2 to attack and damage rolls against its prey. When this model begins its activation within 10" of its prey. it gains +2" movement that activation. When the prey is destroyed or removed from play, choose another model/unit to be the prey.
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- This model can use the animus of any friendly Faction non-character warbeast in its command range as if th animus were its own.
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- Replace this model with a mine marker.
-You can have up to three mine markers in play at a time.
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- This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
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- A model hit by this attack automatically suffers 1 damage point.
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- Gain an additional die on attack and damage rolls with this weapon against models with an enemy upkeep spell on them.
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- This model is a pyg.
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- On a direct hit against an enemy model, all models hit are knocked down.
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- 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.
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- When this model destroys one or more enemy models with a melee attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Quick Work do not count against a weapon's ROF.
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- When this model destroys one or more enemy models with a melee attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Quick Work do not count against a weapon’s ROF
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- When an enemy model is hit by this weapon, it is knocked down and can be pushed 1" directly away from this model. If it is pushed, this model can immediately advance directly toward the pushed model up to the distance that model was moved.
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- When this model casts a spell and is the
-point of origin for the spell, the spell gains +5 RNG.
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- While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
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- Friendly Faction models can ignore this model when determining LOS.
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- This model is a Ranking Officer. While this model is in play, models in its unit are Protectorate models instead of Mercenary models.
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-
- 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.
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- This model can make one additional melee attack each combat action.
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- This model gains an additional die on its damage rolls.
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- This weapon has a 2" melee range (p. 50).
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- Once per tum, immediately after this model's controller channels a spell through it, this model can advance 3".
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- This model gains one soul token for each friendly living Faction warrior model destroyed by a continuous effect, an enemy attack, or collateral damage from an enemy attack in its control area. During your Control Phase, after this model replenishes its focus but before it allocates focus, replace each soul token with 1 focus point.
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- RNG 5. Target friendly warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn.
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- After the models in this unit have completed their actions, each can advance up to 3".
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- This model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.
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- This model can cast any spell cast by another model in its unit this activation as if that spell were one of its own.
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- When a model in this unit is damaged by an enemy attack, models in this unit gain +2 SPD for one round.
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- This model gains Pathfinder during activations it charges.
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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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- Other models can make Bodge or Repair special actions to repair this model as if it were a warjack.
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- When this model hits an enemy model with this weapon during its activation, the model hit is pushed 1" directly away from this model. When this model is hit with a melee attack made by a model in its front arc, after the attack is resolved the attacking model is pushed 1" directly away from this model. This model loses Repel while this weapon system is crippled or locked.
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- When an enemy model in this model's control area spends focus points to cast an offensive spell, this model can cast that spell on your next tum as if it were one of its own spells. This model can upkeep replicated spells.
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- When this model is hit with a melee attack, after the attack is resolved the attacking model is pushed 1" directly away from this model.
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- Once pur tum during your Control Phase, after replenishing focus, if this model is within 5" of its controlling warcaster, you can mark one unmarked accumulator circle on this model's card to give 1 focus point to its warcaster.
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- This model can upkeep spells on models in its battlegroup without spending focus.
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- When a living friendly Faction model in this model's command range is destroyed by an enemy attack, after the attack is resolved this model heals 1 damage point. When this model is disabled, it cannot activate. If this model is disabled at the beginning of your Maintenance Phase, it is destroyed.
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- 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.
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- When included in a Retribution army, this model is a Retribution model instead of a Mercenary model.
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- When a model misses this model with a charge or a power attack, the attacking model is knocked down.
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- This model can control and reactivate only friendly Mercenary Rhulic warjacks.
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- This model can have only Mercenary Rhulic warjacks in its battlegroup and can reactivate only frienldy Mercenary Rhulic warjacks.
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- 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.
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- This model can make ride-by attacks.
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- Make a ranged attack with this weapon with AOE 3". When making a Rifle Grenade special attack, this model cannot participate in a combined ranged attack.
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- When this model is missed by an enemy melee attack, immediately after the attack is resolved it can make one normal melee attack against the attacking model.
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- When a warjack controlled by this model makes a normal ranged attack during its activation, you can choose one attack type available to this unit to apply to the attack.
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- This model cannot be targeted by enemy spells.
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- When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal Faction model of the listed type within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects.
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- When this model would suffer damage from an enemy attack, you can choose one or more models in this unit to suffer any number of those damage points instead, divided as you choose. If you do, this model does not suffer that damage. A model cannot suffer more damage as a result of Sanguine Bond than it has unmarked damage boxes.
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- Take control of a living enemy non-warcaster, non-warlock warrior model B2B with this model. You can immediately make a full advance with the enemy model followed by a normal melee attack, then Seduction expires. The nemey model cannot be targeted by free strikes duringt his movement.
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- If this model is disabled by an enemy attack, you can choose a non-disabled model in this unit within 3" of this model to be destroyed. If another model is destroyed as a result of Self-Sacrifice, this model heals 1 damage point.
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- At the beginning of your Control Phase, before leaching, you can remove 1 fury point from a friendly Faction warbeast within 1" of this model.
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- This model cannot make slam or trample power attacks and cannot be knocked down.
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- 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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- A model hit by this weapon suffers -3 DEF and when it advances it cannot move except to change facing. Shadow Bind expires after one round.
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- This weapon is a shield that gives the model a cumulative +2 ARM bonus; for example, a model with two of them gains a bonus of +4 ARM. A model does not gain this bonus while the weapon system with the shield is crippled or being held in a weapon lock or when resolving damage that originates in its back arc.
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- 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.
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- 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.
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- Ua warjack in this model's front arc . hits it with a melee attack, immediately after the attack is resolved the attacker suffers 1 damage point to its first available Cortex system box. This model loses Shock Field while this weapon system is crippled or locked.
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- 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.
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- A model directly hit by this weapon cannot cast spells for one round.
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- Instead of making a normal damage roll, the model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model's current STR plus the POW of this weapon. The POW of collateral damage from this slam is equal to this model's STR.
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- This weapon's AOE is a cloud effect that remains in play for one round.
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- Place a 3" AOE cloud effect in play. Its center point must be within 1" of this model. This AOE remains in play for one round.
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- 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.
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- When this model destroys one or more enemy models with a ranged attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Snap Fire do not count against a weapon's ROF and cannot generate additional attacks from Snap Fire.
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- This model can make one additional attack with each melee weapon for each focus point spent to make additional attacks.
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- When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. Instead of rolling damage on a ranged attack, this model can inflict 1 damage point. A model that participates in a combined ranged attack loses Sniper until the attack is resolved.
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- Caine and Arcane Tempest models/units gain Stealth during the first round of the game.
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- If Brine is outside this model's control area during your Control Phase, before you models leach fury Brine can make a full advance directly toward this model.
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- 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.
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- 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.
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- Place a 5" AOE anywhere completely in this model's control area. The AOE remains in play for one round. When a living enemy model is destroyed in the AOE, this model gains one soul token. While the AOE is in play, this model cannot attack with Daeamortus and has no melee range.
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- This model gains one soul token when a living enemy model is destroyed within 2' of it. 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.
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- This model does not generate a soul token when it is destroyed.
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- Varies by X.
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- Any 1 time during its activation while B2B with its controlling warcaster, this model can spend 1 focus point to use Spell Barrier. If it does, the warcaster cannot be targeted by enemy spells for one round.
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- This model cannot be targeted by spells.
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- 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.
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- 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.
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- 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.
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- This model is a standard bearer (p. 70).
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- This model cannot be knocked down.
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- 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.
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- This model can forfeit its movement to give this weapon +4 RNG this activation and gain the aiming bonus.
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- When this model begins its activation within 3" of one or more friendly Stormblade Infantry models, it is allocated 1 focus point.
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- While this model is in formation, when a model in its unit directly hits a model with a ranged attack the ranged weapon used in the attack becomes AOE 3".
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- Make d3 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. Strafe counts as one attack for ROF.
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- Refer to page 88.
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- Refer to page 88.
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- 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.
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- During your Control Phase, this model can allocate up to 5 focus points to one warjack in its battlegroup that is in its control area.
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- When a friendly model attacks with a ranged weapon with Damage Type: Electricity, it gains +2 to attack rolls against enemy models within 5" of this model.
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- This order can be issued only if two or more models with ranged weapons in this unit in formation are able to forfeit their actions. Each model in this unit in formation must forfeit its action. Other than the Standard Bearer, those models that do are participants. Place an AOE completely within 14" of all participants, with its center point in LOS of all participants, ignoring intervening models. The size of the AOE is based on the number of participants. If there are 2-4, the AOE is 3". If there are 5-7, the AOE is 4". If there are 8 or more, the AOE is 5". When a model enters or ends its activation within the AOE, it suffers a POW 10 damage roll. Suppressing Fire lasts for one round or until all participants have been desh'oyed or removed from play.
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- 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.
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- When this model makes a melee attack during its activation, its fron arc extends to 360 degrees, and it can make one melee attack against each model in its LOS that is in its melee range.
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- When this model destroys an enemy model whit a normal ranged attack, immediately after the attack is resolved it can advance up to 2".
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- 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.
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- While in this model's command range, friendly models of the listed type ignore other friendly models of the listed type when determining LOS. Friendly models of the listed type can advance through other friendløy models of the listed type in this model's command range without effect if they have enough movement to move completely past them.
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- Models in this unit gain Relentless Charge. (Models with Relentless Charge gain Pathfinder during activations they charge.)
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- Models in this unit gain Set Defence. (A model in the front arc of a model with Set Defence suffers -2 on charge, slam power attack, and impact attack rolls against the model with Set Defence.)
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- Models in this unit gain the ability listed.
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- Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
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- 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.
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- Other friendly Faction models gain +2 to magic attack rolls against enemy models within 5" of this model.
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- This model is a terrifying entity (p. 84). Enemy models/units in the melee range of this model or with this model in their melee range must pass a command check or flee.
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- When it destroys a living enemy model with a melee attack, remove the enemy model from play, and this model gains a corpse token. This model can have up to three corpse tokens at a time. During its activation, this model can spend corpse tokens to boost attack or damage rolls at one token per boost.
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- This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
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- Add this model's STR to the POW of this ranged attack.
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- After resolving this model’s impact attacks, if one or more impact attack rolls hit an enemy model, lightning arcs from this model to d3 consecutive models. The lightning arcs to the nearest model it has not already arced to within 4˝ of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers a POW 10 electrical damage roll.
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- This model is not a warcaster but has the following warcaster special rules:
-Control Area, Focus Manipulation, Power Field, and Spellcaster. During your Control Phase, this model can allocate focus points to warjacks in Haley Prime’s
-battlegroup that are in her control area. This model can channel spells through warjacks in Haley Prime’s battlegroup with the arc node advantage that are in her control area.
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- If this model destroys a living enemy model with a normal melee attack, this model's activation ends immediately after the attack is resolved and you can remove 1 fury point from this model.
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- When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled, and is knocked down.
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- When a warjack is hit by this attack it carmot advance and suffers -4 DEE Warjacks beginning an advance within 3" of a warjack hit cannot run or charge and can advance only directly toward it. Tractor Field lasts for one round.
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- This model can charge and make charge attacks with this weapon. During a combat action it did not make a charge attack, this model can make one melee attacks with this weapon.
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- Gain an additional damage die against knocked down targets.
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- Tremor affects every model within 2'" of this model and does not require a target. Make one melee attack roll. If the roll equals or exceeds the DEF of an affected model, it is knocked down. This attack roll cannot be reroIled. This model can make a Tremor special attack if it charges.
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- This model is a Trencher model.
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- This model is a trollkin
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- This model ignores conceleament, Camouflage, and Stealth.
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- While in this model's command range, friendly Faction warrior models gain Unyielding. (While engaging an enemy model, a model with Unyielding gains +2 ARM.)
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- This model is not a living model and never flees.
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- While engaging an enemy model, this model gains +2 ARM.
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- This model gains boosted attack and damage rolls against Legion or Blighted models.
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- During your Maintenance Phase, if one or more models in this unit were destroyed or removed from play by enemy attacks during your opponent's last turn, each model in the unit can advance 3" and make one normal melee attack.
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- Friendly trooper models of the listed type gain +2 to attack rolls while this model is in their LOS
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- This model can make melee and ranged attacks during the same combat action. When this model makes its initial attacks, it can make both its initial ranged and melee attacks.
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- If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers the Corrosion continuous effect unless this model was destroyed or removed from play by the attack.
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- 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.
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- 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.
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- 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.
-
-Battlegroup
- The other models in a warlock's unit are part of its battlegroup.
-
-Attachments
- Warlock units cannot have unit and weapon attachments like other units, but they can have warlock attachments like standard warlocks. If a warlock unit has a warlock attachment, the atachment remains a solo and does not become part of the warlock unit.
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- When attacking with this weapon, add and additional die to its damage rolls.
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- This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
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- If a model in this model's battlegroup in its control area is hit by an enemy magic attack, immediately after the attack is resolved one model in this model's battlegroup in its control area can make a full advance and make one normal attack.
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- While knocked down, this model can make
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\ No newline at end of file
diff --git a/backups/Khador 221217112114627.cat b/backups/Khador 221217112114627.cat
deleted file mode 100644
index ec17b0a..0000000
--- a/backups/Khador 221217112114627.cat
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- While in this model's command range, enemy models pay double the focus or fury point cost to cast or upkeep spells.
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- This model can remove friendly Risen in its command range from play to make an additional attack or to boost and attack or damage roll for each Risen model removed. When this model suffers damage, it can remove friendly non-damaged Risen models in its command range from play to heal 1 damage point for each Risen model removed.
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- * Craft Thrall Rune (* Action) - Choose a Risen Grunt in this unit in formation and replace it with a Thrall Warrior solo. Remove the Risen Grunt model from play.
-
-* Disbinding (* Action) - Enemy upkeep spells on this model and/or its unit immediately expire.
-
-* Dominate Undead (* Attack) - Dominate Undead is a RNG 10 magic attack. Take control of target enemy non-warcaster, non-warlock undead model hit. You can immediately make a full advance with the undead model followed by a nomral melee attack, then Dominate Undead expires. The undead model cannot be targeted by free strikes during this movement.
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- 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.
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- This model does not begin the game in play.
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- This attachment can be added to a Small- or Medium-Based Mercenary unit.
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- This model is a Greylord model.
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- - Disbinding (* Action) - Enemy upkeep spells on this model and/or its unit immediately expire.
-- Frostbite (* Attack) - Frostbite is a RNG SP 8 magic attack. Models hit suffer a POW 12 cold damage roll.
-- Zephyr (* Action) - Models in this unit that are in formation can immediately advance up to 3". They cannot be targeted by free strikes during this movement.
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- This model is a Ranking Officer. While this model is in play, models in its unit are Khador models instead of Mercenary models.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- - 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.
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-- Hellfire (* Attack) - Hellfire is a RNG 10, POW 14 magic attack. A model/unit hit by Hellfire must pass a command check or flee.
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- Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability.
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- This weapon is a magical weapon (p. 68).
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- If the attack misses, nothing happens. If it hits, center a 3" AOE gas effect on the model hit. The AOE remains in play for one round. While in the AOE, living models suffer -2 DEF and -2 to attack rolls.
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- This attachment can be added to an Assault Kommando unit.
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- When this model is disabled, center a 5" AOE on it, then remove this model from play. Models in the AOE suffer the Fire continuous effect.
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- This attachment can be added to a Battle Mechanik unit.
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- While this model is in play, models in its unit can make a Repair special action to attempt to repair damaged Man-O-War models as if they werer warjacks. Models in this model's unit with Assist Repair can make an Assist Repair special action to assist in the repair of Man-O-War models.
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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 warjack. When this model makes an Assist Repair special action, choose another model in this unit with the Repair ability also B2B with that warjack. The chosen model gains a cumulative +1 to its Repair skill on its next Repair skill check to repair that warjack this activation. If it passes the Repair check, remove 1 additional damage point from the warjack for each model that used Assist Repair on the chosen model.
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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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- While in Sorscha's control area, Beast can reroll failed slam power attack and charge attack rolls. Attack rolls can be rerolled only once as a result of this affinity.
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- This model can run without spending focus.
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- When this model suffers damage from an enemy except while it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model.
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- During its activation, this model can spend 1 focus point to use Murderous. That acdtivation, this model gains an additional die on melee attack rolls against living enemy warrior models.
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- This model has a Sub-Cortex system that controls the operation of its bombards. The S boxes of this warjack's damage grid represent its Sub-Cortex can be allocated up to 3 focus points in addition to normal focus allocations to this model. Focus points allocated to the Sub-Cortex can be used only to boost ranged attack and ranged damage rolls. Focus points allocated to this model's primary Cortex cannot be used to boost ranged attack or ranged damage rolls. If the Sub-Cortex is crippled, this model cannot make ranged attacks. Cortex damage effects do not affect the Sub-Cortex. This model can make melee and ranged attacks in the same activation. This model can make ranged attacks even while in melee, but it cannot target a model engaging this model. This model suffers -2 to ranged attack rolls while engaged and during activations it charges, slam power attacks, or trample power attacks. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make one head-butt power attack against that model.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make one head-butt power attack against that model.
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- This model can run or charge without spending focus or being forced.
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- At the end of any activation in which this model spent 1 or more focus points, roll a d6. If the roll is equal to or less than the number of focus points spent, this model explodes and models within 3" of it suffer an unboostable POW 14 blast damage roll. Remove this model from play.
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- While in Harkevich's control area, this model gains boosted ranged attack rolls.
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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 attack against another model in its melee range
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- This model and friendly Privateer models in its command range cannot be knocked down.
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- 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.
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- This model gains a cumulative +1 STR and ARM for each living enemy model it destroys with a melee attack during its activation. This bonus lasts for one round.
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- 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.
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- While in Damioano's control area, friendly Faction models gain +3 STR and ARM and can only move or be moved during your turn.
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- 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.
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-- 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".)
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-- Money Shot - Affected models gain +2 to ranged attack and damage rolls for one turn.
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- Instead of attacking with this weapon during this model's activation, if it is not currently crippled you can place two 3" AOEs anywhere completely within this weapon's RNG, centered on points in this model's LOS, ignoring intervening models. The AOEs must be placed within 1" of each other. A model entering or ending its activation in one or more of the AOEs suffers an unboostable POW 6 blast damage roll. The AOEs remain in play for one round. If this model is destroyed or removed from play, immediately remove the AOEs from play.
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- When this model makes an initial attack with this weapon, after the initial attack has been resolved it can immediately make one additional attack against the target of the initial attack. This additional attack ignores this weapon's ROF.
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- Instead of attacking with this weapon during this model's activation, if it is not currently crippled you can place two 3" AOEs anywhere completely within this weapon's RNG, centered on points in this model's LOS, ignoring intervening models. The AOEs must be placed within 1" of each other. A model entering or ending its activation in one or more of the AOEs suffers an unboostable POW 6 blast damage roll. The AOEs remain in play for one round. If this model is destroyed or removed from play, immediately remove the AOEs from play.
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- When this model makes an initial attack with this weapon, after the initial attack has been resolved it can immediately make one additional attack against the target of the initial attack. This additional attack ignores this weapon's ROF.
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- While one of its arm systems is crippled, this model's base ARM is 21; while both its arm systems are crippled, its base ARM is 17.If this model makes an attack other than a head-butt, slam, or trample power attack, its base ARM is 17 until the start of its next activation. This model's arms cannot be locked.
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- On a critical hit, warjack head and arm systems that suffer damage from this attack are crippled.
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- While one of its arm systems is crippled, this model's base ARM is 21; while both its arm systems are crippled, its base ARM is 17. If this model makes an attack other than a head-butt, slam, or trample power attack, its base ARM is 17 until the start of its next activation. This model's arms cannot be locked.
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- Models B2B with this model suffer a POW 18 blast damage roll. Other models within 3" of this model suffer a POW 9 blast damage roll. When this model charges, instead of making a charge attack it can make a Rain of Death attack. A Rain of Death attack does not need a target. After a Rain of Death attack, this model can make additional melee attacks.
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- 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.
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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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- 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.
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- Choose a friendly Faction warrior model B2B with this model. That model heals d6 damage points.
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- This attachment can be added to a Doom Reavers unit.
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- While this model is in play, models in its unit do not have to make Berserk attacks.
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- While this model is in play, models in its unit gain Tough.
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- - Frostbite (* Attack) - Frostbite is a RNG SP 8 magic attack. Models hit suffer a POW 12 cold damage roll.
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- If this model hits the same target with both its initial attacks with this weapon, after resolving the attacks it can immediately make one melee attack with this weapon against each model in its LOS that is in this weapon's melee range.
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- On a critical hit, warjack head and arm systems that suffer damage from this attack are crippled.
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- If this model hits the same target with both its initial attacks with this weapon, after resolving the attacks it can immediately make one melee attack with this weapon against each model in its LOS that is in this weapon's melee range.
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- On a critical hit, warjack head and arm systems that suffer damage from this attack are crippled.
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- This model can run or charge without spending focus or being forced.
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- While Drago is in Vladimir's control area, you can choose to not to make Unstable rolls for it. When Drago is in Vladimir's control area and makes an attack, gain an additional die on attack and damage rolls. Discard the lowest die of each roll.
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- During its activation, this model can spend 1 focus point to use Run Riot. This activation, after resolving an attack in which this model destroyed one or more enemey models with a normal melee attack, if there are no enemy models within its melee range it can advance up to 1".
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- At the end of any activation in which this model spent 1 or more focus points, roll a d6. If the roll is equal to or less than the number of focus points spent, this model explodes and models within 3" of it suffer an unboostable POW 14 blast damage roll. Remove this model from play.
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- 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.
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- 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.
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- 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.
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- 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.
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- While in Madhammer's control area, friendly Faction models gain an additional die on blast damage rolls and AOE ranged attack rolls this turn.
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- When this model would suffer blast damage, it gains 1 focus point instead of suffering the damage. It cannot gain focus points beyond its FOCUS as a result of Blast Armor.
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- While within 5" of this model, non-myrmidon warjacks cannot channel spells or be allocated focus.
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- When this model hits another model with an attack, upkeep spells and animi on the model hit expire and it loses the focus points on it. When this model hits a warjack with and attack, that warjack suffers Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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- When an enemy model misses this model with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. This model is the point of origin for all these attacks.
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- Eahc time this model makes a normal ranged attack, choose one of the following abilities:
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-- Death Bolt - Instead of rolling damage, a model hit suffers 3 damage points. When damaging a warjack or warbeast, choose which column or branch suffers the damage.
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-- Disruptor Bolt - A model h it loses all focus points. A model hit with Focus Manipulation special rule does not replenish focus points next turn. A warjack hit suffers Disruption for one round. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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-- Phantom Seeker - This model ignores LOS when making ranged attacks. This model ignores concealment and cover when resolving ranged attacks.
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- When this model ends its normal movement within 5" of a friendly non-myrmidon warjack, its activation ends immediately.
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- While in this model's command range, friendly Doom Reaver models gain Silence.
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- This model does not have to make Berserk attacks.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- For one round, enemy models roll one less die when making attack and damage rolls while in Fiona's control area.
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- 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.
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- Wh8en an enemy model misses this model with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. This model is the point of origin for all these attacks.
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- Friendly Sea Dogs models/units in this model's command range never flee and immediately rally.
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- While in this model's command range, friendly Sea Dog models gain an additional damage die on Hand Weapon attacks against warrior models.
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- Damage to enemy models without Immunity: Cold currently in Sorscha's control area that exceeds ARM is doubled this turn.
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- RNG CMD. Target Friendly Winter Guard unit. If the Winter Guard unit is in range, it gains +2" movement during its activation this turn.
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- Friendly Winter Guard models gain Combined Arms. (When a model with Combined Arms misses an attack roll when making a combined ranged attack, it can reroll that attack roll. Each attack roll can be rerolled only once as a result of Combined Arms.)
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- One non-character warjack in Sorscha's battlegroup begins the game bonded to her.The warjack gains Immunity: Cold. When an enemy model ends its activation within 2" of the bonded warjack, the enemy model becomes stationary for one round unless that model has Immunity: Cold.
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- 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.
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- This model ignores gas effect. When determining LOS or resolving attacks, this model ignores cloud effects.
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- Each time this model makes a norma lranged attack, choose one of the following abilities:
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-- Acid Bomb - Models in the AOE are hit and suffer a POW 12 corrosion damage roll and teh Corrosion contuous effect.
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-- Black Oil - This attack causes no damage. Instead, models in the AOE are hit and suffer Blind for one round. (A blind model cannot make ranged or magic attacks, suffer -4 MAT and DEF, cannot run or charge, and must forfeit either its movement or action during its next activation.)
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-- Rust - This attack causes no damage. Instead warjacks in the AOE are hit and suffer -2 ARM for one turn.
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- 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.
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- This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation it makes a Both Barrels attack.
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- 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.
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- While this model is in play, models in this unit gain Relentless Charge. (Models with Relentless Charge gain Pathfinder during activations they charge.)
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- While this model is in play, models in its unit gain Steady. (Models with Steady cannot be knocked down.)
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- While this model is in play, models in this unit gain Circular Vision. (Front arc of a model with Circular Vision extends to 360 degrees.)
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- 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.
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-- 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.
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-- Call to Action - Knocked down models in th is unit in formation immediately stand up.
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-- 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.
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-◦ Frostbite (★ Attack) — Frostbite is a RNG SP 8 magic attack. Models hit suffer a POW 12 cold damage roll.
-◦ Winter's Wind (★ Action) — RNG 5. Target friendly Faction model with Immunity: Cold. When an enemy model without Immunity: Cold ends its activation within 2" of the target model, the enemy model becomes stationary for one round. Winter's Wind lasts for one round.
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- This model always has concealment.
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-◦ Blizzard (★ Action) - RNG 5. Target friendly Faction model. If the model is in range, center a 3" AOE cloud effect on it. The AOE remains centered on the model for one round. If the target model is destroyed or removed from play, remove the AOE from play.
-◦ Frostbite (★ Attack) - Frostbite is a RNG SP 8 magic attack. Models hit suffer a POW 12 cold damage roll.
-◦ Ice Cage (★ Attack) - Ice Cage is a RNG 10 magic attack. A model hit suffers a cumulative -2 DEF for one turn unless it has mmunity: Cold. When a model without Immunity: Cold is hit with three or more Ice Cage attacks the same turn, it becomes stationary for one round.
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- The AOE is rough terrain and remains in play for one round.
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- The AOE is rough terrain and remains in play for one round.
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- When declaring and resolving attacks with this weapon, this model's front arc extends to 360 degrees.
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- When a model is hit by an attack with this weapon, it is knocked down.
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- This model can charge and make charge attacks with this weapon. During a combat action it did not make a charge attack, this model can make one melee attack with this weapon.
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- This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- After an enemy model casts a spell within 10" of this model, this model may immediately make a normal ranged attack targeting that model.
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- 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.
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- This model and firendly Iron Fang models in its command range cannot be knocked down.
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- TNG 5. Target friendly Faction unit. If the unit is in range, when it receives the Shield Wall order, the models in the unit gain +2" movement that activation. Shield March lasts for one turn.
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- Once per game during its unit's activation, this model can use Defensive Formation. Immediately after models in this unit complete their actions this
-turn, models in this unit other than this one can make a full advance, any previous orders this unit was issued expire, and this unit is affected by the Shield Wall order.
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- Models in this unit gain Relentless Charge. (Models with Relentless Charge gain Pathfinder during activations they charge.)
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- This attachment can be added to an Iron Fang Pikemen unit.
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- 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.
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- Models in this unit gain Precision Strike. (When a model with Precision Strike damages a warjack or warbeast with a melee attack, choose which column or branch suffers the damage.)
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- While this model is in play, models in its unit gain Fearless.
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- This attachment can be added to an Iron Fang Pikemen unit.
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- Models in Karchev's battlegroup currently in his control area gain Pathfinder and can charge or make power attacks without spending focus. At the start of their activations, affected models can turn to face any direction before their normal movement. Total War lasts for one turn.
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- At the start of this model's activation, it gains either +2" movement and Pathfinder for one turn or 1 focus point.
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- Karchev is a living model, but he is neither a warjack nor a warrior model. He has a damage grid and suffers damage like a warjack. Karchev can make slam, trample, throw, headlock/weapon lock, and push power attacks without spending focus. Karchev cannot make throws or headlock/weapon locks while his Open Fist is crippled. Effects modifying the amount of damage to or the manner in which damage is applied to a warjack also apply to him. The B boxes of Karchev's damage grid represent his Body system. When Karchev spends focus points to heal damage, he can heal damage only to his Body system. If another models heals Karchev through a means other than repair, damage can be removed only from his Body system. While his BOdy system is crippled, he cannot allocate focus. Karchev is affected by deep water like a warrior model. Apply damage he suffers from deep water only to his system.
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- This unit can be added to a Kayazy Assassins unit.
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- Models in this unit gain +2 DEF against melee attack rolls.
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- Once per game during its unit's activation, this model can use Kill Stroke. This activation, models in this unit currently in formation can advance through other models if they have enough movement to move completely past them, ignore intevening models when declaring a charge, and cannot be targeted by free strikes
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- This model can run without spending focus.
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- Center a 3" AOE cloud effect on this model. Living models currently in the AOE are hit and suffer a POW 12 damage roll. The AOE remains in play for one round. A vent Steam attack does not need a target. After a Vent Steam attack, this model can make additional melee attacks.
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- When a warjack is hit by this weapon it becomes stationary for one rund.
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- Enemy models beginning their activations in Zerkova's control area lose their initial ranged attacks and cannot run, charge, make special attacks, give or receive orders, or make special actions. Howling Wind lasts for one round.
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- When this model casts a spell, you can choose one of the following abilities. Each ability can be used once per activation and expires after the spell is cast.
-- Focus Sphere - Reduce the COST of the spell by 1.
-- Ghost Stone - This model's front arc extends to 360 degrees, it ignores LOS when targeting models in its control area, and it ignores Stealth.
-- Lens of Tarvodh - The spell gains +3 RNG.
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- When a model targets this model with an offensive spell, the spell suffers -3 RNG. If a model directly hits this model with an offensive spell, after the attack is resolved the attacking model suffers d6 damage points.
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- Friendly Greylord Ternion units gain Battle Wizard.
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- - Frostbite (* Attack) - Frostbite is a RNG SP 8 magic attack. Models hit suffer a POW 12 cold damage roll.
-- Ice Cage (* Attack) - Ice Cage is a RNG 10 magic attack. A model hit suffers a cumulative -2 DEF for one turn unless it has Immunity: Cold. When a model without Immunity: Cold is hit with three or more Ice Cage attacks the same turn, it becomes stationary for one round.
-- Power Booster (* Action) - RNG 5. Target friendly Faction warjack. If the target warjack is in range and has no focus points, it gains 1 focus point. If the warjack is Disrupted, it is no longer Disrupted.
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- While in Irusk's control area, friendly Faction warrior models/units gain Fearless, Tough, and +2 to melee and ranged attack rolls and cannot be knocked down. When a friendly Faction warrior models makes a Tough roll of 4, 5, or 6 while in Irusk's control area, that model heals 1 damage point. Undying Loyalty lasts for one round.
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- While in Harkevich's control area, models in his battlegroup gain +3 ARM. Models in Harkevich battlegroup beginning their activaiton within his control area can charge or slam power attack wthout spending focus. If a model in Harkevich's battlegroup in his control area declares a charge or slam against an enemy model, it can make a normal ranged attack before advancing. Attacks gained from Hour of the Wolf do not count against a weapon’s ROF. Hour of the Wolf lasts for one round.
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- Models in this model's battlegroup gain Pathfinder.
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- Zoktavir gains one rage token each time an enemy model is destroyed in his control area. After all friendly models have completed their activations, no more tokens can be gained and Zoktavir can give up to three rage tokens to any friendly non-warcaster Faction model in his control area. Then remove any rage tokens remaining on Zoktavir. A model can spend one rage token once to make a full advance followed by one normal melee attack. Rage tokens can also be spent to make normal melee attacks or to boost melee attacks or melee damage rolls at one token per attack or boost. Remove unspent rage tokens from play at the end of the turn.
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- For each round, Zoktavir's base FOCUS is d6+1, rolled at the beginning of the game and at the beginning of each of your Control Phases before this model replenishes its focus. If he destroyed three or more enemy models with melee attacks since the beginning of your previous turn, do not roll to determine his base FOCUS; it is automatically 7. Zoktavir's control area is always 12".
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- Warjacks in this model's battlegroup beginning their activations in its control area can charge or make power attacks without spending focus. When this model destroys one or more enemy models during its activation, warjacks in its battlegroup beginning their activations in its control area gain +2 SPD and MAT for one turn.
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- When this model makes a normal melee attack during its activation, it makes one melee attack against each model in its LOS and melee range. If there are no enemy models in this model's melee range after resolving a normal melee attack in which it destroyed one or more, it can advance up to 1".
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- Enemy models without Immunity: Cold currently in Sorscha's control area and LOS become stationary for one round.
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- Friendly Faction models that charge or slam power attack an enemy model while that model is in Strakhov's control area gain +4" movement and Pathfinder. Warjacks in Strakhov's battlegroup can charge and slam power attack an enemy model while the enemy model is in Strakhov's control area without spending focus. Iron Fist lasts for one round.
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- Friendly Assault Kommando models gain Pathfinder.
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- While this model is in play, models in this unit gain Relentless Charge. (Models with Relentless gain Pathfinder during activations they charge.)
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- Zoktavir gains up to 6 focus points. He cannot have more focus points than his current FOCUS as a result of Red Haze. Enemy models/units in Zoktavir's melee range automatically fail command checks for one round.
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- While this model is in play, models in its unit gain Vengeance. (During your Maintenance Phase, if one or more models in a unit with Vengeance were destroyed or removed from play by enemy attacks during your opponent's last turn, each model in the unit can advance 3" and make one normal melee attack.)
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- This unit is made up of Zoktavir and two War Argus.
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- During this model's activation, it can make one of the following speeches. When it does, choose a friendly Winter Guard Unit. The speech affects this model and will affect the unit if it is in this model's command range at the time this model made the speech.
-- Bear's Strength - Affected models gain +3 STR one turn.
-- Courage of Forefathers - Affected models gain Fearless and Tough for one round.
-- For the Motherland - Affected models' attack rolls are boosted this turn.
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- When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal Winter Guard model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects.
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- - 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.
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-- 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.
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-- 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.
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- 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.
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- This model gains +1 CMD for each of its unmarked coin boxes.
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- 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.
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-- Money Shot - Affected models gain +2 to ranged attack and damage rolls for one turn.
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-- 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.
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-- Walk It Off - Affecte models gain Tough for one round.
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- At the start of its activation, this model can spend 1 focus point to use Jury-
-Rigged. This model gains +2 SPD this activation. At the end of this activation, it suffers 1 damage point to its first available Movement system box. This model cannot use Jury-Rigged if its Movement system is crippled. Jury-Rigged can be used only once per activation.
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- 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.
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- Choose two table edges. Enemy models beginning an advance in Magnus' control area cannot advance toward those table edges for one round.
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- One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
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- Make a melee attack with this weapon. Gain an additional die on the damage roll.
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- 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 attack rolls for the warjack's initial attacks are boosted during that activation. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
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- If this model is included in an army, you can include one additional Man-O-War Shocktrooper ro Man-O-War Demolition Corps unit over that unit's FA.
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- This model can make slam power attacks.
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- If this model attack with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
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- 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.
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- If this model is included in an army, you can include one additional Sea Dog Deck Gun Crew unit over that unit's FA.
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- This model cannot be hit by AOE attacks. If it would be h it by an AOE attack, it is instead knocked down. While this model is knocked down, ranged attacks targeting it automatically miss.
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- Each friendly Faction model currently in Zerkova’s control area can immediately cast one spell without spending focus, performing a special action, or performing a special attack.
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- Friendly Greylord models/units in this model’s command range never flee and immediately rally.
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- For each Greylord unit in the army, one warjack gains Advanced Move. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
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- Warjacks: Khador non-character warjacks
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-Units: Doom Reaver units, Greylord units, Winter Guard units
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-Solos: Doom Reaver solos, Greylord solos
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- You gain +1 on your starting roll for the game.
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- This unit is made of up Zerkova and 2 Reaver Guards.
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- 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.
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- This model can make slam power attacks.
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- Target this model or Scrapjack. The affected model gains +2 to melee attack rolls. When it destroys an enemy warrior model with a melee attack during its activation, after the attack is resolved the affected model can advance up to 1" and make an additional melee attack.
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- Unseen Path can be cast only while Scrapjack is in this model's control area. When Unseen Path is cast, immediately place this model within 2" of Scrapjack or place Scrapjack within 2" of this model. A model cannot advance this turn after being placed by Unseen Path.
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- While in the Old Witch's control area, enemy models cannot run, charge, or make special attacks. Enemy models that advance and end their movement in the Old Witch's control area immediately suffer an unboostable POW 14 damage roll. Field of Talons lasts for one round.
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- This model and warjacks in its battlegroup ignore cloud effects and forests when determining LOS.
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- This model gains one soul token for each living enemy model destroyed within 2" of it. When this model replenishes its focus during your next Control Phase, replace each soul token on it with 1 focus point.
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- During your Control Phase, this model can upkeep one spell without spending focus or fury.
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- This model is included in any army that includes the Old Witch. If the Old Witch is destroyed or removed from play, remove this model from play. This model is part of the Old Witch's battlegroup.
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- This model is bonded to the Old Witch. When the Old Witch is damaged by an enemy attack, this model gains +2 SPD and +2 to attack and damage rolls for one round.
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- 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.
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- - 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.
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-- Null Magic (* Action) - For one round, models cannot cast spells while within 12" of this model.
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-- Stealth (* Action) - This model gains Stealth for one round.
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- While in the Butcher's control area, friendly Faction models gain an additional die on attack damage rolls this turn.
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- 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.
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- When a living enemy warrior model in the melee 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.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- - 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.
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-- 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.)
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- 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.
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- 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.
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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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- While this model is B2B with a friendly warcaster, this model can use one of the following special abilities:
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-- Lucky Charm (* Action) - During his activation this turn, the warcaster can gain an additional die on an attack or damage roll. Discard the lowest die.
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-- Reload (* Action) - During his activation this turn, the warcaster can make one additional ranged attack ignoring ROF.
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-- Spyglass (* Action) - Measure the distance betwen two models within the warcaster's LOS.
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- While in Zoktavir’s control area, Ruin gains Boundless Charge. (During its activation, a model with Boundless Charge can charge without spending focus or being forced and gains +2˝ movement and Pathfinder when it charges.)
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- This model can be included in Zoktavir’s theme forces. It can also be bonded to Zoktavir.
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- When a model targets this model with an offensive spell, the spell suffers –3 RNG.
-If a model directly hits this model with an offensive spell, after the attack is resolved the attacking model suffers d6 damage points.
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- This model gains one soul token when a living enemy model is destroyed within 2˝ of it. 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.
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- This attachment can be added to a Sea Dog Crew unit.
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- Living enemy models suffer -2 to melee attack rolls while in melee with this model.
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- 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.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- Instead of making an attack with this weapon, you can place a 3" AOE anywhere completely within 10" of this model, with a center point in this model's LOS, ignoring intervening models. While a model is within AOE, it loses Camoflagoue and Stealth and models can ignore cloud effects when determining LOS to it. The AOE remains in play for one turn.
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- When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
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- Friendly Faction models currently in Irusk's control area ignore cloud effects and forests when determining LOS and gain Pathfinder. Affected models currently knocked down immediately stand up. Enemy models/units beginning their activations in Irusk's control area suffer -2 SPD and cannot give or receive orders. Desperate Ground lasts for one round.
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- While in this model's command range, friendly living non-warcaster Faction warrior models gain Tough.
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- One non-character warjack in Irusk's battlegroup begins the game bonded to him. The warjack gains +2 DEF and cannot be knocked down.
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- 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.
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- - 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.)
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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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- RNG 5. Target friendly Mercenary Rhulic warjack. If the warjack is in range, its attack or damage rolls are boosted this turn.
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- Place a 3" AOE cloud effect in play. Its center point must be within 1" of this model. This AOE remains in play for one round.
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- This model can be included in Strakhov's theme forces. It can also be bonded to Strakhov.
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- Center a 4" AOE on a model directly hit by this attack. Models in the AOE are h it and suffer a POW 10 blast damage roll. This damage is not considered to have been caused by a melee attack. On a critical hit, models in the AOE are knocked down. This model is not affected by the Warhead.
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- Friendly Iron Fang Uhlan units gain Practiced Maneuvers. (A model with Practiced Maneuver can ignore other models in its unit when determining LOS and can advance through other models in its unit if it has enough movement to move completely past them.)
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- Friendly Iron Fang Uhlan models/units in this model's command range never flee and immediately rally.
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- Attacks made with this weapon cannot target any model within 6" of it.
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- Each time this model makes a normal Siege Mortar attack, choose one of the following abilities:
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-Crater – The AOE is rough terrain and remains in play for one round.
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-Flare – Models hit by this attack suffer –2 DEF for one round.
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-Incendiary – This attack causes fire damage, and models hit suffer the Fire continuous effect.
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- While in Vladimir's control area, friendly Faction warjacks and cavalry models gain Side Step and Sprint. Charge of the Horse Lords lasts for one turn. (When a model with Side Step 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. A model with Side Step cannot be targeted by free strikes during this movement.) (At the end of its activation, if it destroyed one or more enemy models with melee attacks during its activation, a Model with Sprint can make a full advance.)
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- This model gains a cumulative +1 STR and ARM for each living enemy model it destroys with a melee attack during its activation. This bonus lasts for one round.
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- Gain an additional damage die on this weapon's damage rolls against undead models.
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- Choose d3 + 3 friendly Faction non-character warrior models currently in Vladimir's control area. Those models gain +2 SPD, STR, MAT, RAT, DEF, ARM, and CMD for one round.
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- When this model suffers 1 or more damage points from an enemy attack, it gains one blood token. During your next Control Phase, after this model replenishes its focus but before it allocates focus, replace each blood token with 1 focus point.
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- When Vladimir is first damaged, he gains +1 SPD, STR, DEF, and CMD for the rest of the game. If he is reduced to 10 or fewer unmarked damage boxes, this bonus increases to +2 for the rest of the game. If he is reduced to 5 or fewer, this bonus increases to +2 for the rest of the game. These benefits remain even if Vladimir heals. If a friendly model damages him with an attack, Vladimir loses Might of Kings for the rest of the game.
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- Once per activation, immediately after resolving an attack in which it destroyed a living enemy model with this weapon, this model can cast a spell with COST 3 or less without spending focus.
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- Vladimir gains +3 SPD, STR, MAT, and ARM for one round.
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- While in this model's control area, friendly Faction models gain an additional die on attack and damage rolls. Discard the lowest die in each roll. Signs & Portents lasts for one turn.
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- Warjacks in Vladimir's battlegroup beginning their activations in his control area double their base SPD and can run or charge without spending focus. Forced March lasts for one turn.
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- While this model is within 3" of its warcaster or warlock and is not knocked down or stationary, its warcaster or warlock 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.
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- Immediately after resolving a charge attack, this model can make a full advance toward its warcaster. This model cannot be targeted by free strikes during this movement.
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- While in this model's command range, friendly Widowmaker models gain Swift Hunter. (When a model with Swift Hunter destroys an enemy model with a normal ranged attack, immediately after the attack is resolved it can advance up to 2".)
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- Affected models make a full advance during their normal movement this activation and gain +2 DEF for one round.
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- Models in this unit gain Combined Melee Attack.
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- While this model is in formation, models in its unit can make a Grape Shot special attack. A Grape Shot special attack is a ranged attack with RNG SP 8, AOE -, and POW 10. When making a Grape Shot special attack, models cannot participate in combined ranged attacks.
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- This attachment can be added to a Winter Guard Infrantry unit.
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- When attacking with this weapon, this model cannot participate in a combined ranged attack.
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- This attachment can be added to a Winter Guard Infrantry unit.
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- Attacks made with this weapon cannot target any model within 8" of it.
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- This order can be issued only if two or more models with ranged weapons in this unit in formation are able to forfeit their actions. Each model in this unit in formation must forfeit its action. Other than the Standard Bearer, those models that do are participants. After all models in this unit have completed their normal
-movement, place an AOE completely within 14˝ of all participants, with its center point in LOS of all participants, ignoring intervening models. The size of the AOE is based on the number of participants. If there are 2-4, the AOE is 3". If there are 5-7, the AOE is 4". If there are 8 or more, the AOE is 5". When a model enters or ends its activation within the AOE, it suffers a POW 10 damage roll. Suppressing Fire lasts for one round or until all participants have been destroyed or removed from play.
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- Friendly Kossite Woodsmen and Manhunters gain Treewalker.
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- This model ignores forests when determining LOS. While in a forest, this model gains +2 DEF against melee attack rolls and can advance through obstructions and other models if it has enough movement to move completely past them.
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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 a damage roll resulting from a direct hit fails to exceed the ARM of the target enemy model/unit, the affected model hit suffers 1 damage point.
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- Place 1 fury point on each enemy warbeast currently in this model's control area. This spell can only be cast once per turn.
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- Target any model in this model's control area, ignoring LOS. When resolving Airburst, ignore cover, concealment, elevation, and Stealth. Models hit suffer a POW 8 blast damage roll.
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- Magical bolts of energy streak toward the target model.
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- Target friendly Faction model / unit gain Whiplash. (When an enemy model misses a model with Whiplash with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. the model with Whiplash is the point of origin for all these attacks.)
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- A warjack damaged by this attack becomes stationary for one round.
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- Place a 5" AOE anywhere completely in this model's control area. While in the AOE, friendly models gain Pathfinder and can advance through obstructions and other models if they have enough movement to move completely past them. Enemy models treat the AOE as rough terrain. Artifice of Deviation lasts for one round.
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- Target friendly faction warjack can charge or make slam or trample power attacks without spending focus. The warjacks gains +2" movment when it charges or makes a slam or trample power attack. Models slammed by the warjack are moved +2".
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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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- Enemy upkeep spells on target friendly model / unit expire. Affected models cannot be targeted by enemy spells or animi.
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- While in this model's control area, models in its battlegroup cannot be knocked down and gain +3 ARM but suffer -2 DEF. Batten Down the Hatches lasts for one round.
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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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- While in this model's control area, models in its battlegroupgain Counter Charge. (When an enemy model advances and ends its movement within 6" of a model with Counter Charge and its LOS, the model with Counter Charge can immediately charge it. If it does, it cannot make another counter charge until after your next turn. A model cannot make a coutner charge while engaged.)
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- Target friendly Faction warrior model/unit gains Fearless and gains an additional die on melee damage rolls for one round.
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- On a hit, you can immediately advance target enemy non-warcaster/non-warlock model up to 3". Affected models cannot be targeted by free strikes during this movement. A model can move only once per turn as a result of Befuddle.
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- Models hit lose Flight for one round.
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- Target enemy warrior model/unit cannot make ranged or magic attacks and suffers -2 DEF for one round.
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- Target friendly warrior model/unit gains an additional die on melee damage rolls but suffers -2 DEF.
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- When a model is hit by Blow the Man Down, it is knocked down. On a critical hit, instead of suffering a normal damage roll a non-incorporeal model is slammed d6" directly away from the spell's point of origin regardless of its base size. Collateral damage from this slam is POW 15.
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- Target friendly model/unit gains +3 DEF against ranged and magic attack rolls.
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- During its activation, target friendly model can charge without spending focus or being forced and gains +2" movement and Pathfinder when it charges. Boundless Charge lasts for one round.
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- Models in this model's battlegroup currently in its control area can immediately make one normal ranged attack. Attacks gained from Broadside do not count against a weapon's ROF. Broadside can be cast only once per turn.
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- Target frienldy model gains +2 DEF against ranged attack rolls and Dodge. (A model with Dodge can advance up to 2" immdeiately 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.)
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- Friendly models gain +2 to attack and damge rolls against target enemy model/unit.
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- Friendly Faction models gain +2 to melee attack rolls against enemy models in this model's control area. Carnage lasts for one round.
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- While in this model's control range, models in its battlegroup gain Future Sight. (A model with Future Sight can boost attack and damage rolls after rolling.)
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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 within 5" of target friendly model/unit, enemy models cannot make ranged attacks.
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- Friendly models/units beginning a charge in this model's control area gain +2" movement. Affected models can charge without spending focus points or being forced. Coup de Main lasts for one turn.
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- Target friendly Faction model/unit gains Pathfinder and Hunter. (A model with Hunter ignores forests, concealment, and cover when determining LOS or making a ranged attack.)
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- Friendly Faction models beginning a charge while in this model's control area this turn gain +2" movement.
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- This model immediately makes a full advance. It cannot be targeted b y free strikes during this movement. At the end of this movement, this model can make one melee attack against each model in its LOS that is in its melee range. Cyclone can be cast only once per turn.
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- This model immediately makes a full advance. It cannot be targeted by free strikes during this movement. At the end of this movement, this model can make one melee atack against each model in its LOS that is in its melee range. Cyclone can be cast only once per turn.
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- While in this model's control area, friendly Faction warrior models cannot be targeted by free strikes. This model and friendly Faction warrior models activating in its control area gain +1 SPD. Dash lasts for one round.
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- Target friendly model/unit gains an additional die on each model's first ranged attack roll this turn.
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- When Deadweight destroys an enemy living or undead model, choose an enemy model within 2" of the destroyed model. The chosen model must forfeit either its movement or its action during its next activation, as its controller chooses.
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- Target friendly unit gains +2 MAT and Vengeance. (During your
-Maintenance Phase, if one or more models in a unit with Vengeance
-were destroyed or removed from play by enemy attacks during your
-opponent’s last turn, each model in the unit can advance 3˝ and make one
-normal melee attack.)
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- When a friendly Faction model misses target enemy model / unit with an attack, it can reroll the attack roll. Each attack roll can be rerolled only once as a result of Death Sentence.
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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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- Target friendly Faction model/unit gains +2 DEF and ARM.
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- While in this model's control area, friendly Faction warrior models gain +2 ARM against ranged and magic attack damage rolls. Deflection 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 enemy warrior model/unit cannot make ranged attacks and suffers -2 DEF and MAT 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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- Friendly Faction models beginning their activations in this model's control area gain Pathfinder. Easy Rider lasts for one turn.
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- Immediately after this attack is resolved, this model can advance up to 2" for each enemy model destroyed by the attack.
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- Immediately after this attack is resolved, this model can advance up to 2" for each enemy model destroyed by the attack.
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- This model spends up to 3 focus points to cast Energizer. Models in its battlegroup that are currently in its control area can immediately advance up to 1˝ for each focus point spent. Energizer can be cast only once per turn.
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- Models hit sufer a POW 14 fire damage roll. The AOE is a cloud effect that remains in play for one round. Models entering or ending their activation in the AOE suffer an unboostable POW 14 fire damage roll.
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- Warbeasts in this model's battlegroup beginning their activations in its contgrol area gain +2 movement. This model gians +2 ARM while one or more warbeasts in its battlegroup are within 3" of it.
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- When target friendly model makes a normal attack with a non-spray ranged weapon, the weapon gains Magical Weapon. If the weapon was AOE - it becomes AOE 3. An affected model cannot participate in a combined ranged attack. Models in the AOE other than the model that was directly hit suffer blast damage but do not suffer any other effects of the attack. Explosivo expires immediately after resolving target model's next ranged attack. Explosivo lasts for one turn.
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- Target friendly warjack gains +2 ARM and does not suffer the effects of crippled systems.
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- Boost the attack and damage rolls of target friendly Faction model's first ranged attack each activation.
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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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- Models gain concealment while in this model's control area.
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- Target a model in this model's battlegroup in its control area. Enemy models currently within 2" o fthe target model are pushed 4" directly away from it in the order you choose.
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- Models damaged by Force Blow are knocked down.
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- Target friendly Faction model/unit can reroll its missed attack rolls. Each attack roll can be rerolled only once as a result of Fortune.
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- Target model/unit without Immunity: Cold becomes stationary for one round.
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- Frost Hammer causes Cold damage. On a critical hit, a model becomes Stationary for one round unless it has Immunity: Cold.
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- Warjacks in this model's battlegroup beginning their activations in its control area can run, charge, or make slam or trample power attacks without spending focus that activation. While in this model's control area, models in its battlegroup gain boosted melee attack rolls. Full Throttle lasts for one turn.
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- Target friendly model/unit gains +3 to melee damage rolls but suffers -1 DEF.
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- When an enemy model is hit by this attack, it can be pushed d6" directly toward Gallows' point of origin.
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- Target friendly model/unit gains Ghostly for one turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. An affected model cannot be targeted by free strikes.)
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- Target friendly Faction model gains +2 DEF and Poltergeist. (When an enemy model misses the model with Poltergeist with and attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from the model with Poltergeist.)
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- When a warjack is hit by Grind, it suffers 1 damage point to its first available Movement system box.
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- Center a 5" AOE on this model. Each other model in the AOE is hit and suffers a POW 13 damage roll. Each enemy model damaged by Ground Zero is pushed d6" directly away from this model in the order you choose.
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- While in this model's control area, models in its battlegroup gain boosted ranged attack rolls for one turn.
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- When an enemy attack destroys or removes from play one or more friendly Faction models within 5" of target warbeast in this model's battlegroup, after the attack is resolved the affected warbeast can charge an enemy model, then Hallowed Avenger expires.
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- Target friendly Faction model/unit gains an additional die on attack and damage rolls. Discard the low die in each roll.
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- Hoarfrost causes cold damage. On a critical hit, models in the AOE become stationary for one round unless they have Immunity: Cold.
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- Target model in this model's battlegroup gains boosted ranged attack damage rolls.
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- Target Enemy warrior model/unit without Immunity: Cold suffers -2 DEF and cannot run or make special attacks.
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- Enemy models within 5" of this model are pushed 5" directly toward it in the order you choose.
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- Target friendly Faction model/unit gains an additional die on attack and damage rolls. Discard the low die in each roll.
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- Take control of target enemy non-warcaster, non-warlock warrior model. The model immediately makes one normal melee attack, then Influence expires.
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- While in this model's control area, enemy models treat open terrain as rough terrain. Inhospitable Ground lasts for one round.
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- Target friendly Faction model / unit gains +2 ARM and Fearless.
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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 friendly warrior model/unit gains +3 DEF but suffers -1 SPD.
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- Target model in this model's battlegroup immediately makes one normal melee. attack.
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- Models in this model’s battlegroup that are currently in its control area stand up and are no longer stationary. Affected models can turn to face any direction. Models that were knocked down this turn are not affected by Jump Start.
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- Friendly FAction models beginning a charge in this model's control area gain Pathfinder. Warbeasts in th is model's battlegroup beginning their activations in this model's control area can charge or make slam power attacks against enemy models without being forced. Killing Ground lasts for one turn.
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- ◦ Disbinding (★ Action) - Enemy upkeep spells on this model and/or its unit immediately expire.
-◦ Frostbite (★ Attack) - Frostbite is a RNG SP 8 magic attack. Models hit suffer a POW 12 cold damage roll.
-◦ Zephyr (★ Action) - Models in this unit that are in formation can immediately advance up to 3". They cannot be targeted by free strikes during this movement.
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- This model is a Ranking Officer. While this model is in play, models in its unit are Khador models instead of Mercenary models.
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- This attachment can be added to a Small- or Medium-Based Mercenary unit.
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- A model damaged by Lock the Target cannot run, charge, or be placed for one round.
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- This model spends up to 3 focus points to cast Locomotion. Target warjack in this model's battlegroup immediately advances up to 1" for each focus point spent. A warjack can be targeted by Locomotion only once per turn.
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- Place a 5" AOE completely in this model's control area. While a model is within the AOE, models in this model's battlegroupignore forests and cloud effects when drawing LOS to it and ignore Stealth when attacking it.
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- If the target friendly Faction model's next normal ranged attack directly hits, after resolving the attack choose a model within 4" of the model hit. The chosen model sufers an unboostable POW 12 magic damage roll. The point of origin for this damage is the model hit. After resolving this damage roll, Magic Bullet expires. Magic Bullet lasts for one turn.
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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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- Target enemy model/unit suffers -2 DEF and loses Incorporeal and Stealth and cannot gain those abilities while affected by Marked for Death. Friendly Faction models can target an affected model regardless of LOS.
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- This model gains an additional die on melee attack rolls and cannot be targeted by free strikes.
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- Target friendly Faction model / unit gains Apparition. During your Control Phase, place models with Apparition anywhere completely within 2" of their current locations. If Mirage affects a unit, only model in formation can be placed.
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- Models in this model's battlegroup currently in its control area gain +2 SPD and Pathfinder for one turn.
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- Target warjack suffers 1 point of fire damage to each column on its damage grid.
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- Target enemy model/unit suffers -2 DEF and ARM and cannot be healed. Mortality lasts for one round.
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- While in this model's control area, friendly models gain Knockdown on their melee weapons. Mosh Put lasts for one turn. (When a model is hit with an attack by a weapon with Knockdown, it is knocked down.)
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- While in this model's control range, models in its battlegroup gain Gun-and-Run. (At the end of its activation, if a model with Gun-and-Run destroyed one or more enemy models with ranged attacks this activation it can make a full advance.)
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- Place a 5" AOE cloud effect anywhere completely in this model's control area. Any model that is not part of this model's battlegroup that enters or ends its activation in the AOE suffers an unboostable POW 8 damage roll.
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- An enemy warbeast damaged by Muzzle cannot advance toward this model for one round.
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- Target friendly model/unit ignores intervening models when making attacks. The weapons of affected models gain Magical Weapon.
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- The force of this attack blasts apart the earth itself.
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- While in this model’s control area, friendly Faction models gain an additional die on their magic attack rolls this turn.
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- Target friendly model/unit gains Stealth.
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- Friendly Faction models beginning a charge in this model's control area gain Pathfinder.
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- When target model in this model's battlegroup destroys one or more enemy models with an attack, immediately after the atack is resolved one model in this model's battlegroup that is in its control area can make a full advance, then Overrun expires. Overrun can be cast only once per turn and lasts for one turn.
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- When target friendly model/unit is targeted by a ranged attack, the attack suffers -5 RNG.
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- Target model in this model's battlegroup ignores LOS when making charges, slams and attacks. That model ignores conceleament and cover when resolving attacks.
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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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- On a critical hit, models hit lose their initial attacks and cannot make special attacks for one round.
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- Choose a friendly Faction warbeast in this model's control area. Target an enemy model within 8" of the chosen warbeast and make a magice attack against it. The chosen warbeast is the attack's point of origin. If the enemy model is hit, it suffers a damage roll with a POW equal to the warbeast's base STR.
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- Target friendly warrior model/unit gains +2 to melee attack and melee damage rolls but suffers -2 ARM. If an affected model is disabled by an enemy attack, center a 3" AOE on it and remove that model from play. Models in the AOE are hit and suffer an unboostable POW 14 blast damage roll.
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- When an enemy model casts a spells or use an animus while in this model's control area, the enemy model suffers 1 damage point and this models heals 1 damage point.
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- Continuous effects, animi, and upkeep spells in this model's control area immediately expires.
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- If target enemy model/unit advances during its normal movement, immediately after ending this movement one model in this model’s battlegroup that is in its control area can make a full advance.
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- Target friendly model/unit gains +2 SPD and +2 DEF against ranged and magic attack rolls.
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- Take control of target enemy non-character warbeast. You can make one full advance with the warbeast and can then make one normal attack with it, then Rampager expires. While the warbeast is affected by Rampager, it cannot be forced and you cannot use its animus. Rampager can be cast only once per round.
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- Target model in this model's battlegroup gains Berserk for one turn. While affected by Ravager, a model cannot make Chain Attacks. (When a model with Berserk destroys one or more models with a melee attacks during its combat action, immediately after the attacks is resolved it must make one additional melee attack against another model in its melee range.)
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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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- A blade of wind slices through the target model.
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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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- Target warjack in this model's battlegroup gains +2 STR and SPD and can run, charge, or make power attack slams or tramples without spending focus. When it ends its activation, it suffers D3 damage points.
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- When target friendly Faction model hits an enemy model with an attack during its activation, immediately after its combat action ends the affected can make a full advance. It cannot be targeted by free strikes during this movement.
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- When target friendly Faction model is targeted by an enemy ranged attack, after the attack is resolved the affected model can make one normal melee or ranged attack, then Return Fire expires. Return Fire lasts for one round.
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- The AOE is rough terrain and remains in play for one round.
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- Place a wall template anywhere completely in this model's control area where it does not touch a model's base, an obstruction, or an obstacle. The wall is a linear obstacle that provides cover.
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- When an enemy attack disables a living model in the target friendly unit, you can choose a non-disabled living model in the unit to be destroyed. If another model is destroyed as a result of Roth's Mercy, the originally disabled model heals 1 damage point.
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- Remove one friendly living Faction model in this model’s control area from play to allocate 1 focus point to each warjack in this model’s battlegroup that is currently in its control area. Sacrificial Lamb can be cast only once per turn.
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- When an enemy model advances and ends its movement in the LOS of a target friendly Faction model, the affected model can immediately make one normal ranged attack, then Sentry expires.
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- When target friendly Faction model/unit directly hits and boxes an enemy model with a ranged or melee attack, center a 3" AOE on the boxed model, then remove that model from play. Models in the AOE are hit and suffer an unboostable POW 8 damage roll.
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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 this model's control area and B2B with one or more models in this model's battlegroup, models in this model's battlegroup cannot be knocked down and gain +1 DEF for each other model in the battlegroup with which they are B2B.
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- Target friendly model/unit's melee weapons gain Grievous Wounds. (When a model is hit by a weapon with Grievous Wounds, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.)
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- Target frienldy model's/unit's ranged weapons gain +4 RNG.
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- Target friendly Faction model/unit gains concealment and Immunity: Cold.
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- While in this model's control area, friendly models cannot be knocked down and do not suffer blast damage.
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- Remove up to 1 fury point from each frienldy living Faction warbeast currently in this model's control area. Soothing Song can only be cast once per turn.
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- When a living non-soulless model is boxed by Soulfire, this model gains 1 focus point and the boxed model is removed from play.
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- While within this model's control area, friendly Faction model/unit' weapons gain Magical Weapon and Blessed. Spellpiercer lasts for one round. (When making an attack with a weapon with Blessed, ignore spell effects that add to a model's ARM or DEF.)
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- While in this model's control area enemy models gaion an additional die on attack rolls. Discard the highest die of each roll. Star-Crossed lasts for one round.
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- Target friendly warrior model gains +2 STR, MAT, and ARM and cannot be targeted by combined ranged attacks or combined melee attacks.
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- A model damaged by Stranglehold forfeits either its movement or its action during its next activation, as its controller chooses.
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- Target model in this model's battlegroup gains +4 STR.
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- An enemy warbesat damaged by Sunder Spirit loses its animus for one round.
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- Target friendly Faction warjack gains +2 SPD, MAT, and DEF and cannot be knocked down.
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- Target friendly Faction model gains +2 DEF and cannot be knocked down. While within 3" of the affected model, friendly Faction models also gain +2 DEF and cannot be knocked down.
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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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- This model can channel spells through target friendly model as if it were a model in this model's battlegroup with Arc Node.
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- Target friendly warjack gains +2 ARM and is immune to continuous effects.
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- Models hit by Tempest are knocked down and suffer a POW 12 damage roll.
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- If during its normal movement this model advances within 2" of a friendly warjack, at the end of that movement you can place the warjack B2B with it, completely within its back arc. Up to three warjacks can be placed by Tow each time this model ends its normal movement.
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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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- The AOE is a cloud effect that remains in play for one round.
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- While in this model's control area, this model and warjacks in its battlegroup gain boosted melee attack and melee damage rolls, and their melee weapons gain Magical Weapon. Unearthly Rage 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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- Place a 4" AOE cloud effect anywhere completely in this model's control area. This AOE does not block friendly Faction models' LOS. While in the AOE, friendly Faction models gain Pathfinder and can move through obstructions and other models if they have enough movement to move completely past them.
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- This model can spend up to 3 focus points to advance up to 2" immediately for each focus point spent. Velocity can be cast only once per turn.
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- Damage rolls against enemy models in this model's melee range are automatically boosted.
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- When a friendly Faction model in this model's control area destroys one or more enemy models with a melee or ranged atack during its activation, immediately after the attack is resolved, one warbeast in this model' battlegroup that is in its control area can advance up to 3". A warbeast can advance only once per turn as a result of Warpath.
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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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- Target friendly model/unit gains Camouflage and Pathfinder. (A model with Camouflage gains an additional +2 DEF when benefiting from concealment or cover.)
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- Target friendly living warbeast in this model's battlegroup can run, charge, or make slam or trample power attacks without being forced and gains boosted melee attack rolls.
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- Place a 5" AOE anywhere completely in this model's control area. Cload effects overlapping the AOE expire. Models suffer -3 RAT while within the AOE. The AOE remains in play for one round.
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- This model can immediately make a full advance and gains +2 DEF for one round. Wind Rush can be cast only once per turn.
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- This model cannot make ranged attacks, and non-magical ranged attacks targeting it automatically miss. While completely within 3" of this model, models cannot make ranged attacks and non-magical ranged attacks targeting them automatically miss. Wind Wall lasts for one round.
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- This model gains an additional die to its melee and ranged damage rolls against warjacks.
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- This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal.
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- 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.
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- This model can advance through other model if it has enough movement to move completely past their bases. This model cannot be targeted by free strikes. This model ignores intervening models when declaring its charge attack.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- While B2B with this model, friendly warcastes and solos gain +1 CMD.
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- This model can run or charge without spending focus or being forced.
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- This model ignores gas effects. When determining LOS or resolving attacks, this model ignores cloud effects.
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- 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.
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- This model ignores the effects of deep and shallow water and can move through them witrhout penalty.- While completely in deep water, it cannot be targeted by ranged or magic attacks and can make attacks only against other models in deep water. While completely in deep water, this model does not block LOS.
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- When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point.
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- RNG 5. Target friendly Faction warjack. If the warjack is in range, it immediately makes one normal melee or ranged attack. A warjack can make an Ancillary Attack special action only once per turn.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- This model is a channeler (p. 79).
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- When making attacks, ignore focus points overboosting the target's Power Field and spell effects adding to its ARM or DEF.
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- If its warcaster is in this model's command range during your Control Phase, the warcaster can upkeep one spell without spending focus.
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- 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.
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- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
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- When calculating damage from this weapon, halve the base ARM stats of models hit that have medium or larger bases. This weapon gains +2 to damage rolls against models with small bases.
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- When calculating damage from this attack, halve the base ARM stats of the models hit that have medium or larger bases. This attack gains +2 to damage rolls against model swith small bases.
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- 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.
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- 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.
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- Before their normal, movement, affected models can make one ranged attack. During their normal movement, affected models must charge or run. The ranged attack is made before declaring a charge target.
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- 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.
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- Before start of the game, attach this model to a friendly warcaster for the rest of the game. Each warcaster can have only one model attached to it.
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- Make d3 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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- This model gains an additional die on its back strike damage rolls.
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- Make a normal attack with this weapon. After resolving the attack, make one additional attack with this weapon.
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- Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action.
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- 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".
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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 attack against another model in its melee range.
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- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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- This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation it makes a Both Barrels attack.
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- This model gains +2 to charge attack damage rolls with this weapon.
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- This weaspon has an integral buckler that gives the model a cumulative +1 ARM bonus; for example, a model with two of them gains a bonus of +2 arm. A model does not gain this bonus while the weapon system with the buckler is crippled or being held in a weapon lock or when resolving damage that originates in its back arc.
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- When this model 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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- 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.
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- This model gains an additional +2 DEF when benefiting from concealment or cover.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make a double-hand throw, head-butt, headlock/weapon lock, push or throw power attack against that target.
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- This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
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- This model's front arc extends to 360 degrees.
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- This model cannot make an initial attack with this weapon during an activation it charged at least 3".
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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.
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- During a combat action it did not make a charge attack, this model can make one melee attack with its Mount.
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- When this model misses and attack roll for a combined ranged attack, it can reroll that attack roll. Each attack roll can be rerolled only once as a result of Combined Arms.
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- This model can participate in combined melee attacks with other models in its unit (p. 62).
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- This model can participate in combined ranged attacks with other models in its unit (p. 62).
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- Make a melee attack. On a hit, instead of making a normal damage roll the target model is slammed d6" directly away from this model and suffers a damage roll with POW equal to the STR of this model plus twice the POW of this weapon. The POW of collateral damage is equal to this model's STR.
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- Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon.
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- 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.
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- This model is not a living model, never flees, and automatically passes command checks. All warjack models have this advantage.
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- A model hit by this attack suffers the Corrosion continuous effect (p. 69).
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- A model hit by this attack suffers the Fire continuous effect (p. 69).
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- When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. If it does, it cannot make another counter charge until after your next turn. This model cannot make a counter charge while engaged.
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- Place a 3" AOE anywhere completely within this weapon's RNG. The canter point of the AOE must be in this model's LOS, ignoring intervening models. A model entering or ending its activation in the AOE suffers a damage roll with POW equal to the POW of this weapon. The AOE remains in play for one round or until this model is destroyed or removed from play.
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- On a critical hit, gain an additional die on this weapon's damage roll against the model directly hit.
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- On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged.
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- On a critical hit, if the attack hit a small-based non-warlock/warcaster model the model hit is removed from play.
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- On a critical hit, the model hit by this attack suffers the Corrosion continuous effect(p. 69).
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- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.
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- 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.
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- On a critical hit, the model hit by this attack suffers the Fire continuous effect (p.69).
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- On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold.
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- On a critical hit, the model hit byu this weapon loses Tough, cannot heal or be healed, and cannot transfer damage for one round.
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- On a critical hit, the model hit is knocked down.
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- On a critical hit, after the attack is resolved this model can make one additional attack against the model hit.
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- 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.
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- On a critical hit, the model hit loses its initial attacks and cannot make special attacks for one round.
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- This model gains an additional die on trample attack rolls and can make trample power attacks without spending focus.
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- If this model attack with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
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- This weapon causes cold damage (p.68).
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- This weapon causes corrosion damage (p. 68).
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- This weapon causes electrical damage (p. 68).
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- This weapon causes fire damage (p. 68).
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- While this model is B2B with one or more models in its unit, it gains +2 ARM.
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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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- When this weapon hits a model/unit, upkeep spells on that model/unit immediately expire.
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- 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.
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- This model is a Doom Reaver model.
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- This model can make two additional attacks for each focus point spent to make additional attacks with this weapon.
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- If this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed any distance directly toward this model. After the damaged model is moved, this model can make one normal melee attack against the model pushed. After resolving this melee attack, this model can make additional melee attacks during its combat action.
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- While mounted, this model has base SPD 8 and base ARM 17. While dismounted, it has base SPD 6, base ARM 15.
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- 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.
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- 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.
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- When this model forfeits its movement to gain the aiming bonus it can also make one additional ranged attack this activation.
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- This model gains +2 DEF against melee attack rolls.
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- When this attack hits an enemy model with 1 or more focus or fury points on it, that model loses 1 focus or fury point and this model gains 1 focus point.
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- When a warjack or warbeast is hit by this weapon it is knocked down.
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- 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.
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- This model ignores cloud effects (p. 69) and forests (p. 87) when determining line of sight. This model ignores concealment (p. 57) and Stealth (p. 34) when making attacks.
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- This model never flees (p. 85). All warcaster models have this advantage.
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- This model cannot be targeted by ranged or magic attacks while knocked down.
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- 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.
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- This model gains an additional die on attack rolls with this weapon against models with Flight.
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- When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continous effect.
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- When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
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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 listed type, this model gains +2 to attack rolls and gains an additional damage die.
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- At the start of this model's activation, it can spend 1 focus point once to gain +2" movement for one turn.
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- This model can advance through terrain and obstacles without penalty and can advance through obstructions and other models if it has enough movement to move completely past them. This model ignores intervening models when declaring its charge target.
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- When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model up to the distance the slammed model was moved.
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- When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
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- When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.
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- This model gains +1 ARM for each sould token currently on it.
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- This model does not suffer blast damage. Friendly models B2B with it do not suffer blast damage.
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- This model can make power attack slams without spending focus or being forced. Models slammed bu this model are moved an additional 2".
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- This model is a Greylord model.
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- When a model is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.
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- While knocked down, this model is not automatically hit by melee attacks and its DEF is not reduced.
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- 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.
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- 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.
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- This model can add this weapon's POW to its head-butt and slam powe attack damage rolls.
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- If this model attacks with this weapon during its activation, it cannot attack with another melee weapon that activation. If this model attacked with another melee weapon this activation, it cannot attack with this weapon.
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- 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.
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
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- 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.
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- This model does not suffer cold damage (p. 68).
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- This model does not suffer corrosion damage and is immune to the Corrosion continuous effect (p. 68).
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- This model does not suffer electrical damage (p. 68).
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- This model does not suffer fire damage and is immune to the Fire continuous effect (p. 68).
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- This model suffers -4 to attack rolls with this weapon.
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- This model can move through rough terrain and obstacles without penalty. It can move through obstructions and other models if it has enough movement to move completely past them. Other models, including slammed, pushed, or thrown models, can move through this model without effect if they have enough movement to move completely past it. This model does not count as an intervening model. This model suffers damage and effects only from magical weapons, magic attacks, animi, spells, and feats and is immune to continous effects. This model cannot be move by a slam. When this model makes a melee or ranged attack, before the attack roll is made it loses Incorporeal for one round.
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- Friendly X models/units in this model's command range never flee and immediately rally.
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- You gain +1 to the starting roll determining the order of deployment and play.
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- 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".
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- While B2B with a friendly Faction warjack, this model gains +2 DEF and ARM and cannot be kocked down.
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- This model gains +2 ARM for each warjack it controls B2B with it.When this model is directly hit by an enemy ranged or magic attack, you can choose to have one of those non-incorporeal warjacks be directly hit instead. That model is automatically hit and suffers all damage and effects.
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- This model is not a warcaster but has the following warcaste special rules: Battlegroup Commander, Control Area, Focus Manipulation, Power Field, and Spellcaster.
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- When a model is hit by an attack with this weapon, it is knocked down.
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- This weapon can be used only to make charge attacks. When this model charges, this weapon gains Reach until the charge is resolved.
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- This model and friendly warrior models B2B with it cannot be knocked down.
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- This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking wiht whis model and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation.
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- This model must be B2B with a friendly living Faction Warrior model to make an attacks with this weapon.
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- Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability.
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- This weapon is a magical weapon (p. 68).
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- 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.
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- This model can attempt to repair friendly non-Faction warjacks and battle engines.
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- This model will work for Cryx.
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- This model will work for Cygnar.
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- This model will work for the Four Star Contract.
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- This model will work for Khador.
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- This model will work for Protectorate.
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- This model will work for Retribution.
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- This model will work for the Talion charter contract.
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- If you can have two or more warlocks in your army, this model and warjacks in its battlegroup can take the place of a Skorne warlock. This model counts toward the maximum number of warlocks allowed in an army and counts as a warlock for FA.
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- This model will work for the Blindwater Congregation pact.
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- This model will work for the Thornfall Alliance pact.
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- This model will work for Circle.
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- This model will work for Skorne.
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- This model will work for Trollbloods.
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- 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.
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- Myrmidons have two damage tracks: a set of boxes representing their force fields and another representing their damage grids.Mark the field boxes before marking the damage grids.The G Boxes of a myrmidon'sdamage grid represent its Field Generator.Once per turn during its activation, a myrmidon can spend 1 focus point to remove d3 damage points from its field damage track unless its Field Generator is crippled.
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- This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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- An attack with this weapon can be made only once per game.
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- 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.
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- 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".
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- This model cannot be targeted by free strikes.
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- This model can advance through rough terrain (p. 86) without penalty and can charge and make slam and trample power attacks across obstacles (p. 87).
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- 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.
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- 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.
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- Gains an additional die on this weapon's damage rolls against living models.
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- This model can make trample power attacks.
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- When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack.
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- This model gains +2 to charge attack rolls with this weapon.
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- When this model damages a warjack or warbeast with a melee attack, choose which column or branch suffers the damage.
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- This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
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- Gain an additional die on attack and damage rolls with this weapon against models with an enemy upkeep spell on them.
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- 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.
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- When this model destroys one or more enemy models with a melee attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Quick Work do not count against a weapon's ROF.
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- When an enemy model is hit by this weapon, it is knocked down and can be pushed 1" directly away from this model. If it is pushed, this model can immediately advance directly toward the pushed model up to the distance that model was moved.
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- While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
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- Friendly Faction models can ignore this model when determining LOS.
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- 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.
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- This weapon has a 2" melee range (p. 50).
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- After the models in this unit have completed their actions, each can advance up to 3".
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- This model gains Pathfinder during activations it charges.
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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 upkeep spells on models in its battlegroup without spending focus.
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- When included in a Retribution army, this model is a Retribution model instead of a Mercenary model.
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- This model can control and reactivate only friendly Mercenary Rhulic warjacks.
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- This model can have only Mercenary Rhulic warjacks in its battlegroup and can reactivate only frienldy Mercenary Rhulic warjacks.
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- 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.
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- When this model is missed by an enemy melee attack, immediately after the attack is resolved it can make one normal melee attack against the attacking model.
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- This model cannot be targeted by enemy spells.
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- Take control of a living enemy non-warcaster, non-warlock warrior model B2B with this model. You can immediately make a full advance with the enemy model followed by a normal melee attack, then Seduction expires. The nemey model cannot be targeted by free strikes duringt his movement.
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- If this model is disabled by an enemy attack, you can choose a non-disabled model in this unit within 3˝ of this model to be destroyed. If another model is destroyed as a result of Self-Sacrifice, this model heals 1 damage point.
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- 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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- This weapon is a shield that gives the model a cumulative +2 ARM bonus; for example, a model with two of them gains a bonus of +4 ARM. A model does not gain this bonus while the weapon system with the shield is crippled or being held in a weapon lock or when resolving damage that originates in its back arc.
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- 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.
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- 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.
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- 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.
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- This model does not have to make Berserk attacks.
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- A model directly hit by this weapon cannot cast spells for one round.
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- This weapon's AOE is a cloud effect that remains in play for one round.
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- When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. Instead of rolling damage on a ranged attack, this model can inflict 1 damage point. A model that participates in a combined ranged attack loses Sniper until the attack is resolved.
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- 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.
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- This model does not generate a soul token when it is destroyed.
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- This model cannot be targeted by spells.
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- 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.
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- 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.
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- 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.
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- This model is a standard bearer (p. 70).
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- This model cannot be knocked down.
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- 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.
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- This model can forfeit its movement to give this weapon +4 RNG this activation and gain the aiming bonus.
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- 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.
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- 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.
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- When this model makes a melee attack during its activation, its fron arc extends to 360 degrees, and it can make one melee attack against each model in its LOS that is in its melee range.
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- When this model destroys an enemy model whit a normal ranged attack, immediately after the attack is resolved it can advance up to 2".
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- 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.
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- Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
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- 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.
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- This model is a terrifying entity (p. 84). Enemy models/units in the melee range of this model or with this model in their melee range must pass a command check or flee.
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- This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
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- Add this model's STR to the POW of this ranged attack.
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- When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled, and is knocked down.
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- Gain an additional damage die against knocked down targets.
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- This model ignores conceleament, Camouflage, and Stealth.
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- This model is not a living model and never flees.
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- At the end of any activation in which this model spent 1 or more focus points, roll a d6. If the roll is equal to or less than the number of focus points spent, this model explodes and models within 3˝ of it suffer an unboostable POW 14 blast damage roll. Remove this model from play.
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- While engaging an enemy model, this model gains +2 ARM.
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- This model can make melee and ranged attacks during the same combat action. When this model makes its initial attacks, it can make both its initial ranged and melee attacks.
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- When attacking with this weapon, add and additional die to its damage rolls.
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- This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
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- If a model in this model's battlegroup in its control area is hit by an enemy magic attack, immediately after the attack is resolved one model in this model's battlegroup in its control area can make a full advance and make one normal attack.
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\ No newline at end of file
diff --git a/backups/Khador_Reckoning(2015) 221217105858915.cat b/backups/Khador_Reckoning(2015) 221217105858915.cat
deleted file mode 100644
index ec17b0a..0000000
--- a/backups/Khador_Reckoning(2015) 221217105858915.cat
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- This model can remove friendly Risen in its command range from play to make an additional attack or to boost and attack or damage roll for each Risen model removed. When this model suffers damage, it can remove friendly non-damaged Risen models in its command range from play to heal 1 damage point for each Risen model removed.
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- * Craft Thrall Rune (* Action) - Choose a Risen Grunt in this unit in formation and replace it with a Thrall Warrior solo. Remove the Risen Grunt model from play.
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-* Disbinding (* Action) - Enemy upkeep spells on this model and/or its unit immediately expire.
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-* Dominate Undead (* Attack) - Dominate Undead is a RNG 10 magic attack. Take control of target enemy non-warcaster, non-warlock undead model hit. You can immediately make a full advance with the undead model followed by a nomral melee attack, then Dominate Undead expires. The undead model cannot be targeted by free strikes during this movement.
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- 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.
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- This model does not begin the game in play.
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- This attachment can be added to a Small- or Medium-Based Mercenary unit.
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- This model is a Greylord model.
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- - Disbinding (* Action) - Enemy upkeep spells on this model and/or its unit immediately expire.
-- Frostbite (* Attack) - Frostbite is a RNG SP 8 magic attack. Models hit suffer a POW 12 cold damage roll.
-- Zephyr (* Action) - Models in this unit that are in formation can immediately advance up to 3". They cannot be targeted by free strikes during this movement.
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- This model is a Ranking Officer. While this model is in play, models in its unit are Khador models instead of Mercenary models.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- - 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.
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-- Hellfire (* Attack) - Hellfire is a RNG 10, POW 14 magic attack. A model/unit hit by Hellfire must pass a command check or flee.
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- Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability.
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- This weapon is a magical weapon (p. 68).
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- If the attack misses, nothing happens. If it hits, center a 3" AOE gas effect on the model hit. The AOE remains in play for one round. While in the AOE, living models suffer -2 DEF and -2 to attack rolls.
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- This attachment can be added to an Assault Kommando unit.
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- When this model is disabled, center a 5" AOE on it, then remove this model from play. Models in the AOE suffer the Fire continuous effect.
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- This attachment can be added to a Battle Mechanik 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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- This model can make this special action only when B2B with a friendly Faction warjack. When this model makes an Assist Repair special action, choose another model in this unit with the Repair ability also B2B with that warjack. The chosen model gains a cumulative +1 to its Repair skill on its next Repair skill check to repair that warjack this activation. If it passes the Repair check, remove 1 additional damage point from the warjack for each model that used Assist Repair on the chosen model.
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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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- While in Sorscha's control area, Beast can reroll failed slam power attack and charge attack rolls. Attack rolls can be rerolled only once as a result of this affinity.
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- When this model suffers damage from an enemy except while it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model.
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- During its activation, this model can spend 1 focus point to use Murderous. That acdtivation, this model gains an additional die on melee attack rolls against living enemy warrior models.
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- This model has a Sub-Cortex system that controls the operation of its bombards. The S boxes of this warjack's damage grid represent its Sub-Cortex can be allocated up to 3 focus points in addition to normal focus allocations to this model. Focus points allocated to the Sub-Cortex can be used only to boost ranged attack and ranged damage rolls. Focus points allocated to this model's primary Cortex cannot be used to boost ranged attack or ranged damage rolls. If the Sub-Cortex is crippled, this model cannot make ranged attacks. Cortex damage effects do not affect the Sub-Cortex. This model can make melee and ranged attacks in the same activation. This model can make ranged attacks even while in melee, but it cannot target a model engaging this model. This model suffers -2 to ranged attack rolls while engaged and during activations it charges, slam power attacks, or trample power attacks. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make one head-butt power attack against that model.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make one head-butt power attack against that model.
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- This model can run or charge without spending focus or being forced.
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- At the end of any activation in which this model spent 1 or more focus points, roll a d6. If the roll is equal to or less than the number of focus points spent, this model explodes and models within 3" of it suffer an unboostable POW 14 blast damage roll. Remove this model from play.
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- While in Harkevich's control area, this model gains boosted ranged attack rolls.
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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 attack against another model in its melee range
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- This model and friendly Privateer models in its command range cannot be knocked down.
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- 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.
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- This model gains a cumulative +1 STR and ARM for each living enemy model it destroys with a melee attack during its activation. This bonus lasts for one round.
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- 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.
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- While in Damioano's control area, friendly Faction models gain +3 STR and ARM and can only move or be moved during your turn.
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- 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.
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-- 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".)
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-- Money Shot - Affected models gain +2 to ranged attack and damage rolls for one turn.
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- Instead of attacking with this weapon during this model's activation, if it is not currently crippled you can place two 3" AOEs anywhere completely within this weapon's RNG, centered on points in this model's LOS, ignoring intervening models. The AOEs must be placed within 1" of each other. A model entering or ending its activation in one or more of the AOEs suffers an unboostable POW 6 blast damage roll. The AOEs remain in play for one round. If this model is destroyed or removed from play, immediately remove the AOEs from play.
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- When this model makes an initial attack with this weapon, after the initial attack has been resolved it can immediately make one additional attack against the target of the initial attack. This additional attack ignores this weapon's ROF.
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- Instead of attacking with this weapon during this model's activation, if it is not currently crippled you can place two 3" AOEs anywhere completely within this weapon's RNG, centered on points in this model's LOS, ignoring intervening models. The AOEs must be placed within 1" of each other. A model entering or ending its activation in one or more of the AOEs suffers an unboostable POW 6 blast damage roll. The AOEs remain in play for one round. If this model is destroyed or removed from play, immediately remove the AOEs from play.
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- When this model makes an initial attack with this weapon, after the initial attack has been resolved it can immediately make one additional attack against the target of the initial attack. This additional attack ignores this weapon's ROF.
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- While one of its arm systems is crippled, this model's base ARM is 21; while both its arm systems are crippled, its base ARM is 17.If this model makes an attack other than a head-butt, slam, or trample power attack, its base ARM is 17 until the start of its next activation. This model's arms cannot be locked.
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- While one of its arm systems is crippled, this model's base ARM is 21; while both its arm systems are crippled, its base ARM is 17. If this model makes an attack other than a head-butt, slam, or trample power attack, its base ARM is 17 until the start of its next activation. This model's arms cannot be locked.
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- Models B2B with this model suffer a POW 18 blast damage roll. Other models within 3" of this model suffer a POW 9 blast damage roll. When this model charges, instead of making a charge attack it can make a Rain of Death attack. A Rain of Death attack does not need a target. After a Rain of Death attack, this model can make additional melee attacks.
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- 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.
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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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- 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.
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- Choose a friendly Faction warrior model B2B with this model. That model heals d6 damage points.
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- This attachment can be added to a Doom Reavers unit.
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- While this model is in play, models in its unit do not have to make Berserk attacks.
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- While this model is in play, models in its unit gain Tough.
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- - Frostbite (* Attack) - Frostbite is a RNG SP 8 magic attack. Models hit suffer a POW 12 cold damage roll.
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- If this model hits the same target with both its initial attacks with this weapon, after resolving the attacks it can immediately make one melee attack with this weapon against each model in its LOS that is in this weapon's melee range.
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- On a critical hit, warjack head and arm systems that suffer damage from this attack are crippled.
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- If this model hits the same target with both its initial attacks with this weapon, after resolving the attacks it can immediately make one melee attack with this weapon against each model in its LOS that is in this weapon's melee range.
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- On a critical hit, warjack head and arm systems that suffer damage from this attack are crippled.
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- This model can run or charge without spending focus or being forced.
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- While Drago is in Vladimir's control area, you can choose to not to make Unstable rolls for it. When Drago is in Vladimir's control area and makes an attack, gain an additional die on attack and damage rolls. Discard the lowest die of each roll.
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- During its activation, this model can spend 1 focus point to use Run Riot. This activation, after resolving an attack in which this model destroyed one or more enemey models with a normal melee attack, if there are no enemy models within its melee range it can advance up to 1".
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- At the end of any activation in which this model spent 1 or more focus points, roll a d6. If the roll is equal to or less than the number of focus points spent, this model explodes and models within 3" of it suffer an unboostable POW 14 blast damage roll. Remove this model from play.
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- 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.
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- 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.
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- 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.
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- 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.
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- While in Madhammer's control area, friendly Faction models gain an additional die on blast damage rolls and AOE ranged attack rolls this turn.
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- When this model would suffer blast damage, it gains 1 focus point instead of suffering the damage. It cannot gain focus points beyond its FOCUS as a result of Blast Armor.
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- While within 5" of this model, non-myrmidon warjacks cannot channel spells or be allocated focus.
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- When this model hits another model with an attack, upkeep spells and animi on the model hit expire and it loses the focus points on it. When this model hits a warjack with and attack, that warjack suffers Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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- When an enemy model misses this model with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. This model is the point of origin for all these attacks.
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- Eahc time this model makes a normal ranged attack, choose one of the following abilities:
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-- Death Bolt - Instead of rolling damage, a model hit suffers 3 damage points. When damaging a warjack or warbeast, choose which column or branch suffers the damage.
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-- Disruptor Bolt - A model h it loses all focus points. A model hit with Focus Manipulation special rule does not replenish focus points next turn. A warjack hit suffers Disruption for one round. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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-- Phantom Seeker - This model ignores LOS when making ranged attacks. This model ignores concealment and cover when resolving ranged attacks.
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- When this model ends its normal movement within 5" of a friendly non-myrmidon warjack, its activation ends immediately.
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- While in this model's command range, friendly Doom Reaver models gain Silence.
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- This model does not have to make Berserk attacks.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- For one round, enemy models roll one less die when making attack and damage rolls while in Fiona's control area.
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- 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.
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- Wh8en an enemy model misses this model with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. This model is the point of origin for all these attacks.
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- Friendly Sea Dogs models/units in this model's command range never flee and immediately rally.
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- While in this model's command range, friendly Sea Dog models gain an additional damage die on Hand Weapon attacks against warrior models.
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- Damage to enemy models without Immunity: Cold currently in Sorscha's control area that exceeds ARM is doubled this turn.
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- RNG CMD. Target Friendly Winter Guard unit. If the Winter Guard unit is in range, it gains +2" movement during its activation this turn.
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- Friendly Winter Guard models gain Combined Arms. (When a model with Combined Arms misses an attack roll when making a combined ranged attack, it can reroll that attack roll. Each attack roll can be rerolled only once as a result of Combined Arms.)
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- One non-character warjack in Sorscha's battlegroup begins the game bonded to her.The warjack gains Immunity: Cold. When an enemy model ends its activation within 2" of the bonded warjack, the enemy model becomes stationary for one round unless that model has Immunity: Cold.
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- 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.
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- This model ignores gas effect. When determining LOS or resolving attacks, this model ignores cloud effects.
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- Each time this model makes a norma lranged attack, choose one of the following abilities:
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-- Acid Bomb - Models in the AOE are hit and suffer a POW 12 corrosion damage roll and teh Corrosion contuous effect.
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-- Black Oil - This attack causes no damage. Instead, models in the AOE are hit and suffer Blind for one round. (A blind model cannot make ranged or magic attacks, suffer -4 MAT and DEF, cannot run or charge, and must forfeit either its movement or action during its next activation.)
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-- Rust - This attack causes no damage. Instead warjacks in the AOE are hit and suffer -2 ARM for one turn.
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- 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.
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- This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation it makes a Both Barrels attack.
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- 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.
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- While this model is in play, models in this unit gain Relentless Charge. (Models with Relentless Charge gain Pathfinder during activations they charge.)
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- While this model is in play, models in its unit gain Steady. (Models with Steady cannot be knocked down.)
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- While this model is in play, models in this unit gain Circular Vision. (Front arc of a model with Circular Vision extends to 360 degrees.)
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- 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.
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-- 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.
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-- Call to Action - Knocked down models in th is unit in formation immediately stand up.
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-- 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.
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-◦ Frostbite (★ Attack) — Frostbite is a RNG SP 8 magic attack. Models hit suffer a POW 12 cold damage roll.
-◦ Winter's Wind (★ Action) — RNG 5. Target friendly Faction model with Immunity: Cold. When an enemy model without Immunity: Cold ends its activation within 2" of the target model, the enemy model becomes stationary for one round. Winter's Wind lasts for one round.
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- This model always has concealment.
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-◦ Blizzard (★ Action) - RNG 5. Target friendly Faction model. If the model is in range, center a 3" AOE cloud effect on it. The AOE remains centered on the model for one round. If the target model is destroyed or removed from play, remove the AOE from play.
-◦ Frostbite (★ Attack) - Frostbite is a RNG SP 8 magic attack. Models hit suffer a POW 12 cold damage roll.
-◦ Ice Cage (★ Attack) - Ice Cage is a RNG 10 magic attack. A model hit suffers a cumulative -2 DEF for one turn unless it has mmunity: Cold. When a model without Immunity: Cold is hit with three or more Ice Cage attacks the same turn, it becomes stationary for one round.
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- The AOE is rough terrain and remains in play for one round.
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- The AOE is rough terrain and remains in play for one round.
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- When declaring and resolving attacks with this weapon, this model's front arc extends to 360 degrees.
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- When a model is hit by an attack with this weapon, it is knocked down.
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- This model can charge and make charge attacks with this weapon. During a combat action it did not make a charge attack, this model can make one melee attack with this weapon.
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- This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- After an enemy model casts a spell within 10" of this model, this model may immediately make a normal ranged attack targeting that model.
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- 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.
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- This model and firendly Iron Fang models in its command range cannot be knocked down.
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- TNG 5. Target friendly Faction unit. If the unit is in range, when it receives the Shield Wall order, the models in the unit gain +2" movement that activation. Shield March lasts for one turn.
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- Once per game during its unit's activation, this model can use Defensive Formation. Immediately after models in this unit complete their actions this
-turn, models in this unit other than this one can make a full advance, any previous orders this unit was issued expire, and this unit is affected by the Shield Wall order.
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- Models in this unit gain Relentless Charge. (Models with Relentless Charge gain Pathfinder during activations they charge.)
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- This attachment can be added to an Iron Fang Pikemen unit.
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- 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.
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- Models in this unit gain Precision Strike. (When a model with Precision Strike damages a warjack or warbeast with a melee attack, choose which column or branch suffers the damage.)
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- While this model is in play, models in its unit gain Fearless.
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- This attachment can be added to an Iron Fang Pikemen unit.
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- Models in Karchev's battlegroup currently in his control area gain Pathfinder and can charge or make power attacks without spending focus. At the start of their activations, affected models can turn to face any direction before their normal movement. Total War lasts for one turn.
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- At the start of this model's activation, it gains either +2" movement and Pathfinder for one turn or 1 focus point.
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- Karchev is a living model, but he is neither a warjack nor a warrior model. He has a damage grid and suffers damage like a warjack. Karchev can make slam, trample, throw, headlock/weapon lock, and push power attacks without spending focus. Karchev cannot make throws or headlock/weapon locks while his Open Fist is crippled. Effects modifying the amount of damage to or the manner in which damage is applied to a warjack also apply to him. The B boxes of Karchev's damage grid represent his Body system. When Karchev spends focus points to heal damage, he can heal damage only to his Body system. If another models heals Karchev through a means other than repair, damage can be removed only from his Body system. While his BOdy system is crippled, he cannot allocate focus. Karchev is affected by deep water like a warrior model. Apply damage he suffers from deep water only to his system.
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- This unit can be added to a Kayazy Assassins unit.
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- Models in this unit gain +2 DEF against melee attack rolls.
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- Once per game during its unit's activation, this model can use Kill Stroke. This activation, models in this unit currently in formation can advance through other models if they have enough movement to move completely past them, ignore intevening models when declaring a charge, and cannot be targeted by free strikes
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- This model can run without spending focus.
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- Center a 3" AOE cloud effect on this model. Living models currently in the AOE are hit and suffer a POW 12 damage roll. The AOE remains in play for one round. A vent Steam attack does not need a target. After a Vent Steam attack, this model can make additional melee attacks.
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- When a warjack is hit by this weapon it becomes stationary for one rund.
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- Enemy models beginning their activations in Zerkova's control area lose their initial ranged attacks and cannot run, charge, make special attacks, give or receive orders, or make special actions. Howling Wind lasts for one round.
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- When this model casts a spell, you can choose one of the following abilities. Each ability can be used once per activation and expires after the spell is cast.
-- Focus Sphere - Reduce the COST of the spell by 1.
-- Ghost Stone - This model's front arc extends to 360 degrees, it ignores LOS when targeting models in its control area, and it ignores Stealth.
-- Lens of Tarvodh - The spell gains +3 RNG.
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- When a model targets this model with an offensive spell, the spell suffers -3 RNG. If a model directly hits this model with an offensive spell, after the attack is resolved the attacking model suffers d6 damage points.
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- Friendly Greylord Ternion units gain Battle Wizard.
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- - Frostbite (* Attack) - Frostbite is a RNG SP 8 magic attack. Models hit suffer a POW 12 cold damage roll.
-- Ice Cage (* Attack) - Ice Cage is a RNG 10 magic attack. A model hit suffers a cumulative -2 DEF for one turn unless it has Immunity: Cold. When a model without Immunity: Cold is hit with three or more Ice Cage attacks the same turn, it becomes stationary for one round.
-- Power Booster (* Action) - RNG 5. Target friendly Faction warjack. If the target warjack is in range and has no focus points, it gains 1 focus point. If the warjack is Disrupted, it is no longer Disrupted.
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- While in Irusk's control area, friendly Faction warrior models/units gain Fearless, Tough, and +2 to melee and ranged attack rolls and cannot be knocked down. When a friendly Faction warrior models makes a Tough roll of 4, 5, or 6 while in Irusk's control area, that model heals 1 damage point. Undying Loyalty lasts for one round.
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- While in Harkevich's control area, models in his battlegroup gain +3 ARM. Models in Harkevich battlegroup beginning their activaiton within his control area can charge or slam power attack wthout spending focus. If a model in Harkevich's battlegroup in his control area declares a charge or slam against an enemy model, it can make a normal ranged attack before advancing. Attacks gained from Hour of the Wolf do not count against a weapon’s ROF. Hour of the Wolf lasts for one round.
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- Models in this model's battlegroup gain Pathfinder.
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- Zoktavir gains one rage token each time an enemy model is destroyed in his control area. After all friendly models have completed their activations, no more tokens can be gained and Zoktavir can give up to three rage tokens to any friendly non-warcaster Faction model in his control area. Then remove any rage tokens remaining on Zoktavir. A model can spend one rage token once to make a full advance followed by one normal melee attack. Rage tokens can also be spent to make normal melee attacks or to boost melee attacks or melee damage rolls at one token per attack or boost. Remove unspent rage tokens from play at the end of the turn.
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- For each round, Zoktavir's base FOCUS is d6+1, rolled at the beginning of the game and at the beginning of each of your Control Phases before this model replenishes its focus. If he destroyed three or more enemy models with melee attacks since the beginning of your previous turn, do not roll to determine his base FOCUS; it is automatically 7. Zoktavir's control area is always 12".
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- Warjacks in this model's battlegroup beginning their activations in its control area can charge or make power attacks without spending focus. When this model destroys one or more enemy models during its activation, warjacks in its battlegroup beginning their activations in its control area gain +2 SPD and MAT for one turn.
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- When this model makes a normal melee attack during its activation, it makes one melee attack against each model in its LOS and melee range. If there are no enemy models in this model's melee range after resolving a normal melee attack in which it destroyed one or more, it can advance up to 1".
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- Enemy models without Immunity: Cold currently in Sorscha's control area and LOS become stationary for one round.
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- Friendly Faction models that charge or slam power attack an enemy model while that model is in Strakhov's control area gain +4" movement and Pathfinder. Warjacks in Strakhov's battlegroup can charge and slam power attack an enemy model while the enemy model is in Strakhov's control area without spending focus. Iron Fist lasts for one round.
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- Friendly Assault Kommando models gain Pathfinder.
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- While this model is in play, models in this unit gain Relentless Charge. (Models with Relentless gain Pathfinder during activations they charge.)
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- Zoktavir gains up to 6 focus points. He cannot have more focus points than his current FOCUS as a result of Red Haze. Enemy models/units in Zoktavir's melee range automatically fail command checks for one round.
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- While this model is in play, models in its unit gain Vengeance. (During your Maintenance Phase, if one or more models in a unit with Vengeance were destroyed or removed from play by enemy attacks during your opponent's last turn, each model in the unit can advance 3" and make one normal melee attack.)
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- This unit is made up of Zoktavir and two War Argus.
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- During this model's activation, it can make one of the following speeches. When it does, choose a friendly Winter Guard Unit. The speech affects this model and will affect the unit if it is in this model's command range at the time this model made the speech.
-- Bear's Strength - Affected models gain +3 STR one turn.
-- Courage of Forefathers - Affected models gain Fearless and Tough for one round.
-- For the Motherland - Affected models' attack rolls are boosted this turn.
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- When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal Winter Guard model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects.
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- - 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.
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-- 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.
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-- 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.
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- 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.
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- This model gains +1 CMD for each of its unmarked coin boxes.
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- 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.
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-- Money Shot - Affected models gain +2 to ranged attack and damage rolls for one turn.
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-- 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.
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-- Walk It Off - Affecte models gain Tough for one round.
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- At the start of its activation, this model can spend 1 focus point to use Jury-
-Rigged. This model gains +2 SPD this activation. At the end of this activation, it suffers 1 damage point to its first available Movement system box. This model cannot use Jury-Rigged if its Movement system is crippled. Jury-Rigged can be used only once per activation.
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- 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.
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- Choose two table edges. Enemy models beginning an advance in Magnus' control area cannot advance toward those table edges for one round.
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- One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
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- Make a melee attack with this weapon. Gain an additional die on the damage roll.
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- 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 attack rolls for the warjack's initial attacks are boosted during that activation. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
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- If this model is included in an army, you can include one additional Man-O-War Shocktrooper ro Man-O-War Demolition Corps unit over that unit's FA.
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- This model can make slam power attacks.
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- If this model attack with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
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- 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.
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- If this model is included in an army, you can include one additional Sea Dog Deck Gun Crew unit over that unit's FA.
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- This model cannot be hit by AOE attacks. If it would be h it by an AOE attack, it is instead knocked down. While this model is knocked down, ranged attacks targeting it automatically miss.
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- Each friendly Faction model currently in Zerkova’s control area can immediately cast one spell without spending focus, performing a special action, or performing a special attack.
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- Friendly Greylord models/units in this model’s command range never flee and immediately rally.
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- For each Greylord unit in the army, one warjack gains Advanced Move. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
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- Warjacks: Khador non-character warjacks
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-Units: Doom Reaver units, Greylord units, Winter Guard units
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-Solos: Doom Reaver solos, Greylord solos
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- You gain +1 on your starting roll for the game.
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- This unit is made of up Zerkova and 2 Reaver Guards.
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- 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.
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- This model can make slam power attacks.
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- Target this model or Scrapjack. The affected model gains +2 to melee attack rolls. When it destroys an enemy warrior model with a melee attack during its activation, after the attack is resolved the affected model can advance up to 1" and make an additional melee attack.
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- Unseen Path can be cast only while Scrapjack is in this model's control area. When Unseen Path is cast, immediately place this model within 2" of Scrapjack or place Scrapjack within 2" of this model. A model cannot advance this turn after being placed by Unseen Path.
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- While in the Old Witch's control area, enemy models cannot run, charge, or make special attacks. Enemy models that advance and end their movement in the Old Witch's control area immediately suffer an unboostable POW 14 damage roll. Field of Talons lasts for one round.
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- This model and warjacks in its battlegroup ignore cloud effects and forests when determining LOS.
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- This model gains one soul token for each living enemy model destroyed within 2" of it. When this model replenishes its focus during your next Control Phase, replace each soul token on it with 1 focus point.
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- During your Control Phase, this model can upkeep one spell without spending focus or fury.
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- This model is included in any army that includes the Old Witch. If the Old Witch is destroyed or removed from play, remove this model from play. This model is part of the Old Witch's battlegroup.
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- This model is bonded to the Old Witch. When the Old Witch is damaged by an enemy attack, this model gains +2 SPD and +2 to attack and damage rolls for one round.
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- 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.
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- - 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.
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-- Null Magic (* Action) - For one round, models cannot cast spells while within 12" of this model.
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-- Stealth (* Action) - This model gains Stealth for one round.
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- While in the Butcher's control area, friendly Faction models gain an additional die on attack damage rolls this turn.
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- 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.
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- When a living enemy warrior model in the melee 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.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- - 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.
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-- 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.)
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- 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.
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- 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.
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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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- While this model is B2B with a friendly warcaster, this model can use one of the following special abilities:
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-- Lucky Charm (* Action) - During his activation this turn, the warcaster can gain an additional die on an attack or damage roll. Discard the lowest die.
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-- Reload (* Action) - During his activation this turn, the warcaster can make one additional ranged attack ignoring ROF.
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-- Spyglass (* Action) - Measure the distance betwen two models within the warcaster's LOS.
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- While in Zoktavir’s control area, Ruin gains Boundless Charge. (During its activation, a model with Boundless Charge can charge without spending focus or being forced and gains +2˝ movement and Pathfinder when it charges.)
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- This model can be included in Zoktavir’s theme forces. It can also be bonded to Zoktavir.
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- When a model targets this model with an offensive spell, the spell suffers –3 RNG.
-If a model directly hits this model with an offensive spell, after the attack is resolved the attacking model suffers d6 damage points.
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- This model gains one soul token when a living enemy model is destroyed within 2˝ of it. 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.
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- This attachment can be added to a Sea Dog Crew unit.
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- Living enemy models suffer -2 to melee attack rolls while in melee with this model.
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- 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.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- Instead of making an attack with this weapon, you can place a 3" AOE anywhere completely within 10" of this model, with a center point in this model's LOS, ignoring intervening models. While a model is within AOE, it loses Camoflagoue and Stealth and models can ignore cloud effects when determining LOS to it. The AOE remains in play for one turn.
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- When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
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- Friendly Faction models currently in Irusk's control area ignore cloud effects and forests when determining LOS and gain Pathfinder. Affected models currently knocked down immediately stand up. Enemy models/units beginning their activations in Irusk's control area suffer -2 SPD and cannot give or receive orders. Desperate Ground lasts for one round.
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- While in this model's command range, friendly living non-warcaster Faction warrior models gain Tough.
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- One non-character warjack in Irusk's battlegroup begins the game bonded to him. The warjack gains +2 DEF and cannot be knocked down.
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- 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.
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- - 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.)
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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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- RNG 5. Target friendly Mercenary Rhulic warjack. If the warjack is in range, its attack or damage rolls are boosted this turn.
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- Place a 3" AOE cloud effect in play. Its center point must be within 1" of this model. This AOE remains in play for one round.
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- This model can be included in Strakhov's theme forces. It can also be bonded to Strakhov.
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- Center a 4" AOE on a model directly hit by this attack. Models in the AOE are h it and suffer a POW 10 blast damage roll. This damage is not considered to have been caused by a melee attack. On a critical hit, models in the AOE are knocked down. This model is not affected by the Warhead.
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- Friendly Iron Fang Uhlan units gain Practiced Maneuvers. (A model with Practiced Maneuver can ignore other models in its unit when determining LOS and can advance through other models in its unit if it has enough movement to move completely past them.)
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- Friendly Iron Fang Uhlan models/units in this model's command range never flee and immediately rally.
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- Attacks made with this weapon cannot target any model within 6" of it.
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- Each time this model makes a normal Siege Mortar attack, choose one of the following abilities:
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-Crater – The AOE is rough terrain and remains in play for one round.
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-Flare – Models hit by this attack suffer –2 DEF for one round.
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-Incendiary – This attack causes fire damage, and models hit suffer the Fire continuous effect.
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- While in Vladimir's control area, friendly Faction warjacks and cavalry models gain Side Step and Sprint. Charge of the Horse Lords lasts for one turn. (When a model with Side Step 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. A model with Side Step cannot be targeted by free strikes during this movement.) (At the end of its activation, if it destroyed one or more enemy models with melee attacks during its activation, a Model with Sprint can make a full advance.)
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- This model gains a cumulative +1 STR and ARM for each living enemy model it destroys with a melee attack during its activation. This bonus lasts for one round.
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- Gain an additional damage die on this weapon's damage rolls against undead models.
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- Choose d3 + 3 friendly Faction non-character warrior models currently in Vladimir's control area. Those models gain +2 SPD, STR, MAT, RAT, DEF, ARM, and CMD for one round.
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- When this model suffers 1 or more damage points from an enemy attack, it gains one blood token. During your next Control Phase, after this model replenishes its focus but before it allocates focus, replace each blood token with 1 focus point.
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- When Vladimir is first damaged, he gains +1 SPD, STR, DEF, and CMD for the rest of the game. If he is reduced to 10 or fewer unmarked damage boxes, this bonus increases to +2 for the rest of the game. If he is reduced to 5 or fewer, this bonus increases to +2 for the rest of the game. These benefits remain even if Vladimir heals. If a friendly model damages him with an attack, Vladimir loses Might of Kings for the rest of the game.
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- Once per activation, immediately after resolving an attack in which it destroyed a living enemy model with this weapon, this model can cast a spell with COST 3 or less without spending focus.
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- Vladimir gains +3 SPD, STR, MAT, and ARM for one round.
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- While in this model's control area, friendly Faction models gain an additional die on attack and damage rolls. Discard the lowest die in each roll. Signs & Portents lasts for one turn.
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- Warjacks in Vladimir's battlegroup beginning their activations in his control area double their base SPD and can run or charge without spending focus. Forced March lasts for one turn.
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- While this model is within 3" of its warcaster or warlock and is not knocked down or stationary, its warcaster or warlock 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.
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- Immediately after resolving a charge attack, this model can make a full advance toward its warcaster. This model cannot be targeted by free strikes during this movement.
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- While in this model's command range, friendly Widowmaker models gain Swift Hunter. (When a model with Swift Hunter destroys an enemy model with a normal ranged attack, immediately after the attack is resolved it can advance up to 2".)
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- Affected models make a full advance during their normal movement this activation and gain +2 DEF for one round.
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- Models in this unit gain Combined Melee Attack.
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- While this model is in formation, models in its unit can make a Grape Shot special attack. A Grape Shot special attack is a ranged attack with RNG SP 8, AOE -, and POW 10. When making a Grape Shot special attack, models cannot participate in combined ranged attacks.
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- This attachment can be added to a Winter Guard Infrantry unit.
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- When attacking with this weapon, this model cannot participate in a combined ranged attack.
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- This attachment can be added to a Winter Guard Infrantry unit.
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- Attacks made with this weapon cannot target any model within 8" of it.
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- This order can be issued only if two or more models with ranged weapons in this unit in formation are able to forfeit their actions. Each model in this unit in formation must forfeit its action. Other than the Standard Bearer, those models that do are participants. After all models in this unit have completed their normal
-movement, place an AOE completely within 14˝ of all participants, with its center point in LOS of all participants, ignoring intervening models. The size of the AOE is based on the number of participants. If there are 2-4, the AOE is 3". If there are 5-7, the AOE is 4". If there are 8 or more, the AOE is 5". When a model enters or ends its activation within the AOE, it suffers a POW 10 damage roll. Suppressing Fire lasts for one round or until all participants have been destroyed or removed from play.
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- Friendly Kossite Woodsmen and Manhunters gain Treewalker.
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- This model ignores forests when determining LOS. While in a forest, this model gains +2 DEF against melee attack rolls and can advance through obstructions and other models if it has enough movement to move completely past them.
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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 a damage roll resulting from a direct hit fails to exceed the ARM of the target enemy model/unit, the affected model hit suffers 1 damage point.
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- Place 1 fury point on each enemy warbeast currently in this model's control area. This spell can only be cast once per turn.
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- Target any model in this model's control area, ignoring LOS. When resolving Airburst, ignore cover, concealment, elevation, and Stealth. Models hit suffer a POW 8 blast damage roll.
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- Magical bolts of energy streak toward the target model.
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- Target friendly Faction model / unit gain Whiplash. (When an enemy model misses a model with Whiplash with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. the model with Whiplash is the point of origin for all these attacks.)
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- A warjack damaged by this attack becomes stationary for one round.
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- Place a 5" AOE anywhere completely in this model's control area. While in the AOE, friendly models gain Pathfinder and can advance through obstructions and other models if they have enough movement to move completely past them. Enemy models treat the AOE as rough terrain. Artifice of Deviation lasts for one round.
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- Target friendly faction warjack can charge or make slam or trample power attacks without spending focus. The warjacks gains +2" movment when it charges or makes a slam or trample power attack. Models slammed by the warjack are moved +2".
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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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- Enemy upkeep spells on target friendly model / unit expire. Affected models cannot be targeted by enemy spells or animi.
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- While in this model's control area, models in its battlegroup cannot be knocked down and gain +3 ARM but suffer -2 DEF. Batten Down the Hatches lasts for one round.
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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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- While in this model's control area, models in its battlegroupgain Counter Charge. (When an enemy model advances and ends its movement within 6" of a model with Counter Charge and its LOS, the model with Counter Charge can immediately charge it. If it does, it cannot make another counter charge until after your next turn. A model cannot make a coutner charge while engaged.)
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- Target friendly Faction warrior model/unit gains Fearless and gains an additional die on melee damage rolls for one round.
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- On a hit, you can immediately advance target enemy non-warcaster/non-warlock model up to 3". Affected models cannot be targeted by free strikes during this movement. A model can move only once per turn as a result of Befuddle.
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- Models hit lose Flight for one round.
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- Target enemy warrior model/unit cannot make ranged or magic attacks and suffers -2 DEF for one round.
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- Target friendly warrior model/unit gains an additional die on melee damage rolls but suffers -2 DEF.
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- When a model is hit by Blow the Man Down, it is knocked down. On a critical hit, instead of suffering a normal damage roll a non-incorporeal model is slammed d6" directly away from the spell's point of origin regardless of its base size. Collateral damage from this slam is POW 15.
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- Target friendly model/unit gains +3 DEF against ranged and magic attack rolls.
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- During its activation, target friendly model can charge without spending focus or being forced and gains +2" movement and Pathfinder when it charges. Boundless Charge lasts for one round.
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- Models in this model's battlegroup currently in its control area can immediately make one normal ranged attack. Attacks gained from Broadside do not count against a weapon's ROF. Broadside can be cast only once per turn.
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- Target frienldy model gains +2 DEF against ranged attack rolls and Dodge. (A model with Dodge can advance up to 2" immdeiately 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.)
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- Friendly models gain +2 to attack and damge rolls against target enemy model/unit.
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- Friendly Faction models gain +2 to melee attack rolls against enemy models in this model's control area. Carnage lasts for one round.
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- While in this model's control range, models in its battlegroup gain Future Sight. (A model with Future Sight can boost attack and damage rolls after rolling.)
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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 within 5" of target friendly model/unit, enemy models cannot make ranged attacks.
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- Friendly models/units beginning a charge in this model's control area gain +2" movement. Affected models can charge without spending focus points or being forced. Coup de Main lasts for one turn.
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- Target friendly Faction model/unit gains Pathfinder and Hunter. (A model with Hunter ignores forests, concealment, and cover when determining LOS or making a ranged attack.)
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- Friendly Faction models beginning a charge while in this model's control area this turn gain +2" movement.
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- This model immediately makes a full advance. It cannot be targeted b y free strikes during this movement. At the end of this movement, this model can make one melee attack against each model in its LOS that is in its melee range. Cyclone can be cast only once per turn.
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- This model immediately makes a full advance. It cannot be targeted by free strikes during this movement. At the end of this movement, this model can make one melee atack against each model in its LOS that is in its melee range. Cyclone can be cast only once per turn.
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- While in this model's control area, friendly Faction warrior models cannot be targeted by free strikes. This model and friendly Faction warrior models activating in its control area gain +1 SPD. Dash lasts for one round.
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- Target friendly model/unit gains an additional die on each model's first ranged attack roll this turn.
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- When Deadweight destroys an enemy living or undead model, choose an enemy model within 2" of the destroyed model. The chosen model must forfeit either its movement or its action during its next activation, as its controller chooses.
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- Target friendly unit gains +2 MAT and Vengeance. (During your
-Maintenance Phase, if one or more models in a unit with Vengeance
-were destroyed or removed from play by enemy attacks during your
-opponent’s last turn, each model in the unit can advance 3˝ and make one
-normal melee attack.)
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- When a friendly Faction model misses target enemy model / unit with an attack, it can reroll the attack roll. Each attack roll can be rerolled only once as a result of Death Sentence.
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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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- Target friendly Faction model/unit gains +2 DEF and ARM.
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- While in this model's control area, friendly Faction warrior models gain +2 ARM against ranged and magic attack damage rolls. Deflection 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 enemy warrior model/unit cannot make ranged attacks and suffers -2 DEF and MAT 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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- Friendly Faction models beginning their activations in this model's control area gain Pathfinder. Easy Rider lasts for one turn.
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- Immediately after this attack is resolved, this model can advance up to 2" for each enemy model destroyed by the attack.
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- Immediately after this attack is resolved, this model can advance up to 2" for each enemy model destroyed by the attack.
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- This model spends up to 3 focus points to cast Energizer. Models in its battlegroup that are currently in its control area can immediately advance up to 1˝ for each focus point spent. Energizer can be cast only once per turn.
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- Models hit sufer a POW 14 fire damage roll. The AOE is a cloud effect that remains in play for one round. Models entering or ending their activation in the AOE suffer an unboostable POW 14 fire damage roll.
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- Warbeasts in this model's battlegroup beginning their activations in its contgrol area gain +2 movement. This model gians +2 ARM while one or more warbeasts in its battlegroup are within 3" of it.
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- When target friendly model makes a normal attack with a non-spray ranged weapon, the weapon gains Magical Weapon. If the weapon was AOE - it becomes AOE 3. An affected model cannot participate in a combined ranged attack. Models in the AOE other than the model that was directly hit suffer blast damage but do not suffer any other effects of the attack. Explosivo expires immediately after resolving target model's next ranged attack. Explosivo lasts for one turn.
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- Target friendly warjack gains +2 ARM and does not suffer the effects of crippled systems.
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- Boost the attack and damage rolls of target friendly Faction model's first ranged attack each activation.
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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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- Models gain concealment while in this model's control area.
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- Target a model in this model's battlegroup in its control area. Enemy models currently within 2" o fthe target model are pushed 4" directly away from it in the order you choose.
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- Models damaged by Force Blow are knocked down.
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- Target friendly Faction model/unit can reroll its missed attack rolls. Each attack roll can be rerolled only once as a result of Fortune.
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- Target model/unit without Immunity: Cold becomes stationary for one round.
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- Frost Hammer causes Cold damage. On a critical hit, a model becomes Stationary for one round unless it has Immunity: Cold.
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- Warjacks in this model's battlegroup beginning their activations in its control area can run, charge, or make slam or trample power attacks without spending focus that activation. While in this model's control area, models in its battlegroup gain boosted melee attack rolls. Full Throttle lasts for one turn.
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- Target friendly model/unit gains +3 to melee damage rolls but suffers -1 DEF.
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- When an enemy model is hit by this attack, it can be pushed d6" directly toward Gallows' point of origin.
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- Target friendly model/unit gains Ghostly for one turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. An affected model cannot be targeted by free strikes.)
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- Target friendly Faction model gains +2 DEF and Poltergeist. (When an enemy model misses the model with Poltergeist with and attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from the model with Poltergeist.)
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- When a warjack is hit by Grind, it suffers 1 damage point to its first available Movement system box.
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- Center a 5" AOE on this model. Each other model in the AOE is hit and suffers a POW 13 damage roll. Each enemy model damaged by Ground Zero is pushed d6" directly away from this model in the order you choose.
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- While in this model's control area, models in its battlegroup gain boosted ranged attack rolls for one turn.
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- When an enemy attack destroys or removes from play one or more friendly Faction models within 5" of target warbeast in this model's battlegroup, after the attack is resolved the affected warbeast can charge an enemy model, then Hallowed Avenger expires.
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- Target friendly Faction model/unit gains an additional die on attack and damage rolls. Discard the low die in each roll.
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- Hoarfrost causes cold damage. On a critical hit, models in the AOE become stationary for one round unless they have Immunity: Cold.
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- Target model in this model's battlegroup gains boosted ranged attack damage rolls.
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- Target Enemy warrior model/unit without Immunity: Cold suffers -2 DEF and cannot run or make special attacks.
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- Enemy models within 5" of this model are pushed 5" directly toward it in the order you choose.
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- Target friendly Faction model/unit gains an additional die on attack and damage rolls. Discard the low die in each roll.
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- Take control of target enemy non-warcaster, non-warlock warrior model. The model immediately makes one normal melee attack, then Influence expires.
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- While in this model's control area, enemy models treat open terrain as rough terrain. Inhospitable Ground lasts for one round.
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- Target friendly Faction model / unit gains +2 ARM and Fearless.
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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 friendly warrior model/unit gains +3 DEF but suffers -1 SPD.
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- Target model in this model's battlegroup immediately makes one normal melee. attack.
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- Models in this model’s battlegroup that are currently in its control area stand up and are no longer stationary. Affected models can turn to face any direction. Models that were knocked down this turn are not affected by Jump Start.
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- Friendly FAction models beginning a charge in this model's control area gain Pathfinder. Warbeasts in th is model's battlegroup beginning their activations in this model's control area can charge or make slam power attacks against enemy models without being forced. Killing Ground lasts for one turn.
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- ◦ Disbinding (★ Action) - Enemy upkeep spells on this model and/or its unit immediately expire.
-◦ Frostbite (★ Attack) - Frostbite is a RNG SP 8 magic attack. Models hit suffer a POW 12 cold damage roll.
-◦ Zephyr (★ Action) - Models in this unit that are in formation can immediately advance up to 3". They cannot be targeted by free strikes during this movement.
-
-
-
- This model is a Ranking Officer. While this model is in play, models in its unit are Khador models instead of Mercenary models.
-
-
-
- This attachment can be added to a Small- or Medium-Based Mercenary unit.
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- A model damaged by Lock the Target cannot run, charge, or be placed for one round.
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- This model spends up to 3 focus points to cast Locomotion. Target warjack in this model's battlegroup immediately advances up to 1" for each focus point spent. A warjack can be targeted by Locomotion only once per turn.
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- Place a 5" AOE completely in this model's control area. While a model is within the AOE, models in this model's battlegroupignore forests and cloud effects when drawing LOS to it and ignore Stealth when attacking it.
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- If the target friendly Faction model's next normal ranged attack directly hits, after resolving the attack choose a model within 4" of the model hit. The chosen model sufers an unboostable POW 12 magic damage roll. The point of origin for this damage is the model hit. After resolving this damage roll, Magic Bullet expires. Magic Bullet lasts for one turn.
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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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- Target enemy model/unit suffers -2 DEF and loses Incorporeal and Stealth and cannot gain those abilities while affected by Marked for Death. Friendly Faction models can target an affected model regardless of LOS.
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- This model gains an additional die on melee attack rolls and cannot be targeted by free strikes.
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- Target friendly Faction model / unit gains Apparition. During your Control Phase, place models with Apparition anywhere completely within 2" of their current locations. If Mirage affects a unit, only model in formation can be placed.
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- Models in this model's battlegroup currently in its control area gain +2 SPD and Pathfinder for one turn.
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- Target warjack suffers 1 point of fire damage to each column on its damage grid.
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- Target enemy model/unit suffers -2 DEF and ARM and cannot be healed. Mortality lasts for one round.
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- While in this model's control area, friendly models gain Knockdown on their melee weapons. Mosh Put lasts for one turn. (When a model is hit with an attack by a weapon with Knockdown, it is knocked down.)
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- While in this model's control range, models in its battlegroup gain Gun-and-Run. (At the end of its activation, if a model with Gun-and-Run destroyed one or more enemy models with ranged attacks this activation it can make a full advance.)
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- Place a 5" AOE cloud effect anywhere completely in this model's control area. Any model that is not part of this model's battlegroup that enters or ends its activation in the AOE suffers an unboostable POW 8 damage roll.
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- An enemy warbeast damaged by Muzzle cannot advance toward this model for one round.
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- Target friendly model/unit ignores intervening models when making attacks. The weapons of affected models gain Magical Weapon.
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- The force of this attack blasts apart the earth itself.
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- While in this model’s control area, friendly Faction models gain an additional die on their magic attack rolls this turn.
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- Target friendly model/unit gains Stealth.
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- Friendly Faction models beginning a charge in this model's control area gain Pathfinder.
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- When target model in this model's battlegroup destroys one or more enemy models with an attack, immediately after the atack is resolved one model in this model's battlegroup that is in its control area can make a full advance, then Overrun expires. Overrun can be cast only once per turn and lasts for one turn.
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- When target friendly model/unit is targeted by a ranged attack, the attack suffers -5 RNG.
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- Target model in this model's battlegroup ignores LOS when making charges, slams and attacks. That model ignores conceleament and cover when resolving attacks.
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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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- On a critical hit, models hit lose their initial attacks and cannot make special attacks for one round.
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- Choose a friendly Faction warbeast in this model's control area. Target an enemy model within 8" of the chosen warbeast and make a magice attack against it. The chosen warbeast is the attack's point of origin. If the enemy model is hit, it suffers a damage roll with a POW equal to the warbeast's base STR.
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- Target friendly warrior model/unit gains +2 to melee attack and melee damage rolls but suffers -2 ARM. If an affected model is disabled by an enemy attack, center a 3" AOE on it and remove that model from play. Models in the AOE are hit and suffer an unboostable POW 14 blast damage roll.
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- When an enemy model casts a spells or use an animus while in this model's control area, the enemy model suffers 1 damage point and this models heals 1 damage point.
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- Continuous effects, animi, and upkeep spells in this model's control area immediately expires.
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- If target enemy model/unit advances during its normal movement, immediately after ending this movement one model in this model’s battlegroup that is in its control area can make a full advance.
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- Target friendly model/unit gains +2 SPD and +2 DEF against ranged and magic attack rolls.
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- Take control of target enemy non-character warbeast. You can make one full advance with the warbeast and can then make one normal attack with it, then Rampager expires. While the warbeast is affected by Rampager, it cannot be forced and you cannot use its animus. Rampager can be cast only once per round.
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- Target model in this model's battlegroup gains Berserk for one turn. While affected by Ravager, a model cannot make Chain Attacks. (When a model with Berserk destroys one or more models with a melee attacks during its combat action, immediately after the attacks is resolved it must make one additional melee attack against another model in its melee range.)
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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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- A blade of wind slices through the target model.
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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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- Target warjack in this model's battlegroup gains +2 STR and SPD and can run, charge, or make power attack slams or tramples without spending focus. When it ends its activation, it suffers D3 damage points.
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- When target friendly Faction model hits an enemy model with an attack during its activation, immediately after its combat action ends the affected can make a full advance. It cannot be targeted by free strikes during this movement.
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- When target friendly Faction model is targeted by an enemy ranged attack, after the attack is resolved the affected model can make one normal melee or ranged attack, then Return Fire expires. Return Fire lasts for one round.
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- The AOE is rough terrain and remains in play for one round.
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- Place a wall template anywhere completely in this model's control area where it does not touch a model's base, an obstruction, or an obstacle. The wall is a linear obstacle that provides cover.
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- When an enemy attack disables a living model in the target friendly unit, you can choose a non-disabled living model in the unit to be destroyed. If another model is destroyed as a result of Roth's Mercy, the originally disabled model heals 1 damage point.
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- Remove one friendly living Faction model in this model’s control area from play to allocate 1 focus point to each warjack in this model’s battlegroup that is currently in its control area. Sacrificial Lamb can be cast only once per turn.
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- When an enemy model advances and ends its movement in the LOS of a target friendly Faction model, the affected model can immediately make one normal ranged attack, then Sentry expires.
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- When target friendly Faction model/unit directly hits and boxes an enemy model with a ranged or melee attack, center a 3" AOE on the boxed model, then remove that model from play. Models in the AOE are hit and suffer an unboostable POW 8 damage roll.
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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 this model's control area and B2B with one or more models in this model's battlegroup, models in this model's battlegroup cannot be knocked down and gain +1 DEF for each other model in the battlegroup with which they are B2B.
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- Target friendly model/unit's melee weapons gain Grievous Wounds. (When a model is hit by a weapon with Grievous Wounds, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.)
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- Target frienldy model's/unit's ranged weapons gain +4 RNG.
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- Target friendly Faction model/unit gains concealment and Immunity: Cold.
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- While in this model's control area, friendly models cannot be knocked down and do not suffer blast damage.
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- Remove up to 1 fury point from each frienldy living Faction warbeast currently in this model's control area. Soothing Song can only be cast once per turn.
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- When a living non-soulless model is boxed by Soulfire, this model gains 1 focus point and the boxed model is removed from play.
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- While within this model's control area, friendly Faction model/unit' weapons gain Magical Weapon and Blessed. Spellpiercer lasts for one round. (When making an attack with a weapon with Blessed, ignore spell effects that add to a model's ARM or DEF.)
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- While in this model's control area enemy models gaion an additional die on attack rolls. Discard the highest die of each roll. Star-Crossed lasts for one round.
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- Target friendly warrior model gains +2 STR, MAT, and ARM and cannot be targeted by combined ranged attacks or combined melee attacks.
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- A model damaged by Stranglehold forfeits either its movement or its action during its next activation, as its controller chooses.
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- Target model in this model's battlegroup gains +4 STR.
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- An enemy warbesat damaged by Sunder Spirit loses its animus for one round.
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- Target friendly Faction warjack gains +2 SPD, MAT, and DEF and cannot be knocked down.
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- Target friendly Faction model gains +2 DEF and cannot be knocked down. While within 3" of the affected model, friendly Faction models also gain +2 DEF and cannot be knocked down.
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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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- This model can channel spells through target friendly model as if it were a model in this model's battlegroup with Arc Node.
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- Target friendly warjack gains +2 ARM and is immune to continuous effects.
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- Models hit by Tempest are knocked down and suffer a POW 12 damage roll.
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- If during its normal movement this model advances within 2" of a friendly warjack, at the end of that movement you can place the warjack B2B with it, completely within its back arc. Up to three warjacks can be placed by Tow each time this model ends its normal movement.
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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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- The AOE is a cloud effect that remains in play for one round.
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- While in this model's control area, this model and warjacks in its battlegroup gain boosted melee attack and melee damage rolls, and their melee weapons gain Magical Weapon. Unearthly Rage 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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- Place a 4" AOE cloud effect anywhere completely in this model's control area. This AOE does not block friendly Faction models' LOS. While in the AOE, friendly Faction models gain Pathfinder and can move through obstructions and other models if they have enough movement to move completely past them.
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- This model can spend up to 3 focus points to advance up to 2" immediately for each focus point spent. Velocity can be cast only once per turn.
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- Damage rolls against enemy models in this model's melee range are automatically boosted.
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- When a friendly Faction model in this model's control area destroys one or more enemy models with a melee or ranged atack during its activation, immediately after the attack is resolved, one warbeast in this model' battlegroup that is in its control area can advance up to 3". A warbeast can advance only once per turn as a result of Warpath.
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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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- Target friendly model/unit gains Camouflage and Pathfinder. (A model with Camouflage gains an additional +2 DEF when benefiting from concealment or cover.)
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- Target friendly living warbeast in this model's battlegroup can run, charge, or make slam or trample power attacks without being forced and gains boosted melee attack rolls.
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- Place a 5" AOE anywhere completely in this model's control area. Cload effects overlapping the AOE expire. Models suffer -3 RAT while within the AOE. The AOE remains in play for one round.
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- This model can immediately make a full advance and gains +2 DEF for one round. Wind Rush can be cast only once per turn.
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- This model cannot make ranged attacks, and non-magical ranged attacks targeting it automatically miss. While completely within 3" of this model, models cannot make ranged attacks and non-magical ranged attacks targeting them automatically miss. Wind Wall lasts for one round.
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- This model gains an additional die to its melee and ranged damage rolls against warjacks.
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- This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal.
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- 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.
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- This model can advance through other model if it has enough movement to move completely past their bases. This model cannot be targeted by free strikes. This model ignores intervening models when declaring its charge attack.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- While B2B with this model, friendly warcastes and solos gain +1 CMD.
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- This model can run or charge without spending focus or being forced.
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- This model ignores gas effects. When determining LOS or resolving attacks, this model ignores cloud effects.
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- 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.
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- This model ignores the effects of deep and shallow water and can move through them witrhout penalty.- While completely in deep water, it cannot be targeted by ranged or magic attacks and can make attacks only against other models in deep water. While completely in deep water, this model does not block LOS.
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- When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point.
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- RNG 5. Target friendly Faction warjack. If the warjack is in range, it immediately makes one normal melee or ranged attack. A warjack can make an Ancillary Attack special action only once per turn.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- This model is a channeler (p. 79).
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- When making attacks, ignore focus points overboosting the target's Power Field and spell effects adding to its ARM or DEF.
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- If its warcaster is in this model's command range during your Control Phase, the warcaster can upkeep one spell without spending focus.
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- 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.
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- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
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- When calculating damage from this weapon, halve the base ARM stats of models hit that have medium or larger bases. This weapon gains +2 to damage rolls against models with small bases.
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- When calculating damage from this attack, halve the base ARM stats of the models hit that have medium or larger bases. This attack gains +2 to damage rolls against model swith small bases.
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- 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.
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- 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.
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- Before their normal, movement, affected models can make one ranged attack. During their normal movement, affected models must charge or run. The ranged attack is made before declaring a charge target.
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- 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.
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- Before start of the game, attach this model to a friendly warcaster for the rest of the game. Each warcaster can have only one model attached to it.
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- Make d3 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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- This model gains an additional die on its back strike damage rolls.
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- Make a normal attack with this weapon. After resolving the attack, make one additional attack with this weapon.
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- Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action.
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- 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".
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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 attack against another model in its melee range.
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- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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- This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation it makes a Both Barrels attack.
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- This model gains +2 to charge attack damage rolls with this weapon.
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- This weaspon has an integral buckler that gives the model a cumulative +1 ARM bonus; for example, a model with two of them gains a bonus of +2 arm. A model does not gain this bonus while the weapon system with the buckler is crippled or being held in a weapon lock or when resolving damage that originates in its back arc.
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- When this model 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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- 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.
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- This model gains an additional +2 DEF when benefiting from concealment or cover.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make a double-hand throw, head-butt, headlock/weapon lock, push or throw power attack against that target.
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- This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
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- This model's front arc extends to 360 degrees.
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- This model cannot make an initial attack with this weapon during an activation it charged at least 3".
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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.
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- During a combat action it did not make a charge attack, this model can make one melee attack with its Mount.
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- When this model misses and attack roll for a combined ranged attack, it can reroll that attack roll. Each attack roll can be rerolled only once as a result of Combined Arms.
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- This model can participate in combined melee attacks with other models in its unit (p. 62).
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- This model can participate in combined ranged attacks with other models in its unit (p. 62).
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- Make a melee attack. On a hit, instead of making a normal damage roll the target model is slammed d6" directly away from this model and suffers a damage roll with POW equal to the STR of this model plus twice the POW of this weapon. The POW of collateral damage is equal to this model's STR.
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- Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon.
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- 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.
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- This model is not a living model, never flees, and automatically passes command checks. All warjack models have this advantage.
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- A model hit by this attack suffers the Corrosion continuous effect (p. 69).
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- A model hit by this attack suffers the Fire continuous effect (p. 69).
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- When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. If it does, it cannot make another counter charge until after your next turn. This model cannot make a counter charge while engaged.
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- Place a 3" AOE anywhere completely within this weapon's RNG. The canter point of the AOE must be in this model's LOS, ignoring intervening models. A model entering or ending its activation in the AOE suffers a damage roll with POW equal to the POW of this weapon. The AOE remains in play for one round or until this model is destroyed or removed from play.
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- On a critical hit, gain an additional die on this weapon's damage roll against the model directly hit.
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- On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged.
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- On a critical hit, if the attack hit a small-based non-warlock/warcaster model the model hit is removed from play.
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- On a critical hit, the model hit by this attack suffers the Corrosion continuous effect(p. 69).
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- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.
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- 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.
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- On a critical hit, the model hit by this attack suffers the Fire continuous effect (p.69).
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- On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold.
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- On a critical hit, the model hit byu this weapon loses Tough, cannot heal or be healed, and cannot transfer damage for one round.
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- On a critical hit, the model hit is knocked down.
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- On a critical hit, after the attack is resolved this model can make one additional attack against the model hit.
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- 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.
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- On a critical hit, the model hit loses its initial attacks and cannot make special attacks for one round.
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- This model gains an additional die on trample attack rolls and can make trample power attacks without spending focus.
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- If this model attack with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
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- This weapon causes cold damage (p.68).
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- This weapon causes corrosion damage (p. 68).
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- This weapon causes electrical damage (p. 68).
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- This weapon causes fire damage (p. 68).
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- While this model is B2B with one or more models in its unit, it gains +2 ARM.
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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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- When this weapon hits a model/unit, upkeep spells on that model/unit immediately expire.
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- 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.
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- This model is a Doom Reaver model.
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- This model can make two additional attacks for each focus point spent to make additional attacks with this weapon.
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- If this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed any distance directly toward this model. After the damaged model is moved, this model can make one normal melee attack against the model pushed. After resolving this melee attack, this model can make additional melee attacks during its combat action.
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- While mounted, this model has base SPD 8 and base ARM 17. While dismounted, it has base SPD 6, base ARM 15.
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- 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.
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- 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.
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- When this model forfeits its movement to gain the aiming bonus it can also make one additional ranged attack this activation.
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- This model gains +2 DEF against melee attack rolls.
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- When this attack hits an enemy model with 1 or more focus or fury points on it, that model loses 1 focus or fury point and this model gains 1 focus point.
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- When a warjack or warbeast is hit by this weapon it is knocked down.
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- 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.
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- This model ignores cloud effects (p. 69) and forests (p. 87) when determining line of sight. This model ignores concealment (p. 57) and Stealth (p. 34) when making attacks.
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- This model never flees (p. 85). All warcaster models have this advantage.
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- This model cannot be targeted by ranged or magic attacks while knocked down.
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- 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.
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- This model gains an additional die on attack rolls with this weapon against models with Flight.
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- When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continous effect.
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- When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
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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 listed type, this model gains +2 to attack rolls and gains an additional damage die.
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- At the start of this model's activation, it can spend 1 focus point once to gain +2" movement for one turn.
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- This model can advance through terrain and obstacles without penalty and can advance through obstructions and other models if it has enough movement to move completely past them. This model ignores intervening models when declaring its charge target.
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- When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model up to the distance the slammed model was moved.
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- When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
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- When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.
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- This model gains +1 ARM for each sould token currently on it.
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- This model does not suffer blast damage. Friendly models B2B with it do not suffer blast damage.
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- This model can make power attack slams without spending focus or being forced. Models slammed bu this model are moved an additional 2".
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- This model is a Greylord model.
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- When a model is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.
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- While knocked down, this model is not automatically hit by melee attacks and its DEF is not reduced.
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- 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.
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- 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.
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- This model can add this weapon's POW to its head-butt and slam powe attack damage rolls.
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- If this model attacks with this weapon during its activation, it cannot attack with another melee weapon that activation. If this model attacked with another melee weapon this activation, it cannot attack with this weapon.
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- 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.
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
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- 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.
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- This model does not suffer cold damage (p. 68).
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- This model does not suffer corrosion damage and is immune to the Corrosion continuous effect (p. 68).
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- This model does not suffer electrical damage (p. 68).
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- This model does not suffer fire damage and is immune to the Fire continuous effect (p. 68).
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- This model suffers -4 to attack rolls with this weapon.
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- This model can move through rough terrain and obstacles without penalty. It can move through obstructions and other models if it has enough movement to move completely past them. Other models, including slammed, pushed, or thrown models, can move through this model without effect if they have enough movement to move completely past it. This model does not count as an intervening model. This model suffers damage and effects only from magical weapons, magic attacks, animi, spells, and feats and is immune to continous effects. This model cannot be move by a slam. When this model makes a melee or ranged attack, before the attack roll is made it loses Incorporeal for one round.
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- Friendly X models/units in this model's command range never flee and immediately rally.
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- You gain +1 to the starting roll determining the order of deployment and play.
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- 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".
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- While B2B with a friendly Faction warjack, this model gains +2 DEF and ARM and cannot be kocked down.
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- This model gains +2 ARM for each warjack it controls B2B with it.When this model is directly hit by an enemy ranged or magic attack, you can choose to have one of those non-incorporeal warjacks be directly hit instead. That model is automatically hit and suffers all damage and effects.
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- This model is not a warcaster but has the following warcaste special rules: Battlegroup Commander, Control Area, Focus Manipulation, Power Field, and Spellcaster.
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- When a model is hit by an attack with this weapon, it is knocked down.
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- This weapon can be used only to make charge attacks. When this model charges, this weapon gains Reach until the charge is resolved.
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- This model and friendly warrior models B2B with it cannot be knocked down.
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- This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking wiht whis model and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation.
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- This model must be B2B with a friendly living Faction Warrior model to make an attacks with this weapon.
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- Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability.
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- This weapon is a magical weapon (p. 68).
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- 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.
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- This model can attempt to repair friendly non-Faction warjacks and battle engines.
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- This model will work for Cryx.
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- This model will work for Cygnar.
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- This model will work for the Four Star Contract.
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- This model will work for Khador.
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- This model will work for Protectorate.
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- This model will work for Retribution.
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- This model will work for the Talion charter contract.
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- If you can have two or more warlocks in your army, this model and warjacks in its battlegroup can take the place of a Skorne warlock. This model counts toward the maximum number of warlocks allowed in an army and counts as a warlock for FA.
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- This model will work for the Blindwater Congregation pact.
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- This model will work for the Thornfall Alliance pact.
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- This model will work for Circle.
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- This model will work for Skorne.
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- This model will work for Trollbloods.
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- 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.
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- Myrmidons have two damage tracks: a set of boxes representing their force fields and another representing their damage grids.Mark the field boxes before marking the damage grids.The G Boxes of a myrmidon'sdamage grid represent its Field Generator.Once per turn during its activation, a myrmidon can spend 1 focus point to remove d3 damage points from its field damage track unless its Field Generator is crippled.
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- This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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- An attack with this weapon can be made only once per game.
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- 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.
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- 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".
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- This model cannot be targeted by free strikes.
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- This model can advance through rough terrain (p. 86) without penalty and can charge and make slam and trample power attacks across obstacles (p. 87).
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- 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.
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- 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.
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- Gains an additional die on this weapon's damage rolls against living models.
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- This model can make trample power attacks.
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- When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack.
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- This model gains +2 to charge attack rolls with this weapon.
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- When this model damages a warjack or warbeast with a melee attack, choose which column or branch suffers the damage.
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- This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
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- Gain an additional die on attack and damage rolls with this weapon against models with an enemy upkeep spell on them.
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- 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.
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- When this model destroys one or more enemy models with a melee attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Quick Work do not count against a weapon's ROF.
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- When an enemy model is hit by this weapon, it is knocked down and can be pushed 1" directly away from this model. If it is pushed, this model can immediately advance directly toward the pushed model up to the distance that model was moved.
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- While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
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- Friendly Faction models can ignore this model when determining LOS.
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- 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.
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- This weapon has a 2" melee range (p. 50).
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- After the models in this unit have completed their actions, each can advance up to 3".
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- This model gains Pathfinder during activations it charges.
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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 upkeep spells on models in its battlegroup without spending focus.
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- When included in a Retribution army, this model is a Retribution model instead of a Mercenary model.
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- This model can control and reactivate only friendly Mercenary Rhulic warjacks.
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- This model can have only Mercenary Rhulic warjacks in its battlegroup and can reactivate only frienldy Mercenary Rhulic warjacks.
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- 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.
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- When this model is missed by an enemy melee attack, immediately after the attack is resolved it can make one normal melee attack against the attacking model.
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- This model cannot be targeted by enemy spells.
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- Take control of a living enemy non-warcaster, non-warlock warrior model B2B with this model. You can immediately make a full advance with the enemy model followed by a normal melee attack, then Seduction expires. The nemey model cannot be targeted by free strikes duringt his movement.
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- If this model is disabled by an enemy attack, you can choose a non-disabled model in this unit within 3˝ of this model to be destroyed. If another model is destroyed as a result of Self-Sacrifice, this model heals 1 damage point.
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- 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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- This weapon is a shield that gives the model a cumulative +2 ARM bonus; for example, a model with two of them gains a bonus of +4 ARM. A model does not gain this bonus while the weapon system with the shield is crippled or being held in a weapon lock or when resolving damage that originates in its back arc.
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- 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.
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- 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.
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- 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.
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- This model does not have to make Berserk attacks.
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- A model directly hit by this weapon cannot cast spells for one round.
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- This weapon's AOE is a cloud effect that remains in play for one round.
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- When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. Instead of rolling damage on a ranged attack, this model can inflict 1 damage point. A model that participates in a combined ranged attack loses Sniper until the attack is resolved.
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- 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.
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- This model does not generate a soul token when it is destroyed.
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- This model cannot be targeted by spells.
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- 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.
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- 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.
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- 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.
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- This model is a standard bearer (p. 70).
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- This model cannot be knocked down.
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- 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.
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- This model can forfeit its movement to give this weapon +4 RNG this activation and gain the aiming bonus.
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- 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.
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- 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.
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- When this model makes a melee attack during its activation, its fron arc extends to 360 degrees, and it can make one melee attack against each model in its LOS that is in its melee range.
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- When this model destroys an enemy model whit a normal ranged attack, immediately after the attack is resolved it can advance up to 2".
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- 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.
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- Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
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- 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.
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- This model is a terrifying entity (p. 84). Enemy models/units in the melee range of this model or with this model in their melee range must pass a command check or flee.
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- This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
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- Add this model's STR to the POW of this ranged attack.
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- When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled, and is knocked down.
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- Gain an additional damage die against knocked down targets.
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- This model ignores conceleament, Camouflage, and Stealth.
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- This model is not a living model and never flees.
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- At the end of any activation in which this model spent 1 or more focus points, roll a d6. If the roll is equal to or less than the number of focus points spent, this model explodes and models within 3˝ of it suffer an unboostable POW 14 blast damage roll. Remove this model from play.
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- While engaging an enemy model, this model gains +2 ARM.
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- This model can make melee and ranged attacks during the same combat action. When this model makes its initial attacks, it can make both its initial ranged and melee attacks.
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- When attacking with this weapon, add and additional die to its damage rolls.
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- This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
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- If a model in this model's battlegroup in its control area is hit by an enemy magic attack, immediately after the attack is resolved one model in this model's battlegroup in its control area can make a full advance and make one normal attack.
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\ No newline at end of file
diff --git a/backups/Legion_of_Everblight 221217112117791.cat b/backups/Legion_of_Everblight 221217112117791.cat
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- Models in Absylonia's battlegroup that are currently in her control area gain +2 STR and Flight, and their melee weapons gain Reach. Metamorphose lasts for one round.
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- Warbeasts in this model's battlegroup beginning their activations in its control area can charge or make power attacks without being forced. When this model destroys one or more enemy models during its activation, warbeasts in its battlegroup beginning their activation in its control area gain +2 SPD and MAT for one turn.
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- Remove all damage from Absylonia. She can then suffer 1 or more damage points. For each damage point she suffers, remove all damge from one warbeast in her battlegroup in her control area.
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- On a critical hit, the model hit by this weapon loses Touch, cannot heal or be healed, and cannot transfer damage for one round.
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- This model can reave fury points from enemy warbeasts destroyed by this weapon. Other models cannot reave fury points from enemy warbeasts destoryed by this weapon.
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- Once per activation, when this model boxes a living enemy warrior model with an attack with this weapon, remove the boxed model from play and replaced it with an Incubus model.
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- Gain an additional die on this weapon's damage rolls against living models.
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- Make d3+1 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. Strife counts as one attack for ROF.
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- If the attack hit a small-based non-warlock/warcaster model the model hit is removed from play.
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- This attachment can be added to Hex Hunters unit.
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- While this model is in play, models in this unit gain Hunter. (A model with Hunter ignores forests, concealment, and cover when determining LOS or making a ranged attack.)
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- • Frostbite (*Attack) - Frostbite is a RNG SP 8 magic attack. Models hit suffer a POW 12 cold damage roll.
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-• Hex Bolt (*Attack) - Hex Bolt is RNG 6, POW 13 magic attack. Models hit cannot make special actions or special attacks for one round.
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- Models in this unit gain Advance Deployment.
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- A model hit by this weapon suffers -3 DEF and when it advances it cannot move except to cane facing. Shadow Bind expires after one round.
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- While in this model's control area, friendly Faction models gain boosted magic attack rolls and magic attack damage rolls, and friendly Faction warbeasts can use their animi without being forced. Litany of Everblight lasts for one turn.
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- refer to page 34 its a long rule.
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- This model is included in any army that includes bethayne, Voice of Everblight. If Bethayne is destoryed or removed from play, remove this model from play. This model is part of Bethayne's battlegroup.
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- • Disbinding (*Action) - Enemy upkeep spells on this model and / or its unit immediatley expire.
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-• Ice Bolt (*Attack) - Ice Bolt is RNG 10 magic attack. A model hit suffers a POW 12 cold damage roll. On a critical hit, the model hit becomes stationary for one round unless it has immunity: Cold.
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-• Ice Cage (*Attack) - Ice Cage is RNG 10 magic attack. A model hit suffers a cumulative -2 DEF for one turn unless it has Immunity: Cold. When a model without Immunity: Cold is hit iwth three or more Ice Cage attacks the same turn, it becomes stationary for one round.
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- • Ice Bolt (*Attack) - Ice Bolt is RNG 10 magic attack. A model hit suffers a POW 12 cold damage roll. On a critical hit, the model hit becomes stationary for one round unless it has immunity: Cold.
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-• Ice Cage (*Attack) - Ice Cage is RNG 10 magic attack. A model hit suffers a cumulative -2 DEF for one turn unless it has Immunity: Cold. When a model without Immunity: Cold is hit iwth three or more Ice Cage attacks the same turn, it becomes stationary for one round.
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-• Kiss of Lyliss (*Attack) - Kiss of Lyliss is RNG 10 magic attack. For oen round, when a model / unit hit by Kiss of Lyliss suffers a damage roll add +2 to the roll.
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- • Ice Bolt (*Attack) - Ice Bolt is RNG 10 magic attack. A model hit suffers a POW 12 cold damage roll. On a critical hit, the model hit becomes stationary for one round unless it has immunity: Cold.
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-• Ice Cage (*Attack) - Ice Cage is RNG 10 magic attack. A model hit suffers a cumulative -2 DEF for one turn unless it has Immunity: Cold. When a model without Immunity: Cold is hit iwth three or more Ice Cage attacks the same turn, it becomes stationary for one round.
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-• Cloak of Mist (*Action) - While in formation models in this unit gain Stealth. Cloak of Mist lasts for one round.
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- Models in target friendly warbeast pack gain Killing Spree for one turn. (When a model with Killing Spree destroys one or more enemyu models iwth a melee attack during its combat action, after that attack is resolved the model can move up to 1" and make one additional attack.)
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- Living models within 1" of this model suffer -1 to attack rolls.
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- This model gains a +1 cumulative bonus to melee attack and damage rolls for each other model in this unit engaging the model it is attacking.
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- This attachment can be added to a Blighted Nyss Archers unit.
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- While this model is in play, models in its unit gain Combined Arms. (When a model with Combined Arms missed an attack roll for a combed ranged attack, it can reroll that attack roll. Each attack roll can be rerolled only once as a result of Combined Arms).
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- Models in this unit gain Patherfinder.
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- While this model is in formation, models in its unit gain Dual Shot and their ranged weapons become ROF 2. (When a model with Dual Shot forfeits its movement to gain the aiming bonus it can also make one additional ranged attack that activation.)
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- If this model is destryed 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 te chosen Grunt. Remove the Grunt from the table instead of this model. THis model has the same number of unmarked damage boxes as the chosen Grunt.
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- • Hex Bolt (*Attack) - Hex Bolt is RNG 6, POW 13 magic attack. Models hit cannot make special actions or special attacks for one round.
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- Gain an additional die o this weapon's damage rolls against living models.
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- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
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- This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking with this weapon and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation.
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- Attacks made with this weapon cannot target anhy model witin 6" of it.
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- While B2B with one or more Grunts in this unit, this model gains +2 at attack rolls with this weapon.
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- Thi attacks's AOE remains in play for one round. Enemy models and non-Faction Friendly models entering or ending their activation in the AOE suffer 1 point of corrosion damage.
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- A warbeast can be affected by only one Beast Manipulation special action each turn.
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-• Condition (*Action) - RNG 3. Target friendly Faction warbeast. If the warbeast is in range, place any number of fury points on or remove any number of fury points from it.
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-• Medicte (*Action) - RNG 3. Target friendly Faction warbeast. If the warbeast is in range, it heals d3 damage points. A warbeast can be affected by Medicate only once per turn.
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- • Blight Storm (*Action) - Place a 5" AOE anywhere completely in this model's commmand range. When an enemy model in the AOE is directly hit by an attack and the damage roll fails to exceed its ARM, it auomatically suffers 1 damage point. Blight Storm lasts for one round.
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-• Frostbite (*Attack) - Frostbite is RNG SP 8 magic attack. models hit suffer a POW 12 cold damage roll.
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-• Wind Ravager (*Action) - While in this model's command range, enemy models cannot make ranged attacks for one round.
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- This attachment can added to a Blighted Nyss Striders unit.
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- While tis model is in play, after all models in its unit have completed their actions, each can advance up to 3".
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- Models in this unit gain Hunter. (A model with Hunter ignores forests, concealment, and cover when determinging LOS or making a ranged attack.)
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- While this model is within 3" of it, the unit commander gain +3" to its command range.
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- If this model is destoryed 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 exprire, and it gains the effects on the chosen Grunt. Remove the Grunt form the table instead of this model. This model has the same number of unmarked damage boxes as th chosen Grunt.
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- This attachment can be added to a Blighed Nyss Swordsmen unit.
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- While this model is in play, models in its unit gain Cleave. (When a model with Cleave destorys one or more enemy models with a melee attack during its activation, immediately after the attack is resovled th model can maek one additional melee attack. A model can gain only one additional attack from Cleave per activation.)
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- Models in thsi unit gain Overtake. (When a model with Overtake destroy one or more enmey warrior models with a normal melee attack, after the attack's is resolved thsi model can immediately advance up to 1".)
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- Once per turn, when an enemy model advances into and ends its movemment in this model's melee range, tsi model can immediately make one normal attack against it.
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- Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon.
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- When this model destorys one or more models with a melee attack during its combat action, immediately after the attack is resovled it must make one aditional melee attack against another model in its mele range.
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- add this model' STR to the POW of this ranged attack.
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- 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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- This attachment can be added to a Blighted Nyss Legionnaires unit.
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- While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
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- Each time this model makes a normal melee attack, choose one of the following abilities:
-* Beat Back - 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".
-* Dismember - When this model hits a warbeast with a melee attack, roll an additional damage die.
-* Pitch - 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.
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- Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon.
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- When a friendly living non-Incubus warrior model in Kallus' control are is disabled by an enemy attack, you can replace it with an Incubus model. The replaced model is removed from play. While in Kallus' control area friendly soulless warrior model gain +2 DEF. Host of Angels last for one round.
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- When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continuous effect.
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- While in Lylyth's contorl area, friendly Faction models roll an additional die on attack rolls this turn.
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- During its activation, this model can make its combat action before its normal movement. If it does, it mst make a full advance as its normal movement this activation.
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- Warbeasts in this model's battlegroup can charge enemy models hit by this weapon this turn without being forced.
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- If this attack hits an enemy model during this model's activation, this model can target and automatically hit that model with spells, ignoring RNG and LOS, until the end of this model's acivation.
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- when an enemy model is directly hit by a ranged attack made by frendly Faction model while the friendly Faction model is in Lylyth's control area, th enmey model suffers Death Chill. The Reaping lasts for one turn. (A model suffering Death Chill must forfeit either its movemen or action on its next activation.)
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- Once per activation, immediately after resolving an attack in which it destroyed a living enemy model with this weapon, this model can cast a spell with COST 3 or less without spending fury.
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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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- When declaring and resolving attacks with this weapon, this model's front arc extends to 360°.
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- This model can add this weapon's POW to its trampled power attack damage rolls.
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- While in Lylyth's control area, friendly Faction model's ranged weapons gain Snipe. While in Lylyth's control area, models in her battlegroup can make one additional ranged attack during their activation. Attack gained from Decimation do not count against a weapon's ROF. Decimation lasts for one turn. (Ranged weapons with Snipe gain +4 RNG).
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- When this model casts a spell and is the point of origin for the spell, the spell gains +5 RNG.
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- This model cannot be targeted by free strikes. This model can advance up to 2" immediately after an enemy ranged attack that missed it is resolved unless it was missed while advancing.
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- On a critical hit, gain an additional die on this weapon's damage rolls against living models.
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- On a critical hit, the model hit suffers Shadow bind for one round. (A model suffering Shadow Bind suffers -3 DEF, and for one round when it advances it cannot move except to change facing.
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- This model gains +2 to charge attack damage rolls with this weapon.
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- Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model is knocked down afer being pushed.
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- A model in his model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
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- Enemy models currently within 2" of th is model are immediately pushed 2" directly toward it in the order you choose.
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- This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
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- If this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resovled the damaged model can be pushed any distance directly toward this model. After the damaged model is moved, this model can make one normal melee attack against the model pushed. After resolving this melee attack, this model can make additional melee attacks during its combat action.
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- This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
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- If this weapon hits an enemy model with an equal or smaller base, immediately after the attack is resovled the hit model can be pushed any distance directly toward this model.
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- Thsi attack's AOE remains in play for one round. Enemy models and non-Faction friendly models entering or ending their activations in the AOE suffer 1 point of corrosion damage.
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- Rhyas and friendly Legion models activating in her control area gain one additional melee attack during their activations. The first time a freindly Legion model damages an emeny model with a melee attack during its activation while Ryas' control area, immediately place the attacks model anywhere B2B with the damage model. Tide of Blood lasts for one turn.
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- On a critical hit, double the damage exceeding the ARM of the model hit. a model disabled by this attack cannot make a Tough roll.
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- This model can reave points from enmey warbeasts destoyed this weapon. Other models cannot reave fury points from enemy warbeasts destroyed by this weapon.
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- While within her control area, small-, medium-, and large-based models in Saeryn's battlegroup cannot be targeted by melee attacks for one round.
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- When a model is hit by this weapon, for one round it loses Tough, cannot hal or be healed, and cannot transfer damage.
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- Add this model's STR to the POW of this ranged attack.
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- When a model is hit by this weapon, for one round it loses Tough, cannot hal or be healed, and cannot transfer damage.
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- If this model hits the same target with both its initial attacks with this weapon, after resolving the attacks it can immediately make one melee attack with this weapon against each model in its LOS that is in this weapon's melee range.
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- Make d3+1 ranged attacks targeting a primary target and ay number of secondary target within 2" of the first target. Ingnore intervening models when declaring secondary targets. A secondary target cannot be targeted by more attacks than the primary target. Strafe counts as one attack fro ROF.
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- On a hit, gain an addional die on this weapon's damage rolls against living models.
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- This model never flees and automatically passes command checks.
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- Gain an additional die on this weapon's damage rolls against living models.
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- If this weapon damage a model, immediately after the attack is resovled, mark all the damage circles in this warbeast's body apect.
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- • Spirit Tap (*Action) - This model immediately casts the animus of a friendly Faction warbeast in its comand range as a spell. This model cannot cast an animus with a RNG of SELF. This model must make a special attack to cast an offensive spell. Other spells are cast by making a special action.
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- Return one destoryed warbeasts that was part of Thagrosh's battlegroup to play. Place it anywhere with 3" of him. The warbeast forfeits its action this turn.
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- If a model is boxed by an attack made with this weapon, center a 3" AOE cloud effect on the boxed model and then remove that model rom play. The AOE remains in play for one round. Enemy models in the AOE when it was put in play are hit and suffer a POW 12 fire damage roll. Enemy models entering or ending their activation in the AOE suffer a POW 12 fire damage roll. Eruption of Ash damage rolls cannot be boosted.
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- After all friendly models have completed their activations this turn, each warbeast in Thagrosh's battlegroup that is in his control area can make a full advance followed by one normal melee attack. Completely resolve each model's movement and attack before moving on to the next model.
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- If a model is boxed by an attack made with this weapon, center a 3" AOE cloud effect on the boxed model and then remove that model rom play. The AOE remains in play for one round. Enemy models in the AOE when it was put in play are hit and suffer a POW 12 fire damage roll. Enemy models entering or ending their activation in the AOE suffer a POW 12 fire damage roll. Eruption of Ash damage rolls cannot be boosted.
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- On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold.
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- • Frostbite (*Attack) - Frostbite is a RNG SP 8 magic attack. Models hit suffer a POW 12 cold damage roll.
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-•Spine Burst (*Attack) - Spine Burst is a RNG 10, POW 10 magic attack. If target model is hit, the d3 nearst models within 5" of it suffer a POW 10 magical damage roll.
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- This weapon has a 4" melee range during this model's activation.
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- This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
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- On a critical hit, instead of rolling damage normally you can choose to have thi model throw the model hit. Treat the throw as if model had hit with and passed the STR check of a throw power attack. The thrown models 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.
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- This activation Vayla can cast each of the spells on her card once without spending fury points.
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- This model can channel spells through a model hit by an attack made with this weapon. Spellbound lasts for one turn.
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- Attacks made with this weapon automatically hit.
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- This model can channel spells through a model hit by an attack made with this weapon. Spellbound lasts for one turn.
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- Thsi attachment can be added to be Blighted Ogrun Warspear unit.
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- Add this model's STR to the POW of this ranged attack.
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- 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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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make on ranged attack targeting that model.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make on ranged attack targeting that model.
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- This model gains an additional die on attack rolls against non-warcaster, non-warlock warrior models. Predator's Instinct lasts for one turn.
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- While Zuriel is in Rhyas' control area, he gains Stealth.
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- While Zuriel is not engaged an is in Saeryn's control area, she can channel spells through him.
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- This model can be included in Rhyas' or Saeryn's theme forces. It can also be bonded to Rhyas or Saeryn.
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- Target warbeast in this model's battlegroup gains +2 ARM. The affected model and any friendly model B2B with it cannot be knocked down, pushed, or moved by a slam.
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- Each model in this model's battlegroup currently in tis control area immediately heals d3+1 damage points. This spell can only be cast once per turn.
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- When target friendly Faction model is targeted by an enemy ranged attack, after the attack is resolved the affected model can make one normal melee or ranged attack, then Return Fire expires. Return Fire lasts for one round.
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- Place this model anywhere completely within 8" of its current location, then its activation ends.
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- This model is a terrifying entity. Models and units-friendly and enemy-within 3" of this model must pass a command check or flee
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- This model can advance through other models if it has enough movement to move completely past their bases. This model cannot be targeted by free strikes. This model ignores intervening models when declaring its charge target.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- Friendly Faction warbeasts with Flight beginning their activations in this model's command range can charge without being forced.
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- When Typhon is forced to use Regnerate in Thagrosh's control area, instead of rolling to determine how many damage points Typhon heals, Typhon and Thagrosh each heal up to 3 damage points.
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- You can choose not to deploy this unit 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 all models in this unit in formation within 3" of the chosen table edge.
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- If its warlock is in this model's command range during your Control Phase, the warlock can upkeep one spell without spending fury.
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- 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 the 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 melee penalty. If the target is not in melee range after moving, this model can make the Assault ranged attack before its activation ends.
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- Immediately after leaching, this model gains 1 fury point if it has fewer fury points than its FURY.
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- Before the start of the game, attach this model to a friendl faction warlock for the rest of the game. Each warlock can have only one model attached to it.
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- Once per activation, this moel can cas the animus of a Legion warbeast in its battlegroup as a spell without spending fury.
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- This model is a battle engine and is not a warrior model.
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- Once per turn, when this model destroy one or more enmey models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability specail attack or special action.
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- This model can force friendly Faction warbeasts in its command range as if it were their controlling warlock.
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- This model never attacks friendly Faction warlocks and cannot choose them as its frenzy target.
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- This model does not generate a soul token when it is destoryed.
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- When this model destorys one or more models with a melee attack during its combat action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range.
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- Remove all fury points from this model. Enemy models within 1" of this model for each fury point removed suffer a POW 8 damage roll. Add an additional die to the damage roll for each forcus or fury point on the enemy model.
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- This model never attacks friendly Faction warlocks and cannot choose them as its frenzy target.
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- Immediately after this model resolves a melee attack in which it destorys one or more living models, it can end it activation to heal d3 damage points.
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- Once per game, when this model suffers 5 or more damage points from an enemy attack that are not transferred, after the attack is resolved you can place a non-character Faction lesser warbeast in play anywhere completely within 3" of this model. The warbeast is part of this model's battlegroup. The warbeast cannot activate this turn.
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- Once per activation, after making a full advance but before performing an action, this model can be forced to be placed completely within 5" of its current location. Any effects that prevent charging also prevent charging also prevent this model from using Bounding Leap.
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- This weapon has an integral buckler that gives the model a cumulative +1 ARM bonus. A model does not gain this bonus while the location the buckler is in is being held in a weapon lock or when resolving damage that orgiinates in its back arc.
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- This model is not a warrior model. It can advance only during its unit's normal movement. When it advances, it can move up to 1" for each Grunt in this unit within 2" of it at the beginning of this unit's activation. This model is automatically hit by melee attacks. It cannot be knocked down or made stationary.
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- This weapon has a 4" melee range during this model's activation.
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- This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
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- Whle this model is not engaed and is in Saeryn's control area, Saeryn can channel spells through it.
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- Whle this model is not engaed and is in Saeryn's control area, Saeryn can channel spells through it.
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- While this model is not engaed and is in Rhyas's control area, Rhyas can channel spells through it.
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- This model's front arc extends to 360°.
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- When this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resovled the model can make one additional melee attack. This model can gain only one additional attack from Cleave each activation.
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- When this model directly hits a model with this weapon, its melee attacks against that model automatically hit for one turn.
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- Thi model can particaipate in combined melee attacks with othr models in its unit.
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- This model can participate in combined ranged attacks with other models in its unit.
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- A friendly faction model or unit in this model's command range can replace its current CMD with the current CMD of the commander when making command checks.
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- This model is not a living model, never flees, and automatically passes comand checks.
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- RNG CMD. Target friendly Faction warbeast. If the warbeast is in range, remove up to 5 fury points from it andput them on this model. This model can have up to 5 fury points at a time.
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- A model hit by this attack suffers the Corrosion continuous effect.
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- A model hit by this atack suffers the Fire continuous effect.
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- On a critical hit, the model hit by this attack suffers the Corrosion continuous effect.
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- on a critical hit, the model hit by this attack suffers the Fire continuous effect.
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- On a critical hit, the model hit by this weapon loses Tough, cannot heal or be healed, and cannot transfer damage for one round.
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- On a critical hit, gain an additional die on this weapon's damage rolls against living models.
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- This weapon causes cold damage
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- This weapon causes corrosion damage.
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- This weapon causes electrical damage.
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- This weapon causes fire damage.
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- Once per turn, when an enemy model ends its normal movement within 5" of this model can immediately make a full advance followed by a normal melee or ranged attack targeting the enemy model. The warbeast gains boosted attack and damage rolls against the enemy model.
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- While within this model's command range, enemy models suffer -2 STR.
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- While this model is B2B with one or more models in its unit, it gains +2 ARM.
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- This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. The model cannot dig into solid rock or man-made construction. This model can begin the game dug in.
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- Thi moel 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.
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- A friendly Faction warlock can transfer damage to this model even if this model has a number of fury points equal to its current FURY.
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- When this attack hits an enemy model with 1 or more focus or fury points on it, that model loses 1 focus or fury point and this model gains 1 fury point.
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- This model cannot be targeted by free strikes. This model can advance up to 2" immediately after an enemy ranged attack that missed it is resolved unless it was missed while advancing.
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- This model ignores cloud effects and forests when determining line of sight. This model ignores concealment and stealth.
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- This model never flees.
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- During its activation, this model can spend fury points to gain additional attacks or to boost attack or damage rolls, at 1 fury point per attack or boost.
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- Models in this model's battlegroup gain Aggressive. (A model with Aggrsive can run or charge without spending focus or being forced.)
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- When this model makes a melee attack against an enemy model within the meee range of a friendly model of the type indicated, thsi model gains +2 to attack rolls and gains an additional damage die.
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- This model can advance through terrain and obstacles without penalty and can advance through obstructions and other models if it has enough movemnt to move completely past them. This model ignores intervening models when declaring its charge target.
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- This model's unit has no unit commander. Models in this unit within 8" of thsi model are in formation. If a model in this model's unit is out of formation when begining its normal movement, it must either advance toward this model. If this model is destoryed or removed from play, remove te remaining models in this unit from play.
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- This model gains + DEF against ranged attack rolls and does not suffer blast damage.
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- When making a melee attack targeting an enemy model in melee range or another model in this unit, this model gains +2 to melee attack and melee damage rolls.
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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 gargantuan
- A gargantuan 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 gargantuan with a ranged or magic attack does not suffer the target in melee attack roll penalty. If a ranged or magic attack misses a gargantuan in melee, that miss is not rerolled against another model. It misses completely.
-- Predeployment
- Gargantuans must be placed before normal deployment. If both players have models to predeploy, they predeploy their models in standard deployment order.
-- Massive
- A gargantuan cannot be slammed, pushed, thrown, knocked down, or made stationary.
-- Gargantuan movement
- A gargantuan can only advance during its normal movement and cannot be placed.
-- Pathfinder
- All gargantuans have Pathfinder
-- Controlling a gargantuan
- Gargantuans must be assigned to a battlegroup, and your opponent can never take control of your gargantuan by any means.
-- Great Beast
- A gargantuan can never gain Advance Deployment, Incorporeal, or Stealth.
-- Ranged attacks while in melee
- A gargantuan can make ranged attacks while in melee. A gargantuan never suffers the firing in melee penalty when targeting a model it is in melee with. A gargantuan cannot gain the aiming bonus when engaged.
-- Gargantuan melee range
- Gargantuan melee weapons and gargantuan melee attacks have a 2" melee range unless otherwise noted. This includes all power attacks made by a gargantuan.
-- Gargantuan power attacks
- A gargantuan can make all the power attacks available to a warbeast along with two additional attacks available only to gargantuans: 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 gargantuan. 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.
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- During its activation, this model can spend corpse token to heal damage. For each corpse token spent remove d3 damage from this model.
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- This model is a gunfighter. The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
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- This model gains a corpse token each time it destorys a living enemy model with a melee attack. This model can have up to three corpse tokens at a time. It can spend corpse tokens during its activation to boost an attack or damage roll or to make an additional melee attack at one token per boost or additional attack.
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- While this model is in its warlock's control area, the warlock can force, leach, reave, heal, and transfer damage to the warbeasts in its battlegroup that are in this model's command range.
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- Incubi models do not begin the game in play. When a friendly living non-living, non-warlock, small-based Faction warrior model is estoryed, you can mark its center point and remove that model from play. you can only mark up to one point for each Incubus you have that has not been put into play or removed from play. During you next Maintenace Phase, put one Incubus model into play within 2" of each point marked. If there is not room to place an Incubus model, remove the marker from the table and remove from play one Incubi that has not been put into play.
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- This model automatically heals d3 damage points at the start each of its activations.
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
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- After deployment but before the first player's turn, choose an enemy model/unit to be this unit's prey, 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 removed from play, choose another model/unit as the prey.
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- This model does not suffer cold damge.
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- This model does not suffer corrosion damage and is immune to the Corrosion continuous effect.
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- This model does not suffer electricla damage.
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- This model does not suffer fire damage and is immune to the fire continuous effect.
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- This model can move through rough terrain and obstacles without penalty. It can move through obstructions and other models if it has enough movement to move completely past them.
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- Opponents cannot take control of this model.
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- 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.
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- If this model is disabled by an enemy attack, it can immediatley make special action.
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- While in this model's command range, friendly Blighted Ogrun models gain Blood Drinker.
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- While in this model's command range, friendly Blighted Ogrun models gain Blood Drinker.
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- This model cannot make power attacks.
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- A magical weapon can damage and affect models with the Incoreal ability.
-Attacks made with magical weapons are not magic attacks.
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- A battle engine cannot be slammed, pushed, thrown, kncoked down, or made stationary.
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- This model can make three initial attacks each combat action, using any combination of Blight Breath and Bite attacks. This model loses one initial attack for each aspect it has lost. This model cannot be forced to make additional Blight Breath attacks.
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- This model is an Officer. The Officer is the unit commander of its unit.
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- This weapon is an Open Fist. A warbeast's Open Fist enables it to make certain power attacks. A warbeast with an Open Fist can make arm lock, headlock, and throw power attacks; a warbeast with two Open Fists can also make double-hand throw power attacks.s
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- When this model destroys one or more enemy warrior models with a normal melee attack, after the attack is resolved this model can immediatly advanced up to 1".
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- This model cannot be targeted by free strikes.
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- This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.
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- This model cannot be targeted byh combined melee attakcs, combined ranged attacks, or free strikes. Models do not gain back strike bonuses against this model. When kncoked down, this model can stand up during its activation without forfeiting its movement or action if it is able to forfeit its movement or action to stand up.
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- This model can make trample power attacks.
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- Battle engines must be placed before normal deployment. If both player have models to predeploy, they predeploy their models in standard deployment order.
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- After deployment but before the first player's turn, choose an enemy model/unit to be this model/unit's prey. This model gains +2 to attack and damage rolls against its prey. When this model begins its activation within 10" of its prey, it gains +2" movement that activation. When the prey is destoryed or removed from play, choose another model/unit to be the prey.
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- This model can use the animus of any friendly Faction non-character warbeast in its command range as if th animus were its own.
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- This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
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- Once during your opponent's turn, when an enemy model within 10" of this model that is in its LOS targets this model with ranged attack, this model can make a ranged attck against the enemy model before it makes its attack roll. If this model's ranged attack hits, the enem model suffers no damage but its attack automatically misses.
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- This model can be forced during its activation to gain, +2 SPD, Pathfinder, and boosted attack and damage rolls for one turn.
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- This model can make one additional melee attack each combat action.
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- This weapon has a 2" melee range.
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- When a living model is destroyed within 4" of ths model +1" for each Grunt in this unit that is in formation, place one corpse token on this model. This model can have up o three corpse tokens at a time.
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- This model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.
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- This model can uplkeep spells on models in its battlegroup without spending fury.
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- This model can make ride-by attacks.
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- When this model is missed by an enemy melee attack, immediately after the attack is resolved it can make one normal melee attack against the attacking model.
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- At the begining of your Control Phase, before leaching, you can remove 1 fury point from a friendly Faction warbeast within 1" of this model.
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- This model cannot make slam or trample power attacks and cannot be knocked down.
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- Friendly Faction models with the Repair ability can attempt to repair damaged battle engines. To attempt repairs, the model with Repair must be in B2B contact with the damaged battle engine and make a skill check. If successful, remove d6 damage points from the battle engine.
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- This weapon is a shield that gives the model a cumulative +2 ARM bonus.
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- Once per round, when a friendly model is 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.
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- When this model boxes a living model with a melee attack, this model can heal d3 damage points, If ths model heals, the boxed model is removed from play.
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- When this model destroys one or more enemy models with a ranged attack during its combat action, immediatley after that attack is resolved this model can make one normal rangd attack. Attacks gained from Snap Fire do not count against a weapon's ROF and cannot genergate additional attacks from Snap Fire.
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- When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. Instead of rolling damage on a ranged attack, this model can inflict 1 damage point. A model tat participates in a combind ranged attack loses Sniper until the attack is resolved.
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- This model always has concealment.
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- This model does not generate a soul token when it is destoryed.
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- Remove three corpse tokens from this model to place a non-character Faction lesser warbeast into play under your control. Place the warbeasts within 3" of this model and choose a friendly Faction warlock. This warbeast becomes part of that warlock's battlegroup.
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- A model with the Special Issue rule can be inclued in the Theme Forces of th warlock specified on on its card. this applies to all versions of a particlar warlock and any versions of the warlock's Theme Forces.
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-The model can also be bonded to the warlock specified on its card. This only gives th warbeast the potential to bond to the warlock using standard bonding rules despite the fact that character warbeasts cannot normally be bonded. It does not automatically add a warbeast bond.
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- This model can be included in Absylonia's theme forces. It can also be bonded to Absylonia.
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- This model can reave fury points from enemy warbeasts destroyed by this weapon. Other models cannot reave fury points from enemy warbeasts destroyed by this weapon.
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- While this model is not in melee and is in a friendly Faction warlock's control area, the warlock can channel a spell through it. Remove this model from play after the spell is cast.
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- This model can spend fury points during its activation to spontaneously mutate. For each fury point spent it gains one of h following abilities for one turn.
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-• Barbed Hooks - This model's melee weapons gain Reach
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-• Flight - This model can advance through terrain and obstacles without penalty and can advance through obstructions and other models if it has enough movemnt to move completely past them. This model ignores intervening models when declaring its charge target.
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-• Warp Strength - This model gains +2 STR
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- 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.
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- This model is a standard bearer.
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- This model cannot be kncoked down.
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- Ranged and magic attacks declared against this model when the point of orgin of the attack is greater than 5" away automatically miss.
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- This order can be issued only if two or more models with ranged weapons in this unit in formation are able to forfeit their action. Each model in this unit in formation must forfeit its action. Other than the Standard Bearer, those models that do are participants. Place an AOE completely within 12" of all participants, with its center point in LOS of all participants, ignoring intervening models. The size of the AOE is based on the umber of participants. If there are 2-4, the AOE is 3". if there are 5-7, the AOE is 4". If there are 8 or more, the AOE is 5". WHen a model enters or ends its activation within the AOE, it suffers a POW 10 damage roll. Suppressing Fire lasts for one round or until all participants have been destroyed or removed from play.
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- This order can be issued only if two or more models with ranged weapons in this unit in formationl are able forfeit their actions. Each model in this unit in formation must forfiet its action. Other than the Standard Bearer, those models that do are participants. Place an AOE completely within 12" of all participants, with its center point in LOS of all participants, ignoring intervening models. The size of the AOE is based on the number of participants. if there are 2-4, the AOE is 3". If thereare 5-7, the AOE is 4". If there are 8 or more, the AOE is 5". When a model enters or ends its activation within the AOE, it suffers a POW 10 damage roll. Suppressing Fire lasts for one round or until all participants have been destroyed or removed from play.
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- When this model destroys an enemy model with a normal ranged attack, immediately after the attack is resolved it can advance up to 2".
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- Models in this unit gain Relentless Charge. (Models with Relentless Charge gain Pathfinder during activations they charge.)
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- Models in this unit gain Set Defense. (A model in the front arc of a model with Set Defense suffers -2 on charge, slam power attack, and impact attack rolls against the model with Set Defense.)
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- Once per turn when this model suffers damage from an enemy attack, it can spend 1 fury point to transfer half the damage to an enemy warbeast in its control area but must suffer the rest of the damage itself.
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- Other friendly Faction models gain +2 to magic attack rolls against enemy models within 5" of this model.
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- This model is a terrifying enitity. Enemy models/units in the melee range of this model or with this model in their melee range must pass a command check or flee.
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- When it destroys a living enemy model with a melee attack, remove the enemy model from play, and this model gains a corpse token. This model can have up to three corpse tokens at a time. Durin its activation, this model can spend corpse tokens to boost attack or damage rolls at one token per boost.
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- When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled and is knocked down.
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- This model ignores forests when determining LOS. While in a forest, this model gains +2 DEF against melee attack rolls and can advance through obstructions and other models if it has enough movement to move completely past them.
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- While in this model's command range, friendly Faction warrior models gain Unyielding. (While engaging an enemy model, a model with Unyiedling gains +2 ARM.)
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- This model is not a living model and never flees.
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- During your Maintenance Phase, if one or more models in this unit were destoryed or removed from play by enemy attacks during your opponent's last turn, each model in the unit can advance 3" and make one normal melee attack.
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- Friendly Blighted Ogrun trooper models +2 to attack rolls while this model is in their LOS.
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- Friendly Blighted Ogrun trooper models +2 to attack rolls while this model is in their LOS.
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- 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.
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-Battlegroup
- The other models in a warlock's unit are part of its battlegroup.
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-Atachments
- Warlock units cannot have unit and weapon attachments like other units, but they can have warlock attachments like standard warlocks. If a warlock unit has a warlock attachment, the atachment remains a solo and does not become part of the warlock unit.
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- This model gains +2 STR
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- When attacking with this weapon, add an additional die to its damage rolls.
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- This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attakcs or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
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diff --git a/backups/Legion_of_Everblight_Exigence_(2014) 221217105859620.cat b/backups/Legion_of_Everblight_Exigence_(2014) 221217105859620.cat
deleted file mode 100644
index 8d7cf60..0000000
--- a/backups/Legion_of_Everblight_Exigence_(2014) 221217105859620.cat
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- Models in Absylonia's battlegroup that are currently in her control area gain +2 STR and Flight, and their melee weapons gain Reach. Metamorphose lasts for one round.
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- Warbeasts in this model's battlegroup beginning their activations in its control area can charge or make power attacks without being forced. When this model destroys one or more enemy models during its activation, warbeasts in its battlegroup beginning their activation in its control area gain +2 SPD and MAT for one turn.
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- Remove all damage from Absylonia. She can then suffer 1 or more damage points. For each damage point she suffers, remove all damge from one warbeast in her battlegroup in her control area.
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- On a critical hit, the model hit by this weapon loses Touch, cannot heal or be healed, and cannot transfer damage for one round.
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- This model can reave fury points from enemy warbeasts destroyed by this weapon. Other models cannot reave fury points from enemy warbeasts destoryed by this weapon.
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- Once per activation, when this model boxes a living enemy warrior model with an attack with this weapon, remove the boxed model from play and replaced it with an Incubus model.
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- Gain an additional die on this weapon's damage rolls against living models.
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- Make d3+1 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. Strife counts as one attack for ROF.
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- If the attack hit a small-based non-warlock/warcaster model the model hit is removed from play.
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- This attachment can be added to Hex Hunters unit.
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- While this model is in play, models in this unit gain Hunter. (A model with Hunter ignores forests, concealment, and cover when determining LOS or making a ranged attack.)
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- • Frostbite (*Attack) - Frostbite is a RNG SP 8 magic attack. Models hit suffer a POW 12 cold damage roll.
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-• Hex Bolt (*Attack) - Hex Bolt is RNG 6, POW 13 magic attack. Models hit cannot make special actions or special attacks for one round.
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- Models in this unit gain Advance Deployment.
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- A model hit by this weapon suffers -3 DEF and when it advances it cannot move except to cane facing. Shadow Bind expires after one round.
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- While in this model's control area, friendly Faction models gain boosted magic attack rolls and magic attack damage rolls, and friendly Faction warbeasts can use their animi without being forced. Litany of Everblight lasts for one turn.
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- This model is included in any army that includes bethayne, Voice of Everblight. If Bethayne is destoryed or removed from play, remove this model from play. This model is part of Bethayne's battlegroup.
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- • Disbinding (*Action) - Enemy upkeep spells on this model and / or its unit immediatley expire.
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-• Ice Bolt (*Attack) - Ice Bolt is RNG 10 magic attack. A model hit suffers a POW 12 cold damage roll. On a critical hit, the model hit becomes stationary for one round unless it has immunity: Cold.
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-• Ice Cage (*Attack) - Ice Cage is RNG 10 magic attack. A model hit suffers a cumulative -2 DEF for one turn unless it has Immunity: Cold. When a model without Immunity: Cold is hit iwth three or more Ice Cage attacks the same turn, it becomes stationary for one round.
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- • Ice Bolt (*Attack) - Ice Bolt is RNG 10 magic attack. A model hit suffers a POW 12 cold damage roll. On a critical hit, the model hit becomes stationary for one round unless it has immunity: Cold.
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-• Ice Cage (*Attack) - Ice Cage is RNG 10 magic attack. A model hit suffers a cumulative -2 DEF for one turn unless it has Immunity: Cold. When a model without Immunity: Cold is hit iwth three or more Ice Cage attacks the same turn, it becomes stationary for one round.
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-• Kiss of Lyliss (*Attack) - Kiss of Lyliss is RNG 10 magic attack. For oen round, when a model / unit hit by Kiss of Lyliss suffers a damage roll add +2 to the roll.
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- • Ice Bolt (*Attack) - Ice Bolt is RNG 10 magic attack. A model hit suffers a POW 12 cold damage roll. On a critical hit, the model hit becomes stationary for one round unless it has immunity: Cold.
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-• Ice Cage (*Attack) - Ice Cage is RNG 10 magic attack. A model hit suffers a cumulative -2 DEF for one turn unless it has Immunity: Cold. When a model without Immunity: Cold is hit iwth three or more Ice Cage attacks the same turn, it becomes stationary for one round.
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-• Cloak of Mist (*Action) - While in formation models in this unit gain Stealth. Cloak of Mist lasts for one round.
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- Models in target friendly warbeast pack gain Killing Spree for one turn. (When a model with Killing Spree destroys one or more enemyu models iwth a melee attack during its combat action, after that attack is resolved the model can move up to 1" and make one additional attack.)
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- Living models within 1" of this model suffer -1 to attack rolls.
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- This attachment can be added to a Blighted Nyss Archers unit.
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- While this model is in play, models in its unit gain Combined Arms. (When a model with Combined Arms missed an attack roll for a combed ranged attack, it can reroll that attack roll. Each attack roll can be rerolled only once as a result of Combined Arms).
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- If this model is destryed 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 te chosen Grunt. Remove the Grunt from the table instead of this model. THis model has the same number of unmarked damage boxes as the chosen Grunt.
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- • Hex Bolt (*Attack) - Hex Bolt is RNG 6, POW 13 magic attack. Models hit cannot make special actions or special attacks for one round.
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- This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking with this weapon and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation.
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- Attacks made with this weapon cannot target anhy model witin 6" of it.
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- Thi attacks's AOE remains in play for one round. Enemy models and non-Faction Friendly models entering or ending their activation in the AOE suffer 1 point of corrosion damage.
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- A warbeast can be affected by only one Beast Manipulation special action each turn.
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-• Condition (*Action) - RNG 3. Target friendly Faction warbeast. If the warbeast is in range, place any number of fury points on or remove any number of fury points from it.
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-• Medicte (*Action) - RNG 3. Target friendly Faction warbeast. If the warbeast is in range, it heals d3 damage points. A warbeast can be affected by Medicate only once per turn.
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- • Blight Storm (*Action) - Place a 5" AOE anywhere completely in this model's commmand range. When an enemy model in the AOE is directly hit by an attack and the damage roll fails to exceed its ARM, it auomatically suffers 1 damage point. Blight Storm lasts for one round.
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-• Frostbite (*Attack) - Frostbite is RNG SP 8 magic attack. models hit suffer a POW 12 cold damage roll.
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-• Wind Ravager (*Action) - While in this model's command range, enemy models cannot make ranged attacks for one round.
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- This attachment can added to a Blighted Nyss Striders unit.
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- While tis model is in play, after all models in its unit have completed their actions, each can advance up to 3".
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- Models in this unit gain Hunter. (A model with Hunter ignores forests, concealment, and cover when determinging LOS or making a ranged attack.)
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- While this model is within 3" of it, the unit commander gain +3" to its command range.
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- If this model is destoryed 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 exprire, and it gains the effects on the chosen Grunt. Remove the Grunt form the table instead of this model. This model has the same number of unmarked damage boxes as th chosen Grunt.
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- This attachment can be added to a Blighed Nyss Swordsmen unit.
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- While this model is in play, models in its unit gain Cleave. (When a model with Cleave destorys one or more enemy models with a melee attack during its activation, immediately after the attack is resovled th model can maek one additional melee attack. A model can gain only one additional attack from Cleave per activation.)
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- Models in thsi unit gain Overtake. (When a model with Overtake destroy one or more enmey warrior models with a normal melee attack, after the attack's is resolved thsi model can immediately advance up to 1".)
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- Once per turn, when an enemy model advances into and ends its movemment in this model's melee range, tsi model can immediately make one normal attack against it.
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- Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon.
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- When this model destorys one or more models with a melee attack during its combat action, immediately after the attack is resovled it must make one aditional melee attack against another model in its mele range.
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- add this model' STR to the POW of this ranged attack.
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- 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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- This attachment can be added to a Blighted Nyss Legionnaires unit.
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- While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
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- Each time this model makes a normal melee attack, choose one of the following abilities:
-* Beat Back - 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".
-* Dismember - When this model hits a warbeast with a melee attack, roll an additional damage die.
-* Pitch - 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.
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- Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon.
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- When a friendly living non-Incubus warrior model in Kallus' control are is disabled by an enemy attack, you can replace it with an Incubus model. The replaced model is removed from play. While in Kallus' control area friendly soulless warrior model gain +2 DEF. Host of Angels last for one round.
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- When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continuous effect.
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- While in Lylyth's contorl area, friendly Faction models roll an additional die on attack rolls this turn.
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- During its activation, this model can make its combat action before its normal movement. If it does, it mst make a full advance as its normal movement this activation.
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- Warbeasts in this model's battlegroup can charge enemy models hit by this weapon this turn without being forced.
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- If this attack hits an enemy model during this model's activation, this model can target and automatically hit that model with spells, ignoring RNG and LOS, until the end of this model's acivation.
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- when an enemy model is directly hit by a ranged attack made by frendly Faction model while the friendly Faction model is in Lylyth's control area, th enmey model suffers Death Chill. The Reaping lasts for one turn. (A model suffering Death Chill must forfeit either its movemen or action on its next activation.)
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- Once per activation, immediately after resolving an attack in which it destroyed a living enemy model with this weapon, this model can cast a spell with COST 3 or less without spending fury.
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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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- When declaring and resolving attacks with this weapon, this model's front arc extends to 360°.
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- This model can add this weapon's POW to its trampled power attack damage rolls.
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- While in Lylyth's control area, friendly Faction model's ranged weapons gain Snipe. While in Lylyth's control area, models in her battlegroup can make one additional ranged attack during their activation. Attack gained from Decimation do not count against a weapon's ROF. Decimation lasts for one turn. (Ranged weapons with Snipe gain +4 RNG).
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- When this model casts a spell and is the point of origin for the spell, the spell gains +5 RNG.
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- This model cannot be targeted by free strikes. This model can advance up to 2" immediately after an enemy ranged attack that missed it is resolved unless it was missed while advancing.
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- On a critical hit, gain an additional die on this weapon's damage rolls against living models.
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- On a critical hit, the model hit suffers Shadow bind for one round. (A model suffering Shadow Bind suffers -3 DEF, and for one round when it advances it cannot move except to change facing.
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- This model gains +2 to charge attack damage rolls with this weapon.
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- Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model is knocked down afer being pushed.
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- A model in his model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
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- Enemy models currently within 2" of th is model are immediately pushed 2" directly toward it in the order you choose.
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- This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
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- If this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resovled the damaged model can be pushed any distance directly toward this model. After the damaged model is moved, this model can make one normal melee attack against the model pushed. After resolving this melee attack, this model can make additional melee attacks during its combat action.
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- This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
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- If this weapon hits an enemy model with an equal or smaller base, immediately after the attack is resovled the hit model can be pushed any distance directly toward this model.
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- Thsi attack's AOE remains in play for one round. Enemy models and non-Faction friendly models entering or ending their activations in the AOE suffer 1 point of corrosion damage.
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- Rhyas and friendly Legion models activating in her control area gain one additional melee attack during their activations. The first time a freindly Legion model damages an emeny model with a melee attack during its activation while Ryas' control area, immediately place the attacks model anywhere B2B with the damage model. Tide of Blood lasts for one turn.
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- On a critical hit, double the damage exceeding the ARM of the model hit. a model disabled by this attack cannot make a Tough roll.
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- This model can reave points from enmey warbeasts destoyed this weapon. Other models cannot reave fury points from enemy warbeasts destroyed by this weapon.
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- While within her control area, small-, medium-, and large-based models in Saeryn's battlegroup cannot be targeted by melee attacks for one round.
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- When a model is hit by this weapon, for one round it loses Tough, cannot hal or be healed, and cannot transfer damage.
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- Add this model's STR to the POW of this ranged attack.
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- When a model is hit by this weapon, for one round it loses Tough, cannot hal or be healed, and cannot transfer damage.
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- If this model hits the same target with both its initial attacks with this weapon, after resolving the attacks it can immediately make one melee attack with this weapon against each model in its LOS that is in this weapon's melee range.
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- Make d3+1 ranged attacks targeting a primary target and ay number of secondary target within 2" of the first target. Ingnore intervening models when declaring secondary targets. A secondary target cannot be targeted by more attacks than the primary target. Strafe counts as one attack fro ROF.
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- On a hit, gain an addional die on this weapon's damage rolls against living models.
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- This model never flees and automatically passes command checks.
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- Gain an additional die on this weapon's damage rolls against living models.
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- If this weapon damage a model, immediately after the attack is resovled, mark all the damage circles in this warbeast's body apect.
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- • Spirit Tap (*Action) - This model immediately casts the animus of a friendly Faction warbeast in its comand range as a spell. This model cannot cast an animus with a RNG of SELF. This model must make a special attack to cast an offensive spell. Other spells are cast by making a special action.
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- Return one destoryed warbeasts that was part of Thagrosh's battlegroup to play. Place it anywhere with 3" of him. The warbeast forfeits its action this turn.
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- If a model is boxed by an attack made with this weapon, center a 3" AOE cloud effect on the boxed model and then remove that model rom play. The AOE remains in play for one round. Enemy models in the AOE when it was put in play are hit and suffer a POW 12 fire damage roll. Enemy models entering or ending their activation in the AOE suffer a POW 12 fire damage roll. Eruption of Ash damage rolls cannot be boosted.
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- After all friendly models have completed their activations this turn, each warbeast in Thagrosh's battlegroup that is in his control area can make a full advance followed by one normal melee attack. Completely resolve each model's movement and attack before moving on to the next model.
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- If a model is boxed by an attack made with this weapon, center a 3" AOE cloud effect on the boxed model and then remove that model rom play. The AOE remains in play for one round. Enemy models in the AOE when it was put in play are hit and suffer a POW 12 fire damage roll. Enemy models entering or ending their activation in the AOE suffer a POW 12 fire damage roll. Eruption of Ash damage rolls cannot be boosted.
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- On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold.
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- • Frostbite (*Attack) - Frostbite is a RNG SP 8 magic attack. Models hit suffer a POW 12 cold damage roll.
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-•Spine Burst (*Attack) - Spine Burst is a RNG 10, POW 10 magic attack. If target model is hit, the d3 nearst models within 5" of it suffer a POW 10 magical damage roll.
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- This weapon has a 4" melee range during this model's activation.
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- This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
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- On a critical hit, instead of rolling damage normally you can choose to have thi model throw the model hit. Treat the throw as if model had hit with and passed the STR check of a throw power attack. The thrown models 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.
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- This activation Vayla can cast each of the spells on her card once without spending fury points.
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- This model can channel spells through a model hit by an attack made with this weapon. Spellbound lasts for one turn.
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- Attacks made with this weapon automatically hit.
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- This model can channel spells through a model hit by an attack made with this weapon. Spellbound lasts for one turn.
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- Thsi attachment can be added to be Blighted Ogrun Warspear unit.
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- Add this model's STR to the POW of this ranged attack.
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- 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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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make on ranged attack targeting that model.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make on ranged attack targeting that model.
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- This model gains an additional die on attack rolls against non-warcaster, non-warlock warrior models. Predator's Instinct lasts for one turn.
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- While Zuriel is in Rhyas' control area, he gains Stealth.
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- While Zuriel is not engaged an is in Saeryn's control area, she can channel spells through him.
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- This model can be included in Rhyas' or Saeryn's theme forces. It can also be bonded to Rhyas or Saeryn.
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- Target warbeast in this model's battlegroup gains +2 ARM. The affected model and any friendly model B2B with it cannot be knocked down, pushed, or moved by a slam.
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- Each model in this model's battlegroup currently in tis control area immediately heals d3+1 damage points. This spell can only be cast once per turn.
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- When target friendly Faction model is targeted by an enemy ranged attack, after the attack is resolved the affected model can make one normal melee or ranged attack, then Return Fire expires. Return Fire lasts for one round.
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- Place this model anywhere completely within 8" of its current location, then its activation ends.
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- This model is a terrifying entity. Models and units-friendly and enemy-within 3" of this model must pass a command check or flee
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- This model can advance through other models if it has enough movement to move completely past their bases. This model cannot be targeted by free strikes. This model ignores intervening models when declaring its charge target.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- Friendly Faction warbeasts with Flight beginning their activations in this model's command range can charge without being forced.
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- When Typhon is forced to use Regnerate in Thagrosh's control area, instead of rolling to determine how many damage points Typhon heals, Typhon and Thagrosh each heal up to 3 damage points.
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- You can choose not to deploy this unit 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 all models in this unit in formation within 3" of the chosen table edge.
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- If its warlock is in this model's command range during your Control Phase, the warlock can upkeep one spell without spending fury.
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- 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 the 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 melee penalty. If the target is not in melee range after moving, this model can make the Assault ranged attack before its activation ends.
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- Immediately after leaching, this model gains 1 fury point if it has fewer fury points than its FURY.
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- Before the start of the game, attach this model to a friendl faction warlock for the rest of the game. Each warlock can have only one model attached to it.
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- Once per activation, this moel can cas the animus of a Legion warbeast in its battlegroup as a spell without spending fury.
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- This model is a battle engine and is not a warrior model.
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- Once per turn, when this model destroy one or more enmey models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability specail attack or special action.
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- This model can force friendly Faction warbeasts in its command range as if it were their controlling warlock.
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- This model never attacks friendly Faction warlocks and cannot choose them as its frenzy target.
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- This model does not generate a soul token when it is destoryed.
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- When this model destorys one or more models with a melee attack during its combat action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range.
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- Remove all fury points from this model. Enemy models within 1" of this model for each fury point removed suffer a POW 8 damage roll. Add an additional die to the damage roll for each forcus or fury point on the enemy model.
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- This model never attacks friendly Faction warlocks and cannot choose them as its frenzy target.
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- Immediately after this model resolves a melee attack in which it destorys one or more living models, it can end it activation to heal d3 damage points.
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- Once per game, when this model suffers 5 or more damage points from an enemy attack that are not transferred, after the attack is resolved you can place a non-character Faction lesser warbeast in play anywhere completely within 3" of this model. The warbeast is part of this model's battlegroup. The warbeast cannot activate this turn.
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- Once per activation, after making a full advance but before performing an action, this model can be forced to be placed completely within 5" of its current location. Any effects that prevent charging also prevent charging also prevent this model from using Bounding Leap.
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- This weapon has an integral buckler that gives the model a cumulative +1 ARM bonus. A model does not gain this bonus while the location the buckler is in is being held in a weapon lock or when resolving damage that orgiinates in its back arc.
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- This model is not a warrior model. It can advance only during its unit's normal movement. When it advances, it can move up to 1" for each Grunt in this unit within 2" of it at the beginning of this unit's activation. This model is automatically hit by melee attacks. It cannot be knocked down or made stationary.
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- This weapon has a 4" melee range during this model's activation.
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- This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
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- Whle this model is not engaed and is in Saeryn's control area, Saeryn can channel spells through it.
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- Whle this model is not engaed and is in Saeryn's control area, Saeryn can channel spells through it.
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- While this model is not engaed and is in Rhyas's control area, Rhyas can channel spells through it.
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- This model's front arc extends to 360°.
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- When this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resovled the model can make one additional melee attack. This model can gain only one additional attack from Cleave each activation.
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- When this model directly hits a model with this weapon, its melee attacks against that model automatically hit for one turn.
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- Thi model can particaipate in combined melee attacks with othr models in its unit.
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- This model can participate in combined ranged attacks with other models in its unit.
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- A friendly faction model or unit in this model's command range can replace its current CMD with the current CMD of the commander when making command checks.
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- This model is not a living model, never flees, and automatically passes comand checks.
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- RNG CMD. Target friendly Faction warbeast. If the warbeast is in range, remove up to 5 fury points from it andput them on this model. This model can have up to 5 fury points at a time.
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- A model hit by this attack suffers the Corrosion continuous effect.
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- A model hit by this atack suffers the Fire continuous effect.
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- On a critical hit, the model hit by this attack suffers the Corrosion continuous effect.
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- on a critical hit, the model hit by this attack suffers the Fire continuous effect.
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- On a critical hit, the model hit by this weapon loses Tough, cannot heal or be healed, and cannot transfer damage for one round.
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- On a critical hit, gain an additional die on this weapon's damage rolls against living models.
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- This weapon causes cold damage
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- This weapon causes corrosion damage.
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- This weapon causes electrical damage.
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- This weapon causes fire damage.
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- Once per turn, when an enemy model ends its normal movement within 5" of this model can immediately make a full advance followed by a normal melee or ranged attack targeting the enemy model. The warbeast gains boosted attack and damage rolls against the enemy model.
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- While within this model's command range, enemy models suffer -2 STR.
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- While this model is B2B with one or more models in its unit, it gains +2 ARM.
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- This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. The model cannot dig into solid rock or man-made construction. This model can begin the game dug in.
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- Thi moel 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.
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- A friendly Faction warlock can transfer damage to this model even if this model has a number of fury points equal to its current FURY.
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- When this attack hits an enemy model with 1 or more focus or fury points on it, that model loses 1 focus or fury point and this model gains 1 fury point.
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- This model cannot be targeted by free strikes. This model can advance up to 2" immediately after an enemy ranged attack that missed it is resolved unless it was missed while advancing.
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- This model ignores cloud effects and forests when determining line of sight. This model ignores concealment and stealth.
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- This model never flees.
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- During its activation, this model can spend fury points to gain additional attacks or to boost attack or damage rolls, at 1 fury point per attack or boost.
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- Models in this model's battlegroup gain Aggressive. (A model with Aggrsive can run or charge without spending focus or being forced.)
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- When this model makes a melee attack against an enemy model within the meee range of a friendly model of the type indicated, thsi model gains +2 to attack rolls and gains an additional damage die.
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-
- This model can advance through terrain and obstacles without penalty and can advance through obstructions and other models if it has enough movemnt to move completely past them. This model ignores intervening models when declaring its charge target.
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-
- This model's unit has no unit commander. Models in this unit within 8" of thsi model are in formation. If a model in this model's unit is out of formation when begining its normal movement, it must either advance toward this model. If this model is destoryed or removed from play, remove te remaining models in this unit from play.
-
-
-
- This model gains + DEF against ranged attack rolls and does not suffer blast damage.
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- When making a melee attack targeting an enemy model in melee range or another model in this unit, this model gains +2 to melee attack and melee damage rolls.
-
-
-
- - 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 gargantuan
- A gargantuan 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 gargantuan with a ranged or magic attack does not suffer the target in melee attack roll penalty. If a ranged or magic attack misses a gargantuan in melee, that miss is not rerolled against another model. It misses completely.
-- Predeployment
- Gargantuans must be placed before normal deployment. If both players have models to predeploy, they predeploy their models in standard deployment order.
-- Massive
- A gargantuan cannot be slammed, pushed, thrown, knocked down, or made stationary.
-- Gargantuan movement
- A gargantuan can only advance during its normal movement and cannot be placed.
-- Pathfinder
- All gargantuans have Pathfinder
-- Controlling a gargantuan
- Gargantuans must be assigned to a battlegroup, and your opponent can never take control of your gargantuan by any means.
-- Great Beast
- A gargantuan can never gain Advance Deployment, Incorporeal, or Stealth.
-- Ranged attacks while in melee
- A gargantuan can make ranged attacks while in melee. A gargantuan never suffers the firing in melee penalty when targeting a model it is in melee with. A gargantuan cannot gain the aiming bonus when engaged.
-- Gargantuan melee range
- Gargantuan melee weapons and gargantuan melee attacks have a 2" melee range unless otherwise noted. This includes all power attacks made by a gargantuan.
-- Gargantuan power attacks
- A gargantuan can make all the power attacks available to a warbeast along with two additional attacks available only to gargantuans: 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 gargantuan. 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.
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-
- During its activation, this model can spend corpse token to heal damage. For each corpse token spent remove d3 damage from this model.
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- This model is a gunfighter. The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
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- This model gains a corpse token each time it destorys a living enemy model with a melee attack. This model can have up to three corpse tokens at a time. It can spend corpse tokens during its activation to boost an attack or damage roll or to make an additional melee attack at one token per boost or additional attack.
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- While this model is in its warlock's control area, the warlock can force, leach, reave, heal, and transfer damage to the warbeasts in its battlegroup that are in this model's command range.
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-
- Incubi models do not begin the game in play. When a friendly living non-living, non-warlock, small-based Faction warrior model is estoryed, you can mark its center point and remove that model from play. you can only mark up to one point for each Incubus you have that has not been put into play or removed from play. During you next Maintenace Phase, put one Incubus model into play within 2" of each point marked. If there is not room to place an Incubus model, remove the marker from the table and remove from play one Incubi that has not been put into play.
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- This model automatically heals d3 damage points at the start each of its activations.
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
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- After deployment but before the first player's turn, choose an enemy model/unit to be this unit's prey, 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 removed from play, choose another model/unit as the prey.
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- This model does not suffer cold damge.
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- This model does not suffer corrosion damage and is immune to the Corrosion continuous effect.
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- This model does not suffer electricla damage.
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- This model does not suffer fire damage and is immune to the fire continuous effect.
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- This model can move through rough terrain and obstacles without penalty. It can move through obstructions and other models if it has enough movement to move completely past them.
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- Opponents cannot take control of this model.
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- 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.
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- If this model is disabled by an enemy attack, it can immediatley make special action.
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- While in this model's command range, friendly Blighted Ogrun models gain Blood Drinker.
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- While in this model's command range, friendly Blighted Ogrun models gain Blood Drinker.
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- This model cannot make power attacks.
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- A magical weapon can damage and affect models with the Incoreal ability.
-Attacks made with magical weapons are not magic attacks.
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- A battle engine cannot be slammed, pushed, thrown, kncoked down, or made stationary.
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- This model can make three initial attacks each combat action, using any combination of Blight Breath and Bite attacks. This model loses one initial attack for each aspect it has lost. This model cannot be forced to make additional Blight Breath attacks.
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- This model is an Officer. The Officer is the unit commander of its unit.
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- This weapon is an Open Fist. A warbeast's Open Fist enables it to make certain power attacks. A warbeast with an Open Fist can make arm lock, headlock, and throw power attacks; a warbeast with two Open Fists can also make double-hand throw power attacks.s
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- When this model destroys one or more enemy warrior models with a normal melee attack, after the attack is resolved this model can immediatly advanced up to 1".
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- This model cannot be targeted by free strikes.
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- This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.
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- This model cannot be targeted byh combined melee attakcs, combined ranged attacks, or free strikes. Models do not gain back strike bonuses against this model. When kncoked down, this model can stand up during its activation without forfeiting its movement or action if it is able to forfeit its movement or action to stand up.
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- This model can make trample power attacks.
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- Battle engines must be placed before normal deployment. If both player have models to predeploy, they predeploy their models in standard deployment order.
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- After deployment but before the first player's turn, choose an enemy model/unit to be this model/unit's prey. This model gains +2 to attack and damage rolls against its prey. When this model begins its activation within 10" of its prey, it gains +2" movement that activation. When the prey is destoryed or removed from play, choose another model/unit to be the prey.
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- This model can use the animus of any friendly Faction non-character warbeast in its command range as if th animus were its own.
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- This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
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-
- Once during your opponent's turn, when an enemy model within 10" of this model that is in its LOS targets this model with ranged attack, this model can make a ranged attck against the enemy model before it makes its attack roll. If this model's ranged attack hits, the enem model suffers no damage but its attack automatically misses.
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- This model can be forced during its activation to gain, +2 SPD, Pathfinder, and boosted attack and damage rolls for one turn.
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- This model can make one additional melee attack each combat action.
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- This weapon has a 2" melee range.
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- When a living model is destroyed within 4" of ths model +1" for each Grunt in this unit that is in formation, place one corpse token on this model. This model can have up o three corpse tokens at a time.
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- This model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.
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- This model can uplkeep spells on models in its battlegroup without spending fury.
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- This model can make ride-by attacks.
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- When this model is missed by an enemy melee attack, immediately after the attack is resolved it can make one normal melee attack against the attacking model.
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- At the begining of your Control Phase, before leaching, you can remove 1 fury point from a friendly Faction warbeast within 1" of this model.
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- This model cannot make slam or trample power attacks and cannot be knocked down.
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- Friendly Faction models with the Repair ability can attempt to repair damaged battle engines. To attempt repairs, the model with Repair must be in B2B contact with the damaged battle engine and make a skill check. If successful, remove d6 damage points from the battle engine.
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- This weapon is a shield that gives the model a cumulative +2 ARM bonus.
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- Once per round, when a friendly model is 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.
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- When this model boxes a living model with a melee attack, this model can heal d3 damage points, If ths model heals, the boxed model is removed from play.
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- When this model destroys one or more enemy models with a ranged attack during its combat action, immediatley after that attack is resolved this model can make one normal rangd attack. Attacks gained from Snap Fire do not count against a weapon's ROF and cannot genergate additional attacks from Snap Fire.
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- When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. Instead of rolling damage on a ranged attack, this model can inflict 1 damage point. A model tat participates in a combind ranged attack loses Sniper until the attack is resolved.
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- This model always has concealment.
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- This model does not generate a soul token when it is destoryed.
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- Remove three corpse tokens from this model to place a non-character Faction lesser warbeast into play under your control. Place the warbeasts within 3" of this model and choose a friendly Faction warlock. This warbeast becomes part of that warlock's battlegroup.
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- A model with the Special Issue rule can be inclued in the Theme Forces of th warlock specified on on its card. this applies to all versions of a particlar warlock and any versions of the warlock's Theme Forces.
-
-The model can also be bonded to the warlock specified on its card. This only gives th warbeast the potential to bond to the warlock using standard bonding rules despite the fact that character warbeasts cannot normally be bonded. It does not automatically add a warbeast bond.
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- This model can be included in Absylonia's theme forces. It can also be bonded to Absylonia.
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- This model can reave fury points from enemy warbeasts destroyed by this weapon. Other models cannot reave fury points from enemy warbeasts destroyed by this weapon.
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- While this model is not in melee and is in a friendly Faction warlock's control area, the warlock can channel a spell through it. Remove this model from play after the spell is cast.
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- This model can spend fury points during its activation to spontaneously mutate. For each fury point spent it gains one of h following abilities for one turn.
-
-• Barbed Hooks - This model's melee weapons gain Reach
-
-• Flight - This model can advance through terrain and obstacles without penalty and can advance through obstructions and other models if it has enough movemnt to move completely past them. This model ignores intervening models when declaring its charge target.
-
-• Warp Strength - This model gains +2 STR
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- 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.
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- This model is a standard bearer.
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- This model cannot be kncoked down.
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- Ranged and magic attacks declared against this model when the point of orgin of the attack is greater than 5" away automatically miss.
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- This order can be issued only if two or more models with ranged weapons in this unit in formation are able to forfeit their action. Each model in this unit in formation must forfeit its action. Other than the Standard Bearer, those models that do are participants. Place an AOE completely within 12" of all participants, with its center point in LOS of all participants, ignoring intervening models. The size of the AOE is based on the umber of participants. If there are 2-4, the AOE is 3". if there are 5-7, the AOE is 4". If there are 8 or more, the AOE is 5". WHen a model enters or ends its activation within the AOE, it suffers a POW 10 damage roll. Suppressing Fire lasts for one round or until all participants have been destroyed or removed from play.
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- This order can be issued only if two or more models with ranged weapons in this unit in formationl are able forfeit their actions. Each model in this unit in formation must forfiet its action. Other than the Standard Bearer, those models that do are participants. Place an AOE completely within 12" of all participants, with its center point in LOS of all participants, ignoring intervening models. The size of the AOE is based on the number of participants. if there are 2-4, the AOE is 3". If thereare 5-7, the AOE is 4". If there are 8 or more, the AOE is 5". When a model enters or ends its activation within the AOE, it suffers a POW 10 damage roll. Suppressing Fire lasts for one round or until all participants have been destroyed or removed from play.
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- When this model destroys an enemy model with a normal ranged attack, immediately after the attack is resolved it can advance up to 2".
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- Models in this unit gain Relentless Charge. (Models with Relentless Charge gain Pathfinder during activations they charge.)
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- Models in this unit gain Set Defense. (A model in the front arc of a model with Set Defense suffers -2 on charge, slam power attack, and impact attack rolls against the model with Set Defense.)
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- Once per turn when this model suffers damage from an enemy attack, it can spend 1 fury point to transfer half the damage to an enemy warbeast in its control area but must suffer the rest of the damage itself.
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- Other friendly Faction models gain +2 to magic attack rolls against enemy models within 5" of this model.
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- This model is a terrifying enitity. Enemy models/units in the melee range of this model or with this model in their melee range must pass a command check or flee.
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- When it destroys a living enemy model with a melee attack, remove the enemy model from play, and this model gains a corpse token. This model can have up to three corpse tokens at a time. Durin its activation, this model can spend corpse tokens to boost attack or damage rolls at one token per boost.
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- When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled and is knocked down.
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- This model ignores forests when determining LOS. While in a forest, this model gains +2 DEF against melee attack rolls and can advance through obstructions and other models if it has enough movement to move completely past them.
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- While in this model's command range, friendly Faction warrior models gain Unyielding. (While engaging an enemy model, a model with Unyiedling gains +2 ARM.)
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- This model is not a living model and never flees.
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- During your Maintenance Phase, if one or more models in this unit were destoryed or removed from play by enemy attacks during your opponent's last turn, each model in the unit can advance 3" and make one normal melee attack.
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- Friendly Blighted Ogrun trooper models +2 to attack rolls while this model is in their LOS.
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- Friendly Blighted Ogrun trooper models +2 to attack rolls while this model is in their LOS.
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- 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.
-
-Battlegroup
- The other models in a warlock's unit are part of its battlegroup.
-
-Atachments
- Warlock units cannot have unit and weapon attachments like other units, but they can have warlock attachments like standard warlocks. If a warlock unit has a warlock attachment, the atachment remains a solo and does not become part of the warlock unit.
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- This model gains +2 STR
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- When attacking with this weapon, add an additional die to its damage rolls.
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- This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attakcs or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
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\ No newline at end of file
diff --git a/backups/Mercenaries 221217112115771.cat b/backups/Mercenaries 221217112115771.cat
deleted file mode 100644
index 390ba24..0000000
--- a/backups/Mercenaries 221217112115771.cat
+++ /dev/null
@@ -1,15421 +0,0 @@
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- 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.
-
-
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- This model gains +2 ARM for each warjack it controls B2B with it. When this model is directly hti by an enemy ranged or magic attack, you can choose to have one of those warjacks become the target and automatically be hit by the attack instead.
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- While in this model's command range, enemy models pay double the focus or fury point cost to cast or upkeep spells.
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- This model can remove friendly Risen in its command range from play to make an additional attack or to boost and attack or damage roll for each Risen model removed. When this model suffers damage, it can remove friendly non-damaged Risen models in its command range from play to heal 1 damage point for each Risen model removed.
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- * Craft Thrall Rune (* Action) - Choose a Risen Grunt in this unit in formation and replace it with a Thrall Warrior solo. Remove the Risen Grunt model from play.
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-* Disbinding (* Action) - Enemy upkeep spells on this model and/or its unit immediately expire.
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-* Dominate Undead (* Attack) - Dominate Undead is a RNG 10 magic attack. Take control of target enemy non-warcaster, non-warlock undead model hit. You can immediately make a full advance with the undead model followed by a nomral melee attack, then Dominate Undead expires. The undead model cannot be targeted by free strikes during this movement.
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- 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.
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- This model does not begin the game in play.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- - 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.
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-- Hellfire (* Attack) - Hellfire is a RNG 10, POW 14 magic attack. A model/unit hit by Hellfire must pass a command check or flee.
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- Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability.
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- This weapon is a magical weapon (p. 68).
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- 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.
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- When this model is disabled, center a 5" AOE on it, then remove this model from play. models in the AOe suffer a POW 14 blast damage roll.
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- This model cannot be knocked down.
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- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
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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 attack against another model in its melee range
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- This model and friendly Privateer models in its command range cannot be knocked down.
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- 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.
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- This model gains a cumulative +1 STR and ARM for each living enemy model it destroys with a melee attack during its activation. This bonus lasts for one round.
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- 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.
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- While in Damioano's control area, friendly Faction models gain +3 STR and ARM and can only move or be moved during your turn.
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- 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.
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-- 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".)
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-- Money Shot - Affected models gain +2 to ranged attack and damage rolls for one turn.
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- 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.
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- Shae can be included only in armies that list him as a possible member.
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- Influence (* Attack) – Influence is a RNG 10 magic attack. Take control of target enemy non-warcaster, non-warlock warrior model hit. The model immediately makes one normal melee attack, then Influence expires.
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-Instigate (* Action) – While within 5˝ of this model, friendly Drudge and Monstrosity models gain +2 on attack and damage rolls. Instigate lasts for one turn.
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-Psychic Assault (* Attack) – Psychic Assault is a RNG SP 8 magic attack. This attack ignores LOS. Models hit suffer a POW 12 damage roll.
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- Adrenal Flood (* Action) – RNG 6. Target Drudge grunt gains +4 MAT and STR and can immediately advance 4˝. Adrenal Flood lasts for one turn.
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-Concussion Pulse (* Action) – Center a 4˝ AOE on this model or a grunt the spell is channeled through. Other models in the AOE suffer a POW 12 magical damage roll.
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-Psychic Assault (* Attack) – Psychic Assault is a RNG SP 8 magic attack. This attack ignores LOS. Models hit suffer a POW 12 damage roll.
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- This model can channel spells through grunts in this unit that are in formation. When it does, you can choose up to two more of those grunts and cast the spell once through each, even if the channeler is engaged. Grunts in this unit that channel a spell this way are then removed from play.
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- When this model destroys a living enemy model with a melee attack, after the attack is resolved you can add one Grunt to a friendly Cephalyx Mind Slaver & Drudges unit in this model’s command range. The Grunt must be placed in formation and within 3˝ of this model. The destroyed model is removed from play but does not provide a soul or corpse token.
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- Influence (* Attack) – Influence is a RNG 10 magic attack. Take control of target enemy non-warcaster, non-warlock warrior model hit. The model immediately makes one normal melee attack, then Influence expires.
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-Psychic Assault (* Attack) – Psychic Assault is a RNG SP 8 magic attack. This attack ignores LOS. Models hit suffer a POW 12 damage roll.
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- Warjacks: Mercenary non-character monstrosities
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-Units: Mercenary Drudge units
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-Solos: Mercenary Cephalys solos
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- Monstrosities in Cyphon’s battlegroup that are currently in his control area can gain +3 SPD, STR, and ARM for one round. Those that do suffer 1 damage to each column on their damage grids at the end of their activation this turn.
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- While this model is in play, models in its unit gain Combined Ranged Attack.
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- 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.
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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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- 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.
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- Choose a friendly Faction warrior model B2B with this model. That model heals d6 damage points.
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- 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.
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- 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.
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- 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.
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- 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.
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- While in Madhammer's control area, friendly Faction models gain an additional die on blast damage rolls and AOE ranged attack rolls this turn.
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- When this model would suffer blast damage, it gains 1 focus point instead of suffering the damage. It cannot gain focus points beyond its FOCUS as a result of Blast Armor.
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- While within 5" of this model, non-myrmidon warjacks cannot channel spells or be allocated focus.
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- When this model hits another model with an attack, upkeep spells and animi on the model hit expire and it loses the focus points on it. When this model hits a warjack with and attack, that warjack suffers Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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- When an enemy model misses this model with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. This model is the point of origin for all these attacks.
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- Eahc time this model makes a normal ranged attack, choose one of the following abilities:
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-- Death Bolt - Instead of rolling damage, a model hit suffers 3 damage points. When damaging a warjack or warbeast, choose which column or branch suffers the damage.
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-- Disruptor Bolt - A model h it loses all focus points. A model hit with Focus Manipulation special rule does not replenish focus points next turn. A warjack hit suffers Disruption for one round. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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-- Phantom Seeker - This model ignores LOS when making ranged attacks. This model ignores concealment and cover when resolving ranged attacks.
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- When this model ends its normal movement within 5" of a friendly non-myrmidon warjack, its activation ends immediately.
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- Warjacks: Mercenary non-character monstrosities
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-Units: Cephalyx units
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-Solos: Cephalyx solos
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- Push each enemy non-warlock, non-warcaster model currently in Thexus' control area 2" in any direction.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- For one round, enemy models roll one less die when making attack and damage rolls while in Fiona's control area.
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- 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.
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- Wh8en an enemy model misses this model with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. This model is the point of origin for all these attacks.
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- Friendly Sea Dogs models/units in this model's command range never flee and immediately rally.
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- While in this model's command range, friendly Sea Dog models gain an additional damage die on Hand Weapon attacks against warrior models.
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- At the start of its activation, this model can spend 1 focus point to use Jury-Rigged. This model gains +2 SPD this activation. At the end of this activation, it suffers 1 damage point to its first available Movement system box. This model cannot use Jury-Rigged if its Movement system is crippled. Jury-Rigged can be used only once per activation.
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- 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.
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- If this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed any distance directly toward this model. After the damaged model is moved, this model can make one normal melee attack against the model pushed. After resolving this melee attack, this model can make additional melee attacks during its combat action.
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- 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.
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- When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
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- Reduce the point cost of Vanguard warjacks in this model's battlegroup by 1.
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- 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.
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- Each time this weapon is uised to make an attack, choose one of the folowing abilities:
-- Crater- The AOE is rough terrain and remains in play for one round.
-- Quake - On a direct hit against an enemy model, all models hit are knocked down.
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- When making an attack with this weapon, ignore cover and the +2 DEF bonus for elevation.
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- Each time this weapon is uised to make an attack, choose one of the folowing abilities:
-- Crater- The AOE is rough terrain and remains in play for one round.
-- Quake - On a direct hit against an enemy model, all models hit are knocked down.
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- When making an attack with this weapon, ignore cover and the +2 DEF bonus for elevation.
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- This model ignores gas effect. When determining LOS or resolving attacks, this model ignores cloud effects.
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- Each time this model makes a norma lranged attack, choose one of the following abilities:
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-- Acid Bomb - Models in the AOE are hit and suffer a POW 12 corrosion damage roll and teh Corrosion contuous effect.
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-- Black Oil - This attack causes no damage. Instead, models in the AOE are hit and suffer Blind for one round. (A blind model cannot make ranged or magic attacks, suffer -4 MAT and DEF, cannot run or charge, and must forfeit either its movement or action during its next activation.)
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-- Rust - This attack causes no damage. Instead warjacks in the AOE are hit and suffer -2 ARM for one turn.
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- 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.
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- This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation it makes a Both Barrels attack.
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- 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.
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- 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.
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-- 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.
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-- Call to Action - Knocked down models in th is unit in formation immediately stand up.
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-- 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.
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- This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- After an enemy model casts a spell within 10" of this model, this model may immediately make a normal ranged attack targeting that model.
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- 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.
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- - 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.
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-- 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.
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-- 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.
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- 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.
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- This model gains +1 CMD for each of its unmarked coin boxes.
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- 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.
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-- Money Shot - Affected models gain +2 to ranged attack and damage rolls for one turn.
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-- 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.
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-- Walk It Off - Affecte models gain Tough for one round.
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- RNG 1. Target enemy non-character warjack with a functional Cortex system or an inert non-character warjack with a functional Cortex system. If the warjack is in range, take control of it and remove this model from the table. Effects on this model when it is removed from the table expire. You cannot activate the warjack this turn.
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-If the melded warjack was part of a battlegroup, while it is in its former controller's control area during the former controller's activation the former controller can spend focus points to attempt to regain control of it at 1 focus point per attempt. If it does so, the former controller and this model each roll a d6 and add their CMD. If the former controller's total is higher, it regains control of the warjack and this model exits the warjack. If the former controller's total is not higher, you maintain control of the warjack.
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-After resolving an attack in which the melded warjack suffered 1 or more damage points, this model must make a command check. If it fails this check, it exits the warjack after resolving continuous effects during your next Maintenace Phase.
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-You can choose to have this model exit the warjack after resolving continuous effects during your Maintenace Phase.
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-If this model exits the warjack for any reason, contorl of the warjack returns its former controller. Place this model within 3" of the warjack. If the warjack was inert when this model melded with it, the warjack becomes autonomous.
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-This model is destroyed if the melded warjack is destroyed before it exits the warjack.
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- 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.
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- Choose two table edges. Enemy models beginning an advance in Magnus' control area cannot advance toward those table edges for one round.
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- One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
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- If this model attack with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
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- 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.
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- If this model is included in an army, you can include one additional Sea Dog Deck Gun Crew unit over that unit's FA.
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- This model cannot be hit by AOE attacks. If it would be h it by an AOE attack, it is instead knocked down. While this model is knocked down, ranged attacks targeting it automatically miss.
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- This model can forfeit its movement to give this weapon +4 RNG this activation and gain the aiming bonus.
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- 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.
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- This model can make slam power attacks.
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- 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.
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- - 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.
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-- Null Magic (* Action) - For one round, models cannot cast spells while within 12" of this model.
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-- Stealth (* Action) - This model gains Stealth for one round.
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- This model gains one soul token each time it destroys a living enemy model. It can have up to three soul tokens at a time. During its activation, this model can spend soul tokens to bost attack or damage rolls at one token per boost.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make one additional ranged attack against that model ignoring ROF. If the additional attack hits, it does not inflict damage but the model hit must forfeit either its movement or action on its next activation.
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- 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.
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- When a living enemy warrior model in the melee 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.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- - 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.
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-- 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.)
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- 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.
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- 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.
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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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- While this model is B2B with a friendly warcaster, this model can use one of the following special abilities:
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-- Lucky Charm (* Action) - During his activation this turn, the warcaster can gain an additional die on an attack or damage roll. Discard the lowest die.
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-- Reload (* Action) - During his activation this turn, the warcaster can make one additional ranged attack ignoring ROF.
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-- Spyglass (* Action) - Measure the distance betwen two models within the warcaster's LOS.
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- This model can be included only in a battlegroup controlled by Magnus.
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- 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.
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-- Dirge of Mists - affected models gain +1 DEF and Terror for one round.
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-- Heroic Call - Affected models gain Fearless and Tough for one round.
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-- March - Affected models gain Pathfinder for one turn.
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- 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.)
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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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- 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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- 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.
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- This attachment can be added to a Sea Dog Crew unit.
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- Living enemy models suffer -2 to melee attack rolls while in melee with this model.
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- 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.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
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- 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.
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- - 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.)
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- Each time this model makes a normal ranged attack, choose one of the following abilities:
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-- Black Penny - This attack ignores the firing into melee penalty.
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-- Iron Rot When a warjack is hit by this attack, it suffers d3 points of corrosion damage to its Hull damage boxes.
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-- Shadow Fire - Friendly Faction models can ignore the model hit when determining LOS and making ranged or magic attacks this turn.
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- While in Rutger Shaw's command range, this model gains Dodge and Tough.
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- Each time this weapon is used to make an attack, choose one of the following abilities:
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-- 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.
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-- 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.
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-- 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.
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- 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.
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- 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.
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- This model must be B2B with the Commodore and not engaged to make a Fire! special attack each activation. This model makes a ranged attack with the Commodore. Both models must have LOS to the target. The Commodore cannot gain the aiming bonus. Base the RNG and all modifiers for the attack on the Commodore.
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- RNG 2. Target Commodore. If the Commodore is in range, a model attacking with the Commodore this activation gains a cumulative +2 to its attack roll.
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- The Commodore Cannon & Crew can be included only in armies that include Captain Phinneus Shae.
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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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- RNG 5. Target friendly Mercenary Rhulic warjack. If the warjack is in range, its attack or damage rolls are boosted this turn.
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- This weapon is a shield that gives the model a cumulative +2 ARM bonus; for example, a model with two of them gains a bonus of +4 ARM. A model does not gain this bonus while the weapon system with the shield is crippled or being held in a weapon lock or when resolving damage that originates in its back arc.
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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 a damage roll resulting from a direct hit fails to exceed the ARM of the target enemy model/unit, the affected model hit suffers 1 damage point.
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- Place 1 fury point on each enemy warbeast currently in this model's control area. This spell can only be cast once per turn.
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- Magical bolts of energy streak toward the target model.
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- A warjack damaged by this attack becomes stationary for one round.
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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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- Enemy upkeep spells on target friendly model/unit expire. Affected models cannot be targeted by enemy spells or animi.
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- While in this model's control area, models in its battlegroup cannot be knocked down and gain +3 ARM but suffer -2 DEF. Batten Down the Hatches lasts for one round.
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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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- While in this model's control area, models in its battlegroupgain Counter Charge. (When an enemy model advances and ends its movement within 6" of a model with Counter Charge and its LOS, the model with Counter Charge can immediately charge it. If it does, it cannot make another counter charge until after your next turn. A model cannot make a coutner charge while engaged.)
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- On a hit, you can immediately advance target enemy non-warcaster/non-warlock model up to 3". Affected models cannot be targeted by free strikes during this movement. A model can move only once per turn as a result of Befuddle.
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- Models hit lose Flight for one round.
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- Target friendly warrior model/unit gains an additional die on melee damage rolls but suffers -2 DEF.
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- When a model is hit by Blow the Man Down, it is knocked down. On a critical hit, instead of suffering a normal damage roll a non-incorporeal model is slammed d6" directly away from the spell's point of origin regardless of its base size. Collateral damage from this slam is POW 15.
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- Target friendly model/unit gains +3 DEF against ranged and magic attack rolls.
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- Target model/unit suffers –2 SPD and DEF for one round. Breath Stealer can be cast only once per turn.
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- Models in this model's battlegroup currently in its control area can immediately make one normal ranged attack. Attacks gained from Broadside do not count against a weapon's ROF. Broadside can be cast only once per turn.
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- Target frienldy model gains +2 DEF against ranged attack rolls and Dodge. (A model with Dodge can advance up to 2" immdeiately 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.)
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- Friendly models gain +2 to attack and damge rolls against target enemy model/unit.
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- Friendly Faction models gain +2 to melee attack rolls against enemy models in this model's control area. Carnage lasts for one round.
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- While this model is in play, models in its unit gain Fearless.
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- While this model is in play, models in its unit gain Tough.
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- When this model is destroyed or removed from play, other models in the unit lose Fearless for one round and immediately flee.
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- This model is a Ranking Officer. While this model is in play, models in its unit are Mercenary Cephalyx models instead of Mercenary models.
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- Puppet Masters Special Rule: Units that include Cephalyx Dominator UAs gain Advance Deployment .
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- Monstrosities in Cyphon’s battlegroup gain Advance Move. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
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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 within 5" of target friendly model/unit, enemy models cannot make ranged attacks.
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- Friendly models/units beginning a charge in this model's control area gain +2" movement. Affected models can charge without spending focus points or being forced. Coup de Main lasts for one turn.
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- Target friendly Faction model/unit gains Pathfinder and Hunter. (A model with Hunter ignores forests, concealment, and cover when determining LOS or making a ranged attack.)
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- This model immediately makes a full advance. It cannot be targeted b y free strikes during this movement. At the end of this movement, this model can make one melee attack against each model in its LOS that is in its melee range. Cyclone can be cast only once per turn.
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- While in this model's control area, friendly Faction warrior models cannot be targeted by free strikes. This model and friendly Faction warrior models activating in its control area gain +1 SPD. Dash lasts for one round.
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- When Deadweight destroys an enemy living or undead model, choose an enemy model within 2" of the destroyed model. The chosen model must forfeit either its movement or its action during its next activation, as its controller chooses.
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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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- Target friendly Faction model/unit gains +2 DEF and ARM.
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- A model hit by Dissolution Bolt cannot channel spells for one round.
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- Target enemy warrior model/unit cannot make ranged attacks and suffers -2 DEF and MAT 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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- Drudges in the army gain +2 SPD during your first turn of the game.
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- Models hit by Empathic Overload suffer a POW 12 damage roll. When Empathic Overload targets a friendly model, it automatically hits.
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- Warbeasts in this model's battlegroup beginning their activations in its contgrol area gain +2 movement. This model gians +2 ARM while one or more warbeasts in its battlegroup are within 3" of it.
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- When target friendly model makes a normal attack with a non-spray ranged weapon, the weapon gains Magical Weapon. If the weapon was AOE - it becomes AOE 3. An affected model cannot participate in a combined ranged attack. Models in the AOE other than the model that was directly hit suffer blast damage but do not suffer any other effects of the attack. Explosivo expires immediately after resolving target model's next ranged attack. Explosivo lasts for one turn.
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- Target friendly warjack gains +2 ARM and does not suffer the effects of crippled systems.
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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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- Models damaged by Force Blow are knocked down.
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- Target friendly Faction model/unit can reroll its missed attack rolls. Each attack roll can be rerolled only once as a result of Fortune.
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- Frost Hammer causes Cold damage. On a critical hit, a model becomes Stationary for one round unless it has Immunity: Cold.
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- When an enemy model is hit by this attack, it can be pushed d6" directly toward Gallows' point of origin.
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- Target friendly model/unit gains Ghostly for one turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. An affected model cannot be targeted by free strikes.)
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- Target friendly Faction model gains +2 DEF and Poltergeist. (When an enemy model misses the model with Poltergeist with and attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from the model with Poltergeist.)
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- Center a 5" AOE on this model. Each other model in the AOE is hit and suffers a POW 13 damage roll. Each enemy model damaged by Ground Zero is pushed d6" directly away from this model in the order you choose.
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- While in this model's control area, models in its battlegroup gain boosted ranged attack rolls for one turn.
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- When an enemy attack destroys or removes from play one or more friendly Faction models within 5" of target warbeast in this model's battlegroup, after the attack is resolved the affected warbeast can charge an enemy model, then Hallowed Avenger expires.
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- Enemy upkeep spells and animi on the model/unit directly hit by Hex Blast immediately expire.
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- Target model in this model's battlegroup gains boosted ranged attack damage rolls.
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- Take control of target enemy non-warcaster, non-warlock warrior model. The model immediately makes one normal melee attack, then Influence expires.
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- While in this model's control area, enemy models treat open terrain as rough terrain. Inhospitable Ground lasts for one round.
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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 friendly warrior model/unit gains +3 DEF but suffers -1 SPD.
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- Friendly FAction models beginning a charge in this model's control area gain Pathfinder. Warbeasts in th is model's battlegroup beginning their activations in this model's control area can charge or make slam power attacks against enemy models without being forced. Killing Ground lasts for one turn.
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- A model damaged by Lock the Target cannot run, charge, or be placed for one round.
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- Place a 5" AOE completely in this model's control area. While a model is within the AOE, models in this model's battlegroupignore forests and cloud effects when drawing LOS to it and ignore Stealth when attacking it.
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- If the target friendly Faction model's next normal ranged attack directly hits, after resolving the attack choose a model within 4" of the model hit. The chosen model sufers an unboostable POW 12 magic damage roll. The point of origin for this damage is the model hit. After resolving this damage roll, Magic Bullet expires. Magic Bullet lasts for one turn.
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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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- Target enemy model/unit suffers -2 DEF and loses Incorporeal and Stealth and cannot gain those abilities while affected by Marked for Death. Friendly Faction models can target an affected model regardless of LOS.
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- Target friendly Faction model/unit gains Apparition. (During your Control Phase, place models with Apparition anywhere completely within 2" of their current locations. If Mirage affects a unit, only models in formation can be placed.)
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- Models in this model's battlegroup currently in its control area gain +2 SPD and Pathfinder for one turn.
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- Target warjack suffers 1 point of fire damage to each column on its damage grid.
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- Target enemy model/unit suffers -2 DEF and ARM and cannot be healed. Mortality lasts for one round.
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- While in this model's control area, friendly models gain Knockdown on their melee weapons. Mosh Put lasts for one turn. (When a model is hit with an attack by a weapon with Knockdown, it is knocked down.)
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- While in this model's control range, models in its battlegroup gain Gun-and-Run. (At the end of its activation, if a model with Gun-and-Run destroyed one or more enemy models with ranged attacks this activation it can make a full advance.)
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- An enemy warbeast damaged by Muzzle cannot advance toward this model for one round.
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- Target friendly model/unit ignores intervening models when making attacks. The weapons of affected models gain Magical Weapon.
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- The force of this attack blasts apart the earth itself.
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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 model/unit gains +2 ARM, cannot be pushed, and
-cannot be moved by a slam or throw.
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- When target friendly model/unit is targeted by a ranged attack, the attack suffers -5 RNG.
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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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- On a critical hit, models hit lose their initial attacks and cannot make special attacks for one round.
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- Choose a friendly Faction warbeast in this model's control area. Target an enemy model within 8" of the chosen warbeast and make a magice attack against it. The chosen warbeast is the attack's point of origin. If the enemy model is hit, it suffers a damage roll with a POW equal to the warbeast's base STR.
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- Each model in this model’s battlegroup currently in its control area immediately heals d3 + 1 damage points. This spell can only be cast once per turn.
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- Continuous effects, animi, and upkeep spells in this model's control area immediately expires.
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- If target enemy model/unit advances during its normal movement, immediately after ending this movement one model in this model’s battlegroup that is in its control area can make a full advance.
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- Target friendly model/unit gains +2 SPD and +2 DEF against ranged and magic attack rolls.
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- Take control of target enemy non-character warbeast. You can make one full advance with the warbeast and can then make one normal attack with it, then Rampager expires. While the warbeast is affected by Rampager, it cannot be forced and you cannot use its animus. Rampager can be cast only once per round.
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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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- When target friendly Faction model hits an enemy model with an attack during its activation, immediately after its combat action ends the affected can make a full advance. It cannot be targeted by free strikes during this movement.
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- When target friendly Faction model is targeted by an enemy ranged attack, after the attack is resolved the affected model can make one normal melee or ranged attack, then Return Fire expires. Return Fire lasts for one round.
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- The AOE is rough terrain and remains in play for one round.
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- Place a wall template anywhere completely in this model's control area where it does not touch a model's base, an obstruction, or an obstacle. The wall is a linear obstacle that provides cover.
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- When an enemy attack disables a living model in the target friendly unit, you can choose a non-disabled living model in the unit to be destroyed. If another model is destroyed as a result of Roth's Mercy, the originally disabled model heals 1 damage point.
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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 frienldy model's/unit's ranged weapons gain +4 RNG.
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- Target friendly Faction model/unit gains concealment and Immunity: Cold.
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- Remove up to 1 fury point from each frienldy living Faction warbeast currently in this model's control area. Soothing Song can only be cast once per turn.
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- When a living non-soulless model is boxed by Soulfire, this model gains 1 focus point and the boxed model is removed from play.
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- While within this model's control area, friendly Faction model/unit' weapons gain Magical Weapon and Blessed. Spellpiercer lasts for one round. (When making an attack with a weapon with Blessed, ignore spell effects that add to a model's ARM or DEF.)
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- While in this model's control area enemy models gaion an additional die on attack rolls. Discard the highest die of each roll. Star-Crossed lasts for one round.
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- Target friendly warrior model gains +2 STR, MAT, and ARM and cannot be targeted by combined ranged attacks or combined melee attacks.
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- A model damaged by Stranglehold forfeits either its movement or its action during its next activation, as its controller chooses.
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- An enemy warbesat damaged by Sunder Spirit loses its animus for one round.
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- Target friendly Faction model gains +2 DEF and cannot be knocked down. While within 3" of the affected model, friendly Faction models also gain +2 DEF and cannot be knocked down.
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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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- Target friendly model/unit can advance up to 3" after all models have ended their activations on your turn.
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- Place target model completely within 2˝ of its current location. When Telekinesis targets an enemy model, it is an offensive spell and requires a magic attack roll. A model can be affected by Telekinesis only once per turn.
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- This model can channel spells through target friendly model as if it were a model in this model's battlegroup with Arc Node.
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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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- The AOE is a cloud effect that remains in play for one round.
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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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- Place a 4" AOE cloud effect anywhere completely in this model's control area. This AOE does not block friendly Faction models' LOS. While in the AOE, friendly Faction models gain Pathfinder and can move through obstructions and other models if they have enough movement to move completely past them.
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- When a friendly Faction model in this model's control area destroys one or more enemy models with a melee or ranged atack during its activation, immediately after the attack is resolved, one warbeast in this model' battlegroup that is in its control area can advance up to 3". A warbeast can advance only once per turn as a result of Warpath.
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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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- Target friendly model/unit gains Camouflage and Pathfinder. (A model with Camouflage gains an additional +2 DEF when benefiting from concealment or cover.)
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- Target friendly living warbeast in this model's battlegroup can run, charge, or make slam or trample power attacks without being forced and gains boosted melee attack rolls.
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- This model cannot make ranged attacks, and non-magical ranged attacks targeting it automatically miss. While completely within 3" of this model, models cannot make ranged attacks and non-magical ranged attacks targeting them automatically miss. Wind Wall lasts for one round.
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- This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal.
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- 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.
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- This model can advance through other model if it has enough movement to move completely past their bases. This model cannot be targeted by free strikes. This model ignores intervening models when declaring its charge attack.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- While B2B with this model, friendly warcastes and solos gain +1 CMD.
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- While one or more enemy models are in this model’s command range, models in this model’s battlegroup can run or charge without spending focus.
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- 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.
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- This model ignores the effects of deep and shallow water and can move through them witrhout penalty.- While completely in deep water, it cannot be targeted by ranged or magic attacks and can make attacks only against other models in deep water. While completely in deep water, this model does not block LOS.
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- When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- This model is a channeler (p. 79).
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- If its warcaster is in this model's command range during your Control Phase, the warcaster can upkeep one spell without spending focus.
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- 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.
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- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
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- When calculating damage from this attack, halve the base ARM stats of the models hit that have medium or larger bases. This attack gains +2 to damage rolls against model swith small bases.
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- 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.
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- 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.
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- 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.
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- Before start of the game, attach this model to a friendly warcaster for the rest of the game. Each warcaster can have only one model attached to it.
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- Make the listed number of 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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- This model gains an additional die on its back strike damage rolls.
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- Make two attack with this weapon.
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- Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action.
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- 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".
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- This attack ignores the firing into melee penalty.
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- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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- When this model destroys a living enemy model with an attack, after the attack is resolved you can return one destroyed model in this unit to play. The model returns with five damage boxes, must be placed within 3˝ of this model, and cannot activate the turn it returns to play. The destroyed model is removed from play but does not provide a soul or corpse token.
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- This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation it makes a Both Barrels attack.
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- This model gains +2 to charge attack damage rolls with this weapon.
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- This weaspon has an integral buckler that gives the model a cumulative +1 ARM bonus; for example, a model with two of them gains a bonus of +2 arm. A model does not gain this bonus while the weapon system with the buckler is crippled or being held in a weapon lock or when resolving damage that originates in its back arc.
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- When this model 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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- 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.
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- This model gains an additional +2 DEF when benefiting from concealment or cover.
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- If this weapon directly hits an enemy model with an equal or smaller base, immediately after the attack is resolved the model directly hit can be pushed any distance directly toward this model. After the model directly hit is moved, this model can make one normal melee attack against it. After resolving this melee attack, this model can make additional melee attacks during its combat action.
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- If this model hits the same target with both its initial attacks with this weapon, after resolving the attacks it can immediately make one melee attack with this weapon against each model in its LOS that is in this weapon’s melee range.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make a double-hand throw, head-butt, headlock/weapon lock, push or throw power attack against that target.
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- This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
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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.
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- When this model misses and attack roll for a combined ranged attack, it can reroll that attack roll. Each attack roll can be rerolled only once as a result of Combined Arms.
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- This model can participate in combined melee attacks with other models in its unit (p. 62).
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- This model can participate in combined ranged attacks with other models in its unit (p. 62).
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- Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model’s STR plus twice the POW of this weapon.
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- 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.
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- This model is not a living model, never flees, and automatically passes command checks. All warjack models have this advantage.
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- A model hit by this attack suffers the Corrosion continuous effect (p. 69).
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- A model hit by this attack suffers the Fire continuous effect (p. 69).
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- On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged.
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- On a critical hit, the model hit by this attack suffers the Corrosion continuous effect(p. 69).
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- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.
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- 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.
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- On a critical hit, the model hit by this attack suffers the Fire continuous effect (p.69).
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- On a critical hit, the model hit is knocked down.
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- On a critical hit, after the attack is resolved this model can make one additional attack against the model hit.
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- 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.
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- On a critical hit, the model hit loses its initial attacks and cannot make special attacks for one round.
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- If this model attack with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
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- This weapon causes cold damage (p.68).
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- This weapon causes corrosion damage (p. 68).
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- This weapon causes electrical damage (p. 68).
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- This weapon causes fire damage (p. 68).
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- While this model is B2B with one or more models in its unit, it gains +2 ARM.
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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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- 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.
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- If this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed any distance directly toward this model. After the damaged model is moved, this model can make one normal melee attack against the model pushed. After resolving this melee attack, this model can make additional melee attacks during its combat action.
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- 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.
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- 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.
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- When this model forfeits its movment to gain the aiming bonus it can also make one additional ranged attack this activation.
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- When a warjack or warbeast is hit by this weapon it is knocked down.
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- 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.
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- This model ignores cloud effects (p. 69) and forests (p. 87) when determining line of sight. This model ignores concealment (p. 57) and Stealth when making attacks.
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- This model never flees (p. 85). All warcaster models have this advantage.
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- This model cannot be targeted by ranged or magic attacks while knocked down.
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- 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.
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- When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continous effect.
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- When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
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- When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model up to the distance the slammed model was moved.
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- When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
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- When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.
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- This model gains +1 ARM for each sould token currently on it.
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- This model does not suffer blast damage. Friendly models B2B with it do not suffer blast damage.
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- This model can make power attack slams without spending focus or being forced. Models slammed bu this model are moved an additional 2".
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- While this model is in play, models in its unit gain Combined Melee Attack .
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- When a model is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.
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- While knocked down, this model is not automatically hit by melee attacks and its DEF is not reduced.
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- 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.
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- 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.
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- This model can add this weapon's POW to its head-butt and slam powe attack damage rolls.
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- If this model attacks with this weapon during its activation, it cannot attack with another melee weapon that activation. If this model attacked with another melee weapon this activation, it cannot attack with this weapon.
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- 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.
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
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- 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.
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- This model does not suffer cold damage (p. 68).
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- This model does not suffer corrosion damage and is immune to the Corrosion continuous effect (p. 68).
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- This model does not suffer electrical damage (p. 68).
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- This model does not suffer fire damage and is immune to the Fire continuous effect (p. 68).
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- This model can move through rough terrain and obstacles without penalty. It can move through obstructions and other models if it has enough movement to move completely past them. Other models, including slammed, pushed, or thrown models, can move through this model without effect if they have enough movement to move completely past it. This model does not count as an intervening model. This model suffers damage and effects only from magical weapons, magic attacks, animi, spells, and feats and is immune to continous effects. This model cannot be move by a slam. When this model makes a melee or ranged attack, before the attack roll is made it loses Incorporeal for one round.
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- Friendly X models/units in this model's command range never flee and immediately rally.
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- You gain +1 to the starting roll determining the order of deployment and play.
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- 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".
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- This model gains +2 ARM for each warjack it controls B2B with it. When this model is directly hti by an enemy ranged or magic attack, you can choose to have onbe of those warjacks become the target and automatically be hit by the attack instead.
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- This model is not a warcaster but has the following warcaste special rules: Battlegroup Commander, Control Area, Focus Manipulation, Power Field, and Spellcaster.
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- When a model is hit by an attack with this weapon, it is knocked down.
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- This model and friendly warrior models B2B with it cannot be knocked down.
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- This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking wiht whis model and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation.
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- This model must be B2B with a friendly living Faction Warrior model to make an attacks with this weapon.
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- Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability.
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- This weapon is a magical weapon (p. 68).
-
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- 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.
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- This model can attempt to repair friendly non-Faction warjacks and battle engines.
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- This model will work for Cryx.
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- This model will work for Cygnar.
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- This model will work for the Four Star Contract.
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- This model will work for Khador.
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- This model will work for Protectorate.
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- This model will work for Retribution.
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- This model will work for the Talion charter contract.
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-
- If you can have two or more warlocks in your army, this model and warjacks in its battlegroup can take the place of a Skorne warlock. This model counts toward the maximum number of warlocks allowed in an army and counts as a warlock for FA.
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-
- This model will work for the Blindwater Congregation pact.
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- This model will work for the Thornfall Alliance pact.
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- This model will work for Circle.
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- This model will work for Skorne.
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- This model will work for Trollbloods.
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- 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.
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- This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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- An attack with this weapon can be made only once per game.
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- 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.
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- 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".
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- This model cannot be targeted by free strikes.
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- This model can advance through rough terrain (p. 86) without penalty and can charge and make slam and trample power attacks across obstacles (p. 87).
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- 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.
-
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- 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.
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- Gains an additional die on this weapon's damage rolls against living models.
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- When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack.
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- This model gains +2 to charge attack rolls with this weapon.
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- This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
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- Gain an additional die on attack and damage rolls with this weapon against models with an enemy upkeep spell on them.
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- On a direct hit against an enemy model, all models hit are knocked down.
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- 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.
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- While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
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- Friendly Faction models can ignore this model when determining LOS.
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- 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.
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- This weapon has a 2" melee range (p. 50).
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- When this model boxes a living enemy warrior model with a melee attack, add one Grunt to this unit and then remove the boxed model from play. The Grunt must be placed in formation and within 3˝ of this model. The Grunt cannot
-activate this turn.
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- If this weapon hits a non-Incorporeal enemy model, this model can be placed B2B with that enemy model.
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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 upkeep spells on models in its battlegroup without spending focus.
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- When included in a Retribution army, this model is a Retribution model instead of a Mercenary model.
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- This model can control and reactivate only friendly Mercenary Rhulic warjacks.
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- This model can have only Mercenary Rhulic warjacks in its battlegroup and can reactivate only frienldy Mercenary Rhulic warjacks.
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- 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.
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- When this model is missed by an enemy melee attack, immediately after the attack is resolved it can make one normal melee attack against the attacking model.
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- This model cannot be targeted by enemy spells.
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- When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal model of the listed type within 3˝ of this model directly hit instead. That model is automatically hit and suffers all damage and effects.
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- Take control of a living enemy non-warcaster, non-warlock warrior model B2B with this model. You can immediately make a full advance with the enemy model followed by a normal melee attack, then Seduction expires. The nemey model cannot be targeted by free strikes duringt his movement.
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- This model can be included only in Mercenary Contract armies that list Cephalyx as possible members.
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- 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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- This weapon is a shield that gives the model a cumulative +2 ARM bonus; for example, a model with two of them gains a bonus of +4 ARM. A model does not gain this bonus while the weapon system with the shield is crippled or being held in a weapon lock or when resolving damage that originates in its back arc.
-
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-
- 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.
-
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-
- 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.
-
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- A model directly hit by this weapon cannot cast spells for one round.
-
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- When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. Instead of rolling damage on a ranged attack, this model can inflict 1 damage point. A model that participates in a combined ranged attack loses Sniper until the attack is resolved.
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- 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.
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- When this model casts a spell, it can channel the spell through another model in its battlegroup that is in its control area. Once a spell is cast this way, the model it was channeled through suffers d3 + 1 damage points.
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- 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.
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- 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.
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- This model is a standard bearer (p. 70).
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- This model cannot be knocked down.
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- 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.
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- This model can forfeit its movement to give this weapon +4 RNG this activation and gain the aiming bonus.
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- 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.
-
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- 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.
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- When this model makes a melee attack during its activation, its fron arc extends to 360 degrees, and it can make one melee attack against each model in its LOS that is in its melee range.
-
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- 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.
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- Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
-
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- 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.
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- This model is a terrifying entity (p. 84). Enemy models/units in the melee range of this model or with this model in their melee range must pass a command check or flee.
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- This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
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- Add this model's STR to the POW of this ranged attack.
-
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- When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled, and is knocked down.
-
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- Gain an additional damage die against knocked down targets.
-
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- This model is not a living model and never flees.
-
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- While engaging an enemy model, this model gains +2 ARM.
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- This model can make melee and ranged attacks during the same combat action. When this model makes its initial attacks, it can make both its initial ranged and melee attacks.
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- A living model hit by this weapon suffers –2 STR and DEF for one round.
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- When attacking with this weapon, add and additional die to its damage rolls.
-
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- This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
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diff --git a/backups/Mercenaries_Reckoning(2015) 221217105859898.cat b/backups/Mercenaries_Reckoning(2015) 221217105859898.cat
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- 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.
-
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- This model gains +2 ARM for each warjack it controls B2B with it. When this model is directly hti by an enemy ranged or magic attack, you can choose to have one of those warjacks become the target and automatically be hit by the attack instead.
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- While in this model's command range, enemy models pay double the focus or fury point cost to cast or upkeep spells.
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- This model can remove friendly Risen in its command range from play to make an additional attack or to boost and attack or damage roll for each Risen model removed. When this model suffers damage, it can remove friendly non-damaged Risen models in its command range from play to heal 1 damage point for each Risen model removed.
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- * Craft Thrall Rune (* Action) - Choose a Risen Grunt in this unit in formation and replace it with a Thrall Warrior solo. Remove the Risen Grunt model from play.
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-* Disbinding (* Action) - Enemy upkeep spells on this model and/or its unit immediately expire.
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-* Dominate Undead (* Attack) - Dominate Undead is a RNG 10 magic attack. Take control of target enemy non-warcaster, non-warlock undead model hit. You can immediately make a full advance with the undead model followed by a nomral melee attack, then Dominate Undead expires. The undead model cannot be targeted by free strikes during this movement.
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- 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.
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- This model does not begin the game in play.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- - 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.
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-- Hellfire (* Attack) - Hellfire is a RNG 10, POW 14 magic attack. A model/unit hit by Hellfire must pass a command check or flee.
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- Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability.
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- This weapon is a magical weapon (p. 68).
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- 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.
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- When this model is disabled, center a 5" AOE on it, then remove this model from play. models in the AOe suffer a POW 14 blast damage roll.
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- This model cannot be knocked down.
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- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
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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 attack against another model in its melee range
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- This model and friendly Privateer models in its command range cannot be knocked down.
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- 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.
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- This model gains a cumulative +1 STR and ARM for each living enemy model it destroys with a melee attack during its activation. This bonus lasts for one round.
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- 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.
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- While in Damioano's control area, friendly Faction models gain +3 STR and ARM and can only move or be moved during your turn.
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- 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.
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-- 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".)
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-- Money Shot - Affected models gain +2 to ranged attack and damage rolls for one turn.
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- 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.
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- Shae can be included only in armies that list him as a possible member.
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- Influence (* Attack) – Influence is a RNG 10 magic attack. Take control of target enemy non-warcaster, non-warlock warrior model hit. The model immediately makes one normal melee attack, then Influence expires.
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-Instigate (* Action) – While within 5˝ of this model, friendly Drudge and Monstrosity models gain +2 on attack and damage rolls. Instigate lasts for one turn.
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-Psychic Assault (* Attack) – Psychic Assault is a RNG SP 8 magic attack. This attack ignores LOS. Models hit suffer a POW 12 damage roll.
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- Adrenal Flood (* Action) – RNG 6. Target Drudge grunt gains +4 MAT and STR and can immediately advance 4˝. Adrenal Flood lasts for one turn.
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-Concussion Pulse (* Action) – Center a 4˝ AOE on this model or a grunt the spell is channeled through. Other models in the AOE suffer a POW 12 magical damage roll.
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-Psychic Assault (* Attack) – Psychic Assault is a RNG SP 8 magic attack. This attack ignores LOS. Models hit suffer a POW 12 damage roll.
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- This model can channel spells through grunts in this unit that are in formation. When it does, you can choose up to two more of those grunts and cast the spell once through each, even if the channeler is engaged. Grunts in this unit that channel a spell this way are then removed from play.
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- When this model destroys a living enemy model with a melee attack, after the attack is resolved you can add one Grunt to a friendly Cephalyx Mind Slaver & Drudges unit in this model’s command range. The Grunt must be placed in formation and within 3˝ of this model. The destroyed model is removed from play but does not provide a soul or corpse token.
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- Influence (* Attack) – Influence is a RNG 10 magic attack. Take control of target enemy non-warcaster, non-warlock warrior model hit. The model immediately makes one normal melee attack, then Influence expires.
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-Psychic Assault (* Attack) – Psychic Assault is a RNG SP 8 magic attack. This attack ignores LOS. Models hit suffer a POW 12 damage roll.
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- Warjacks: Mercenary non-character monstrosities
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-Units: Mercenary Drudge units
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-Solos: Mercenary Cephalys solos
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- Monstrosities in Cyphon’s battlegroup that are currently in his control area can gain +3 SPD, STR, and ARM for one round. Those that do suffer 1 damage to each column on their damage grids at the end of their activation this turn.
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- 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.
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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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- 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.
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- Choose a friendly Faction warrior model B2B with this model. That model heals d6 damage points.
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- 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.
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- 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.
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- 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.
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- 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.
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- While in Madhammer's control area, friendly Faction models gain an additional die on blast damage rolls and AOE ranged attack rolls this turn.
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- When this model would suffer blast damage, it gains 1 focus point instead of suffering the damage. It cannot gain focus points beyond its FOCUS as a result of Blast Armor.
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- While within 5" of this model, non-myrmidon warjacks cannot channel spells or be allocated focus.
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- When this model hits another model with an attack, upkeep spells and animi on the model hit expire and it loses the focus points on it. When this model hits a warjack with and attack, that warjack suffers Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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- When an enemy model misses this model with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. This model is the point of origin for all these attacks.
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- Eahc time this model makes a normal ranged attack, choose one of the following abilities:
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-- Death Bolt - Instead of rolling damage, a model hit suffers 3 damage points. When damaging a warjack or warbeast, choose which column or branch suffers the damage.
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-- Disruptor Bolt - A model h it loses all focus points. A model hit with Focus Manipulation special rule does not replenish focus points next turn. A warjack hit suffers Disruption for one round. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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-- Phantom Seeker - This model ignores LOS when making ranged attacks. This model ignores concealment and cover when resolving ranged attacks.
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- When this model ends its normal movement within 5" of a friendly non-myrmidon warjack, its activation ends immediately.
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- Warjacks: Mercenary non-character monstrosities
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-Units: Cephalyx units
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-Solos: Cephalyx solos
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- Push each enemy non-warlock, non-warcaster model currently in Thexus' control area 2" in any direction.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- For one round, enemy models roll one less die when making attack and damage rolls while in Fiona's control area.
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- 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.
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- Wh8en an enemy model misses this model with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. This model is the point of origin for all these attacks.
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- Friendly Sea Dogs models/units in this model's command range never flee and immediately rally.
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- While in this model's command range, friendly Sea Dog models gain an additional damage die on Hand Weapon attacks against warrior models.
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- At the start of its activation, this model can spend 1 focus point to use Jury-Rigged. This model gains +2 SPD this activation. At the end of this activation, it suffers 1 damage point to its first available Movement system box. This model cannot use Jury-Rigged if its Movement system is crippled. Jury-Rigged can be used only once per activation.
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- 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.
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- If this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed any distance directly toward this model. After the damaged model is moved, this model can make one normal melee attack against the model pushed. After resolving this melee attack, this model can make additional melee attacks during its combat action.
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- 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.
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- When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
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- Reduce the point cost of Vanguard warjacks in this model's battlegroup by 1.
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- 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.
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- Each time this weapon is uised to make an attack, choose one of the folowing abilities:
-- Crater- The AOE is rough terrain and remains in play for one round.
-- Quake - On a direct hit against an enemy model, all models hit are knocked down.
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- When making an attack with this weapon, ignore cover and the +2 DEF bonus for elevation.
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- Each time this weapon is uised to make an attack, choose one of the folowing abilities:
-- Crater- The AOE is rough terrain and remains in play for one round.
-- Quake - On a direct hit against an enemy model, all models hit are knocked down.
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- When making an attack with this weapon, ignore cover and the +2 DEF bonus for elevation.
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- This model ignores gas effect. When determining LOS or resolving attacks, this model ignores cloud effects.
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- Each time this model makes a norma lranged attack, choose one of the following abilities:
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-- Acid Bomb - Models in the AOE are hit and suffer a POW 12 corrosion damage roll and teh Corrosion contuous effect.
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-- Black Oil - This attack causes no damage. Instead, models in the AOE are hit and suffer Blind for one round. (A blind model cannot make ranged or magic attacks, suffer -4 MAT and DEF, cannot run or charge, and must forfeit either its movement or action during its next activation.)
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-- Rust - This attack causes no damage. Instead warjacks in the AOE are hit and suffer -2 ARM for one turn.
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- 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.
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- This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation it makes a Both Barrels attack.
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- 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.
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- 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.
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-- 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.
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-- Call to Action - Knocked down models in th is unit in formation immediately stand up.
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-- 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.
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- This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- After an enemy model casts a spell within 10" of this model, this model may immediately make a normal ranged attack targeting that model.
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- 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.
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- - 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.
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-- 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.
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-- 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.
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- 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.
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- This model gains +1 CMD for each of its unmarked coin boxes.
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- 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.
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-- Money Shot - Affected models gain +2 to ranged attack and damage rolls for one turn.
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-- 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.
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-- Walk It Off - Affecte models gain Tough for one round.
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- RNG 1. Target enemy non-character warjack with a functional Cortex system or an inert non-character warjack with a functional Cortex system. If the warjack is in range, take control of it and remove this model from the table. Effects on this model when it is removed from the table expire. You cannot activate the warjack this turn.
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-If the melded warjack was part of a battlegroup, while it is in its former controller's control area during the former controller's activation the former controller can spend focus points to attempt to regain control of it at 1 focus point per attempt. If it does so, the former controller and this model each roll a d6 and add their CMD. If the former controller's total is higher, it regains control of the warjack and this model exits the warjack. If the former controller's total is not higher, you maintain control of the warjack.
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-After resolving an attack in which the melded warjack suffered 1 or more damage points, this model must make a command check. If it fails this check, it exits the warjack after resolving continuous effects during your next Maintenace Phase.
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-You can choose to have this model exit the warjack after resolving continuous effects during your Maintenace Phase.
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-If this model exits the warjack for any reason, contorl of the warjack returns its former controller. Place this model within 3" of the warjack. If the warjack was inert when this model melded with it, the warjack becomes autonomous.
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-This model is destroyed if the melded warjack is destroyed before it exits the warjack.
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- 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.
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- Choose two table edges. Enemy models beginning an advance in Magnus' control area cannot advance toward those table edges for one round.
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- One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
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- If this model attack with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
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- 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.
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- If this model is included in an army, you can include one additional Sea Dog Deck Gun Crew unit over that unit's FA.
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- This model cannot be hit by AOE attacks. If it would be h it by an AOE attack, it is instead knocked down. While this model is knocked down, ranged attacks targeting it automatically miss.
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- This model can forfeit its movement to give this weapon +4 RNG this activation and gain the aiming bonus.
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- 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.
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- This model can make slam power attacks.
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- 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.
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- - 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.
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-- Null Magic (* Action) - For one round, models cannot cast spells while within 12" of this model.
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-- Stealth (* Action) - This model gains Stealth for one round.
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- This model gains one soul token each time it destroys a living enemy model. It can have up to three soul tokens at a time. During its activation, this model can spend soul tokens to bost attack or damage rolls at one token per boost.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make one additional ranged attack against that model ignoring ROF. If the additional attack hits, it does not inflict damage but the model hit must forfeit either its movement or action on its next activation.
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- 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.
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- When a living enemy warrior model in the melee 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.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- - 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.
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-- 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.)
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- 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.
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- 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.
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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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- While this model is B2B with a friendly warcaster, this model can use one of the following special abilities:
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-- Lucky Charm (* Action) - During his activation this turn, the warcaster can gain an additional die on an attack or damage roll. Discard the lowest die.
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-- Reload (* Action) - During his activation this turn, the warcaster can make one additional ranged attack ignoring ROF.
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-- Spyglass (* Action) - Measure the distance betwen two models within the warcaster's LOS.
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- This model can be included only in a battlegroup controlled by Magnus.
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- 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.
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-- Dirge of Mists - affected models gain +1 DEF and Terror for one round.
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-- Heroic Call - Affected models gain Fearless and Tough for one round.
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-- March - Affected models gain Pathfinder for one turn.
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- 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.)
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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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- 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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- 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.
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- This attachment can be added to a Sea Dog Crew unit.
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- Living enemy models suffer -2 to melee attack rolls while in melee with this model.
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- 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.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
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- 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.
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- - 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.)
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- Each time this model makes a normal ranged attack, choose one of the following abilities:
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-- Black Penny - This attack ignores the firing into melee penalty.
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-- Iron Rot When a warjack is hit by this attack, it suffers d3 points of corrosion damage to its Hull damage boxes.
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-- Shadow Fire - Friendly Faction models can ignore the model hit when determining LOS and making ranged or magic attacks this turn.
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- While in Rutger Shaw's command range, this model gains Dodge and Tough.
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- Each time this weapon is used to make an attack, choose one of the following abilities:
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-- 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.
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-- 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.
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-- 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.
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- 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.
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- 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.
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- This model must be B2B with the Commodore and not engaged to make a Fire! special attack each activation. This model makes a ranged attack with the Commodore. Both models must have LOS to the target. The Commodore cannot gain the aiming bonus. Base the RNG and all modifiers for the attack on the Commodore.
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- RNG 2. Target Commodore. If the Commodore is in range, a model attacking with the Commodore this activation gains a cumulative +2 to its attack roll.
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- The Commodore Cannon & Crew can be included only in armies that include Captain Phinneus Shae.
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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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- RNG 5. Target friendly Mercenary Rhulic warjack. If the warjack is in range, its attack or damage rolls are boosted this turn.
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- This weapon is a shield that gives the model a cumulative +2 ARM bonus; for example, a model with two of them gains a bonus of +4 ARM. A model does not gain this bonus while the weapon system with the shield is crippled or being held in a weapon lock or when resolving damage that originates in its back arc.
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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 a damage roll resulting from a direct hit fails to exceed the ARM of the target enemy model/unit, the affected model hit suffers 1 damage point.
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- Place 1 fury point on each enemy warbeast currently in this model's control area. This spell can only be cast once per turn.
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- Magical bolts of energy streak toward the target model.
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- A warjack damaged by this attack becomes stationary for one round.
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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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- Enemy upkeep spells on target friendly model/unit expire. Affected models cannot be targeted by enemy spells or animi.
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- While in this model's control area, models in its battlegroup cannot be knocked down and gain +3 ARM but suffer -2 DEF. Batten Down the Hatches lasts for one round.
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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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- While in this model's control area, models in its battlegroupgain Counter Charge. (When an enemy model advances and ends its movement within 6" of a model with Counter Charge and its LOS, the model with Counter Charge can immediately charge it. If it does, it cannot make another counter charge until after your next turn. A model cannot make a coutner charge while engaged.)
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- On a hit, you can immediately advance target enemy non-warcaster/non-warlock model up to 3". Affected models cannot be targeted by free strikes during this movement. A model can move only once per turn as a result of Befuddle.
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- Models hit lose Flight for one round.
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- Target friendly warrior model/unit gains an additional die on melee damage rolls but suffers -2 DEF.
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- When a model is hit by Blow the Man Down, it is knocked down. On a critical hit, instead of suffering a normal damage roll a non-incorporeal model is slammed d6" directly away from the spell's point of origin regardless of its base size. Collateral damage from this slam is POW 15.
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- Target friendly model/unit gains +3 DEF against ranged and magic attack rolls.
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- Target model/unit suffers –2 SPD and DEF for one round. Breath Stealer can be cast only once per turn.
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- Models in this model's battlegroup currently in its control area can immediately make one normal ranged attack. Attacks gained from Broadside do not count against a weapon's ROF. Broadside can be cast only once per turn.
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- Target frienldy model gains +2 DEF against ranged attack rolls and Dodge. (A model with Dodge can advance up to 2" immdeiately 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.)
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- Friendly models gain +2 to attack and damge rolls against target enemy model/unit.
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- Friendly Faction models gain +2 to melee attack rolls against enemy models in this model's control area. Carnage lasts for one round.
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- While this model is in play, models in its unit gain Fearless.
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- While this model is in play, models in its unit gain Tough.
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- When this model is destroyed or removed from play, other models in the unit lose Fearless for one round and immediately flee.
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- This model is a Ranking Officer. While this model is in play, models in its unit are Mercenary Cephalyx models instead of Mercenary models.
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- Puppet Masters Special Rule: Units that include Cephalyx Dominator UAs gain Advance Deployment .
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- Monstrosities in Cyphon’s battlegroup gain Advance Move. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
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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 within 5" of target friendly model/unit, enemy models cannot make ranged attacks.
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- Friendly models/units beginning a charge in this model's control area gain +2" movement. Affected models can charge without spending focus points or being forced. Coup de Main lasts for one turn.
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- Target friendly Faction model/unit gains Pathfinder and Hunter. (A model with Hunter ignores forests, concealment, and cover when determining LOS or making a ranged attack.)
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- This model immediately makes a full advance. It cannot be targeted b y free strikes during this movement. At the end of this movement, this model can make one melee attack against each model in its LOS that is in its melee range. Cyclone can be cast only once per turn.
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- While in this model's control area, friendly Faction warrior models cannot be targeted by free strikes. This model and friendly Faction warrior models activating in its control area gain +1 SPD. Dash lasts for one round.
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- When Deadweight destroys an enemy living or undead model, choose an enemy model within 2" of the destroyed model. The chosen model must forfeit either its movement or its action during its next activation, as its controller chooses.
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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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- Target friendly Faction model/unit gains +2 DEF and ARM.
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- A model hit by Dissolution Bolt cannot channel spells for one round.
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- Target enemy warrior model/unit cannot make ranged attacks and suffers -2 DEF and MAT 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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- Drudges in the army gain +2 SPD during your first turn of the game.
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- Models hit by Empathic Overload suffer a POW 12 damage roll. When Empathic Overload targets a friendly model, it automatically hits.
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- Warbeasts in this model's battlegroup beginning their activations in its contgrol area gain +2 movement. This model gians +2 ARM while one or more warbeasts in its battlegroup are within 3" of it.
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- When target friendly model makes a normal attack with a non-spray ranged weapon, the weapon gains Magical Weapon. If the weapon was AOE - it becomes AOE 3. An affected model cannot participate in a combined ranged attack. Models in the AOE other than the model that was directly hit suffer blast damage but do not suffer any other effects of the attack. Explosivo expires immediately after resolving target model's next ranged attack. Explosivo lasts for one turn.
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- Target friendly warjack gains +2 ARM and does not suffer the effects of crippled systems.
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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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- Models damaged by Force Blow are knocked down.
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- Target friendly Faction model/unit can reroll its missed attack rolls. Each attack roll can be rerolled only once as a result of Fortune.
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- Frost Hammer causes Cold damage. On a critical hit, a model becomes Stationary for one round unless it has Immunity: Cold.
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- When an enemy model is hit by this attack, it can be pushed d6" directly toward Gallows' point of origin.
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- Target friendly model/unit gains Ghostly for one turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. An affected model cannot be targeted by free strikes.)
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- Target friendly Faction model gains +2 DEF and Poltergeist. (When an enemy model misses the model with Poltergeist with and attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from the model with Poltergeist.)
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- Center a 5" AOE on this model. Each other model in the AOE is hit and suffers a POW 13 damage roll. Each enemy model damaged by Ground Zero is pushed d6" directly away from this model in the order you choose.
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- While in this model's control area, models in its battlegroup gain boosted ranged attack rolls for one turn.
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- When an enemy attack destroys or removes from play one or more friendly Faction models within 5" of target warbeast in this model's battlegroup, after the attack is resolved the affected warbeast can charge an enemy model, then Hallowed Avenger expires.
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- Enemy upkeep spells and animi on the model/unit directly hit by Hex Blast immediately expire.
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- Target model in this model's battlegroup gains boosted ranged attack damage rolls.
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- Take control of target enemy non-warcaster, non-warlock warrior model. The model immediately makes one normal melee attack, then Influence expires.
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- While in this model's control area, enemy models treat open terrain as rough terrain. Inhospitable Ground lasts for one round.
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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 friendly warrior model/unit gains +3 DEF but suffers -1 SPD.
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- Friendly FAction models beginning a charge in this model's control area gain Pathfinder. Warbeasts in th is model's battlegroup beginning their activations in this model's control area can charge or make slam power attacks against enemy models without being forced. Killing Ground lasts for one turn.
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- A model damaged by Lock the Target cannot run, charge, or be placed for one round.
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- Place a 5" AOE completely in this model's control area. While a model is within the AOE, models in this model's battlegroupignore forests and cloud effects when drawing LOS to it and ignore Stealth when attacking it.
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- If the target friendly Faction model's next normal ranged attack directly hits, after resolving the attack choose a model within 4" of the model hit. The chosen model sufers an unboostable POW 12 magic damage roll. The point of origin for this damage is the model hit. After resolving this damage roll, Magic Bullet expires. Magic Bullet lasts for one turn.
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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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- Target enemy model/unit suffers -2 DEF and loses Incorporeal and Stealth and cannot gain those abilities while affected by Marked for Death. Friendly Faction models can target an affected model regardless of LOS.
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- Target friendly Faction model/unit gains Apparition. (During your Control Phase, place models with Apparition anywhere completely within 2" of their current locations. If Mirage affects a unit, only models in formation can be placed.)
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- Models in this model's battlegroup currently in its control area gain +2 SPD and Pathfinder for one turn.
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- Target warjack suffers 1 point of fire damage to each column on its damage grid.
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- Target enemy model/unit suffers -2 DEF and ARM and cannot be healed. Mortality lasts for one round.
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- While in this model's control area, friendly models gain Knockdown on their melee weapons. Mosh Put lasts for one turn. (When a model is hit with an attack by a weapon with Knockdown, it is knocked down.)
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- While in this model's control range, models in its battlegroup gain Gun-and-Run. (At the end of its activation, if a model with Gun-and-Run destroyed one or more enemy models with ranged attacks this activation it can make a full advance.)
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- An enemy warbeast damaged by Muzzle cannot advance toward this model for one round.
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- Target friendly model/unit ignores intervening models when making attacks. The weapons of affected models gain Magical Weapon.
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- The force of this attack blasts apart the earth itself.
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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 model/unit gains +2 ARM, cannot be pushed, and
-cannot be moved by a slam or throw.
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- When target friendly model/unit is targeted by a ranged attack, the attack suffers -5 RNG.
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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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- On a critical hit, models hit lose their initial attacks and cannot make special attacks for one round.
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- Choose a friendly Faction warbeast in this model's control area. Target an enemy model within 8" of the chosen warbeast and make a magice attack against it. The chosen warbeast is the attack's point of origin. If the enemy model is hit, it suffers a damage roll with a POW equal to the warbeast's base STR.
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- Each model in this model’s battlegroup currently in its control area immediately heals d3 + 1 damage points. This spell can only be cast once per turn.
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- Continuous effects, animi, and upkeep spells in this model's control area immediately expires.
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- If target enemy model/unit advances during its normal movement, immediately after ending this movement one model in this model’s battlegroup that is in its control area can make a full advance.
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- Target friendly model/unit gains +2 SPD and +2 DEF against ranged and magic attack rolls.
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- Take control of target enemy non-character warbeast. You can make one full advance with the warbeast and can then make one normal attack with it, then Rampager expires. While the warbeast is affected by Rampager, it cannot be forced and you cannot use its animus. Rampager can be cast only once per round.
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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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- When target friendly Faction model hits an enemy model with an attack during its activation, immediately after its combat action ends the affected can make a full advance. It cannot be targeted by free strikes during this movement.
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- When target friendly Faction model is targeted by an enemy ranged attack, after the attack is resolved the affected model can make one normal melee or ranged attack, then Return Fire expires. Return Fire lasts for one round.
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- The AOE is rough terrain and remains in play for one round.
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- Place a wall template anywhere completely in this model's control area where it does not touch a model's base, an obstruction, or an obstacle. The wall is a linear obstacle that provides cover.
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- When an enemy attack disables a living model in the target friendly unit, you can choose a non-disabled living model in the unit to be destroyed. If another model is destroyed as a result of Roth's Mercy, the originally disabled model heals 1 damage point.
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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 frienldy model's/unit's ranged weapons gain +4 RNG.
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- Target friendly Faction model/unit gains concealment and Immunity: Cold.
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- Remove up to 1 fury point from each frienldy living Faction warbeast currently in this model's control area. Soothing Song can only be cast once per turn.
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- When a living non-soulless model is boxed by Soulfire, this model gains 1 focus point and the boxed model is removed from play.
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- While within this model's control area, friendly Faction model/unit' weapons gain Magical Weapon and Blessed. Spellpiercer lasts for one round. (When making an attack with a weapon with Blessed, ignore spell effects that add to a model's ARM or DEF.)
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- While in this model's control area enemy models gaion an additional die on attack rolls. Discard the highest die of each roll. Star-Crossed lasts for one round.
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- Target friendly warrior model gains +2 STR, MAT, and ARM and cannot be targeted by combined ranged attacks or combined melee attacks.
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- A model damaged by Stranglehold forfeits either its movement or its action during its next activation, as its controller chooses.
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- An enemy warbesat damaged by Sunder Spirit loses its animus for one round.
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- Target friendly Faction model gains +2 DEF and cannot be knocked down. While within 3" of the affected model, friendly Faction models also gain +2 DEF and cannot be knocked down.
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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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- Target friendly model/unit can advance up to 3" after all models have ended their activations on your turn.
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- Place target model completely within 2˝ of its current location. When Telekinesis targets an enemy model, it is an offensive spell and requires a magic attack roll. A model can be affected by Telekinesis only once per turn.
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- This model can channel spells through target friendly model as if it were a model in this model's battlegroup with Arc Node.
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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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- The AOE is a cloud effect that remains in play for one round.
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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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- Place a 4" AOE cloud effect anywhere completely in this model's control area. This AOE does not block friendly Faction models' LOS. While in the AOE, friendly Faction models gain Pathfinder and can move through obstructions and other models if they have enough movement to move completely past them.
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- When a friendly Faction model in this model's control area destroys one or more enemy models with a melee or ranged atack during its activation, immediately after the attack is resolved, one warbeast in this model' battlegroup that is in its control area can advance up to 3". A warbeast can advance only once per turn as a result of Warpath.
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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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- Target friendly model/unit gains Camouflage and Pathfinder. (A model with Camouflage gains an additional +2 DEF when benefiting from concealment or cover.)
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- Target friendly living warbeast in this model's battlegroup can run, charge, or make slam or trample power attacks without being forced and gains boosted melee attack rolls.
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- This model cannot make ranged attacks, and non-magical ranged attacks targeting it automatically miss. While completely within 3" of this model, models cannot make ranged attacks and non-magical ranged attacks targeting them automatically miss. Wind Wall lasts for one round.
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- This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal.
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- 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.
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- This model can advance through other model if it has enough movement to move completely past their bases. This model cannot be targeted by free strikes. This model ignores intervening models when declaring its charge attack.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- While B2B with this model, friendly warcastes and solos gain +1 CMD.
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- While one or more enemy models are in this model’s command range, models in this model’s battlegroup can run or charge without spending focus.
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- 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.
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- This model ignores the effects of deep and shallow water and can move through them witrhout penalty.- While completely in deep water, it cannot be targeted by ranged or magic attacks and can make attacks only against other models in deep water. While completely in deep water, this model does not block LOS.
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- When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- This model is a channeler (p. 79).
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- If its warcaster is in this model's command range during your Control Phase, the warcaster can upkeep one spell without spending focus.
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- 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.
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- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
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- When calculating damage from this attack, halve the base ARM stats of the models hit that have medium or larger bases. This attack gains +2 to damage rolls against model swith small bases.
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- 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.
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- 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.
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- 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.
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- Before start of the game, attach this model to a friendly warcaster for the rest of the game. Each warcaster can have only one model attached to it.
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- Make the listed number of 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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- This model gains an additional die on its back strike damage rolls.
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- Make two attack with this weapon.
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- Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action.
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- 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".
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- This attack ignores the firing into melee penalty.
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- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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- When this model destroys a living enemy model with an attack, after the attack is resolved you can return one destroyed model in this unit to play. The model returns with five damage boxes, must be placed within 3˝ of this model, and cannot activate the turn it returns to play. The destroyed model is removed from play but does not provide a soul or corpse token.
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- This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation it makes a Both Barrels attack.
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- This model gains +2 to charge attack damage rolls with this weapon.
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- This weaspon has an integral buckler that gives the model a cumulative +1 ARM bonus; for example, a model with two of them gains a bonus of +2 arm. A model does not gain this bonus while the weapon system with the buckler is crippled or being held in a weapon lock or when resolving damage that originates in its back arc.
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- When this model 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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- 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.
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- This model gains an additional +2 DEF when benefiting from concealment or cover.
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- If this weapon directly hits an enemy model with an equal or smaller base, immediately after the attack is resolved the model directly hit can be pushed any distance directly toward this model. After the model directly hit is moved, this model can make one normal melee attack against it. After resolving this melee attack, this model can make additional melee attacks during its combat action.
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- If this model hits the same target with both its initial attacks with this weapon, after resolving the attacks it can immediately make one melee attack with this weapon against each model in its LOS that is in this weapon’s melee range.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make a double-hand throw, head-butt, headlock/weapon lock, push or throw power attack against that target.
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- This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
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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.
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- When this model misses and attack roll for a combined ranged attack, it can reroll that attack roll. Each attack roll can be rerolled only once as a result of Combined Arms.
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- This model can participate in combined melee attacks with other models in its unit (p. 62).
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- This model can participate in combined ranged attacks with other models in its unit (p. 62).
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- Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model’s STR plus twice the POW of this weapon.
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- 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.
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- This model is not a living model, never flees, and automatically passes command checks. All warjack models have this advantage.
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- A model hit by this attack suffers the Corrosion continuous effect (p. 69).
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- A model hit by this attack suffers the Fire continuous effect (p. 69).
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- On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged.
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- On a critical hit, the model hit by this attack suffers the Corrosion continuous effect(p. 69).
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- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.
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- 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.
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- On a critical hit, the model hit by this attack suffers the Fire continuous effect (p.69).
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- On a critical hit, the model hit is knocked down.
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- On a critical hit, after the attack is resolved this model can make one additional attack against the model hit.
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- 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.
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- On a critical hit, the model hit loses its initial attacks and cannot make special attacks for one round.
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- If this model attack with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
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- This weapon causes cold damage (p.68).
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- This weapon causes corrosion damage (p. 68).
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- This weapon causes electrical damage (p. 68).
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- This weapon causes fire damage (p. 68).
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- While this model is B2B with one or more models in its unit, it gains +2 ARM.
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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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- 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.
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- If this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed any distance directly toward this model. After the damaged model is moved, this model can make one normal melee attack against the model pushed. After resolving this melee attack, this model can make additional melee attacks during its combat action.
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- 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.
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- 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.
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- When this model forfeits its movment to gain the aiming bonus it can also make one additional ranged attack this activation.
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- When a warjack or warbeast is hit by this weapon it is knocked down.
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- 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.
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- This model ignores cloud effects (p. 69) and forests (p. 87) when determining line of sight. This model ignores concealment (p. 57) and Stealth when making attacks.
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- This model never flees (p. 85). All warcaster models have this advantage.
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- This model cannot be targeted by ranged or magic attacks while knocked down.
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- 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.
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- When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continous effect.
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- When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
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- When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model up to the distance the slammed model was moved.
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- When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
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- When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.
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- This model gains +1 ARM for each sould token currently on it.
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- This model does not suffer blast damage. Friendly models B2B with it do not suffer blast damage.
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- This model can make power attack slams without spending focus or being forced. Models slammed bu this model are moved an additional 2".
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- While this model is in play, models in its unit gain Combined Melee Attack .
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- When a model is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.
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- While knocked down, this model is not automatically hit by melee attacks and its DEF is not reduced.
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- 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.
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- 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.
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- This model can add this weapon's POW to its head-butt and slam powe attack damage rolls.
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- If this model attacks with this weapon during its activation, it cannot attack with another melee weapon that activation. If this model attacked with another melee weapon this activation, it cannot attack with this weapon.
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- 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.
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
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- 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.
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- This model does not suffer cold damage (p. 68).
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- This model does not suffer corrosion damage and is immune to the Corrosion continuous effect (p. 68).
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- This model does not suffer electrical damage (p. 68).
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- This model does not suffer fire damage and is immune to the Fire continuous effect (p. 68).
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- This model can move through rough terrain and obstacles without penalty. It can move through obstructions and other models if it has enough movement to move completely past them. Other models, including slammed, pushed, or thrown models, can move through this model without effect if they have enough movement to move completely past it. This model does not count as an intervening model. This model suffers damage and effects only from magical weapons, magic attacks, animi, spells, and feats and is immune to continous effects. This model cannot be move by a slam. When this model makes a melee or ranged attack, before the attack roll is made it loses Incorporeal for one round.
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- Friendly X models/units in this model's command range never flee and immediately rally.
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- You gain +1 to the starting roll determining the order of deployment and play.
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- 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".
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- This model gains +2 ARM for each warjack it controls B2B with it. When this model is directly hti by an enemy ranged or magic attack, you can choose to have onbe of those warjacks become the target and automatically be hit by the attack instead.
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- This model is not a warcaster but has the following warcaste special rules: Battlegroup Commander, Control Area, Focus Manipulation, Power Field, and Spellcaster.
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- When a model is hit by an attack with this weapon, it is knocked down.
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- This model and friendly warrior models B2B with it cannot be knocked down.
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- This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking wiht whis model and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation.
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- This model must be B2B with a friendly living Faction Warrior model to make an attacks with this weapon.
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- Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability.
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- This weapon is a magical weapon (p. 68).
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- 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.
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- This model can attempt to repair friendly non-Faction warjacks and battle engines.
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- This model will work for Cryx.
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- This model will work for Cygnar.
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- This model will work for the Four Star Contract.
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- This model will work for Khador.
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- This model will work for Protectorate.
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- This model will work for Retribution.
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- This model will work for the Talion charter contract.
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- If you can have two or more warlocks in your army, this model and warjacks in its battlegroup can take the place of a Skorne warlock. This model counts toward the maximum number of warlocks allowed in an army and counts as a warlock for FA.
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- This model will work for the Blindwater Congregation pact.
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- This model will work for the Thornfall Alliance pact.
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- This model will work for Circle.
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- This model will work for Skorne.
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- This model will work for Trollbloods.
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- 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.
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- This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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- An attack with this weapon can be made only once per game.
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- 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.
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- 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".
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- This model cannot be targeted by free strikes.
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- This model can advance through rough terrain (p. 86) without penalty and can charge and make slam and trample power attacks across obstacles (p. 87).
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- 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.
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- 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.
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- Gains an additional die on this weapon's damage rolls against living models.
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- When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack.
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- This model gains +2 to charge attack rolls with this weapon.
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- This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
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- Gain an additional die on attack and damage rolls with this weapon against models with an enemy upkeep spell on them.
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- On a direct hit against an enemy model, all models hit are knocked down.
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- 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.
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- While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
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- Friendly Faction models can ignore this model when determining LOS.
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- 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.
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- This weapon has a 2" melee range (p. 50).
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- When this model boxes a living enemy warrior model with a melee attack, add one Grunt to this unit and then remove the boxed model from play. The Grunt must be placed in formation and within 3˝ of this model. The Grunt cannot
-activate this turn.
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- If this weapon hits a non-Incorporeal enemy model, this model can be placed B2B with that enemy model.
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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 upkeep spells on models in its battlegroup without spending focus.
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- When included in a Retribution army, this model is a Retribution model instead of a Mercenary model.
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- This model can control and reactivate only friendly Mercenary Rhulic warjacks.
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- This model can have only Mercenary Rhulic warjacks in its battlegroup and can reactivate only frienldy Mercenary Rhulic warjacks.
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- 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.
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- When this model is missed by an enemy melee attack, immediately after the attack is resolved it can make one normal melee attack against the attacking model.
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- This model cannot be targeted by enemy spells.
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- When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal model of the listed type within 3˝ of this model directly hit instead. That model is automatically hit and suffers all damage and effects.
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- Take control of a living enemy non-warcaster, non-warlock warrior model B2B with this model. You can immediately make a full advance with the enemy model followed by a normal melee attack, then Seduction expires. The nemey model cannot be targeted by free strikes duringt his movement.
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- This model can be included only in Mercenary Contract armies that list Cephalyx as possible members.
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- 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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- This weapon is a shield that gives the model a cumulative +2 ARM bonus; for example, a model with two of them gains a bonus of +4 ARM. A model does not gain this bonus while the weapon system with the shield is crippled or being held in a weapon lock or when resolving damage that originates in its back arc.
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- 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.
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- 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.
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- A model directly hit by this weapon cannot cast spells for one round.
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- When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. Instead of rolling damage on a ranged attack, this model can inflict 1 damage point. A model that participates in a combined ranged attack loses Sniper until the attack is resolved.
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- 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.
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- When this model casts a spell, it can channel the spell through another model in its battlegroup that is in its control area. Once a spell is cast this way, the model it was channeled through suffers d3 + 1 damage points.
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- 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.
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- 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.
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- This model is a standard bearer (p. 70).
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- This model cannot be knocked down.
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- 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.
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- This model can forfeit its movement to give this weapon +4 RNG this activation and gain the aiming bonus.
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- 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.
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- 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.
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- When this model makes a melee attack during its activation, its fron arc extends to 360 degrees, and it can make one melee attack against each model in its LOS that is in its melee range.
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- 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.
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- Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
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- 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.
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- This model is a terrifying entity (p. 84). Enemy models/units in the melee range of this model or with this model in their melee range must pass a command check or flee.
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- This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
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- Add this model's STR to the POW of this ranged attack.
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- When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled, and is knocked down.
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- Gain an additional damage die against knocked down targets.
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- This model is not a living model and never flees.
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- While engaging an enemy model, this model gains +2 ARM.
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- This model can make melee and ranged attacks during the same combat action. When this model makes its initial attacks, it can make both its initial ranged and melee attacks.
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- A living model hit by this weapon suffers –2 STR and DEF for one round.
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- When attacking with this weapon, add and additional die to its damage rolls.
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- This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
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\ No newline at end of file
diff --git a/backups/Minions 221217112115344.cat b/backups/Minions 221217112115344.cat
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--- a/backups/Minions 221217112115344.cat
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- Once per activation, immediately after resolving an attack in which it destroyed a living enemy model with this weapon, this model can cast a spell with COST 3 or less without spending fury.
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- Non-amphibiou enemy models currently in Barnabas's control area are knocked down.
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- This model has concealment. Living enemy models suffer -2 to attack rolls within 2" of this model. Swarm lasts for one round.
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- Enemy models roll one less die on attack damage rolls against this model. This model and friendly models B2B with it cannot be knocked down.
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- While B2B with Lug, this model can transfer damage to Lug without spending fury.
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- The only warbeast that can be in this model's battlegroup is Lug.
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- When this model hits an enemy model with a normal melee attack, it can choose to knock down the enemy model or push it 3" directly away. Bear Hands lasts for one turn.
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- This model is bonded to Brun Cragback. While it is within 3" of Cragback and is not stationary, Cragback cannot be targeted by free strikes and gains +2 DEF against melee attacks, and models do not gain back strike bonuses while attacks Cragback.
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- This model is included in any army tht includes Brun Cragback. If Cragback is destroyed or removed from play, remove this model from play. This model is part of Cragback's battlegroup.
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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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- Target friendly Faction model gains +2 ARM. If a warjack or warbeast hits the affected model with a melee attack, the attacking model suffers d3 damage points immediately after the attack has been resolved unless the affected model was destroyed or removed from play by the attack. Spiny Growth lasts for one round.
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- When a living enemy model is boxed by this attack, it heals 1 damage point. For the rest of the turn, this model can channel spells through the enemy model if it is in this model's control area and is not engaged. At the end of the turn, the enemy model is destroyed.
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- When an attack with this weapon hits, this model can suffer 1 damage point to gain an additional die on the damage roll against the model hit. Life Trader can be used once per attack.
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- Each time a Friendly model destroys an enemy model while the friendly model is in Calaban's contorl area, Calaban gains 1 fury point. Immediately after resolving an attack in which a model in Calaban's control area destroys one or more enemy models, Calaban can boost attack and damage rolls on spells cast as a result of Death Harvest. Death Harvest lasts for one turn.
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- While in this model's control area, living enemy models cannot give or receive orders and cannot make melee or ranged attacks targeting this model.
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- Taget model in this model's battlegroup gains Pathfinder and Prowl for one orund. (Models with Prowl gain Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.)
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- Target friendly model gains Riposte. Serpent Strike lasts for one round. After the affected model makes a Riposte attack, Serpent Strike expires. (When a model with Riposte is missed by an enemy melee attack, immediately after the attack is resolved it can make one normal melee attack against the attacking model.)
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- This model is included in any army that includes Dahlia Hallyr. If Hallyr is destoryed or removed from play, remove this model from play. This model is part of Hallyr's battlegroup.
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- This model is bonded to Dahlia Hallyr. When this model frenzies in Hallyr's control range, you choose the frenzy target.
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- Each time this weapon is used to make an attack, choose one of the following abilities:
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-• Anesthesia - A living model damaged by an attack with this weapon becomes stationary for one round.
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-• Brain Damage - A model damaged by an attack with this weapon cannot cast spells, upkeep spells, or use an animus for one round.
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-• Mind Control Serum - If a living enemy non-warcaster, non-warlock model is damaged by an attack with this weapon, immediately after the attack is resolved take control of the model. You can immediately make a full advance with it followed by a normal melee attack, then Mind Control Serum expires. The enemy model cannot be targeted by free strikes during this movement.
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- Do not make damage rolls to resolve attacks made with this weapon. A living model hit by this weapon automatically suffers 1 damage point. This weapon cannot damage non-living models.
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- Warbeasts in Arkadius' battlegroup can immediately frenzy. A model can frenzy even if it has already activated this turn and does not affect whether it can activate later this turn.
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- • Arcane Bolt (*Attack) - Arcane Bolt is RNG 12, POW 11 magic attack.
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-• Bone Magic (*Action or Attack) - This model casts the animus of one friendly destroyed warbeast as a spell with out spending fury points. This model Cannot cast an animus with a RNG of SELF. This model must make a special attack to cast an offensive spell. Other spells are cast by making a specail action.
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-• Craft Tailsman (*Action) - Target a friendly warlock within 3" of a model in this unit that is in formation. If the warlock is in range, when he casts a spell and is its point of origin, the spell gains +2 RNG. Spells with RNG SELF, SP, or CTRL are not affected. Craft Tailsman lasts for one turn.
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- • Dominate Undead (*Attack)
-• Sacrificial Strike (*Action)
-• Zombify (*Action)
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- When an enemy model advances and ends its movement in this model's command range, this model can make one normal melee or ranged attack targeting that model, then Counterblast expires. Counterblast lasts for one round.
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- While in Helga's control area, when a friendly Faction model hits an enemy model with a normal melee attack, the enemy model can be slammed d6" directly away from the attacking model. The POW of the slam damage roll is equal to the STR of the attacking model. Grand Finale lasts for one turn.
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- Models in this model's battlegroup gain Gang Fighter. (When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, a model with Gang Fighter gains +2 to melee attack and melee damage rolls.)
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- This model gains Retaliatory Strike. Ornery expires after the affected model makes a Retaliatory Strike attack. Ornery lasts for one round. (When a model with Retaliatory Strike is hit by a melee attack made by an enemy model during your opponent's turn, after the attack is resolved it can immediately make one normal melee attack against that enemy model.)
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- When a living or undead enemy non-warlock, non-warcaster warrior model is boxed by an attack while in Jaga-Jaga's control area this turn, you can take control of it. If you do, the model becomes a friendly Faction Undead solo, gains Dark Shroud, heals 1 damage point, and can immediately make a full advance. During this movement, the model cannot be targeted by free strikes. The model cannot activate and is removed from from play when Legion of Death expires. Legion of Death lasts for one round. (While in the melee range of a model with Dark Shroud, enemy models suffers -2 ARM.)
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- This model cannot be included in an army that includes one or more models of the listed type.
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- • Hunter's Mark (*Attack) - Hunter's Mark is RNG 10 mgaic attack that causes no damage. Friendly models can charge or make a slam power attack against an enemy model hit by Hunter's Mark without being forced or spending forcus. A friendly model charging an enemy model hit b Hunter's Mark gains +2" of movement. Hunter's Mark lasts for one turn.
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-• Ice Bolt (*Action) - Ice Bolt is RNG 10 magic attack. A model hit suffers a POW 12 cold damge roll. On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold.
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-• Winter Storm (*Action) - Enemy models that begin their activation in this model's command range lose Eyeless Sight, Flight, and Pathfinder during their activations. Winter Storm lasts for one round.
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- This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation it makes a Both Barrels attack.
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- While in Carver's control area, friendly Farrow models gain Overtake and an additional die on melee damage rolls. Hog Heaven lasts for one turn. (When a model with Overtake destroys one or more enemy warrior models with a normal melee attack, after the attack is resolved the model with Overtake can immediately advance up to 1".)
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- Friendly Farrow Brigand models gain Combined Ranged Attack.
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- Make 2d3 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 its first melee attack during its activation, it makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
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- This weapon gains an additional die on attack rolls against small-based models.
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-• Energy Siphon
-• Paralysis
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- Target friendly Faction warbeast gains Hyper Aggressive for one round. (When a model with Hyper Aggressive suffers damage from an enemy attack anytime except while it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model.)
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- Target friendly model gains Sprint. Lightning Strike lasts for one turn. (At the end of its activation, if a model with Sprint destroyed one or more enemy models with melee attacks this activation it can make a full advance.)
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- This model gains an additional die on melee damage rolls against living models. 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. Pig Farm lasts for one round.
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- When this weapon boxes a living or Undead non-warcaster, non-warlock enemy warrior model, you can immediately spend one soul token to take control of the model and make a full advance with teh 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.
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- When you decide to make initial attack with this weapon at the beginning of this modelæs 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.
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- At the start of each of your Control Phases, this model gains d3 soul tokens if it does not have any. This model gains one soul token for each living model destroyed in its command range. This model can haave up to five soul tokens at a time. During its activation, thsi mdoel can spend soul tokens to boost attack or damage rolls at one token per boost.
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- If this model is in a friendly Faction warlock's control area, the warlock can remove 1 soul token from this mdoel to gain a fury point. Each warlock can do this only once per turn and only during its activation.
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- While this model has one or more soul tokens, enemy models entering or ending their activations within 2" of it immediately suffer 1 damage point.
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- Target friendly Faction model's melee weapons gain Reach. Elasticity lasts for one turn.
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- This model cannot be included in an army that includeds in an army that includes one or more models of th listed type.
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- Target friendly model can charge without being forced. When the affected model destroys an enemy model with a charge attack, after the attack is resolved it can advance up to 1" and make an additional melee attack. Massacre lasts for one turn.
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- When it destroys a living enemy model with this weapon, immediately after the attck is resolved this model heals d3 damage points.
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- This model cannot be targeted by ranged or magic attacks and does not block LOS. Submerge lasts for one round.
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- This model is included in any army that includes Wrong Eye. If Wrong Eye is destoryed or removed from play, remove this model from play. This model is part of Wrong Eye's battlegroup.
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- Snapjaw is bonded to Wrong Eye. When Snapjaw boxes a living model with a melee attack in Wrong Eye's control area, the model is removed from play and either Snapjaw or Wrong Eye heals d3 damage points.
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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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- While in this model's control area, friendly warbeasts gain Hyper Aggressive. (When a model with Hyper Aggressive suffers damage from an enemy attack anytime except whil it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model.)
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- Place 1 fury point on each enemy warbeast currently in this model's control area. This spell can only be cast once per turn.
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- Magical bolts of energy streak toward the target model.
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- A warlock leaching from target warbeast suffers 1 damage point for each fury point leached. The affected warbeast cannot be healed or have damage transferred to it and loses Regnerate.
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- Enemy upkeep spells on target friendly model/unit expire. Affected models cannot be targeted by enemy spells or animi.
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- While in this model's control area, models in its battlegroup cannot be knocked down and gain +3 ARM but suffer -2 DEF. Batten Down the Hatches lasts for one round.
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- While in this model's control area, models in its battlegroupgain Counter Charge. (When an enemy model advances and ends its movement within 6" of a model with Counter Charge and its LOS, the model with Counter Charge can immediately charge it. If it does, it cannot make another counter charge until after your next turn. A model cannot make a coutner charge while engaged.)
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- Target friendly Faction warrior model/unit gains Fearless and gains an additional die on melee damage rolls for one round.
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- On a hit, you can immediately advance target enemy non-warcaster/non-warlock model up to 3". Affected models cannot be targeted by free strikes during this movement. A model can move only once per turn as a result of Befuddle.
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- Target friendly warrior model/unit gains an additional die on melee damage rolls but suffers -2 DEF.
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- When this spell boxes a living or undead non-warcaster, non-warlock enemy warrior model, you can immediately 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.
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- During its activation, target friendly model can charge without spending focus or being forced and gains +2" movement and Pathfinder when it charges. Boundless Charge lasts for one turn.
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- Target frienldy model gains +2 DEF against ranged attack rolls and Dodge. (A model with Dodge can advance up to 2" immdeiately 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.)
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- Friendly models gain +2 to attack and damge rolls against target enemy model/unit.
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- Friendly Faction models gain +2 to melee attack rolls against enemy models in this model's control area. Carnage lasts for one round.
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- Target friendly model/unit gains +2 to melee attack rolls against living models. When an affected model boxes a living model with a melee attack, the boxed model is removed from play and this model heals d3 damage points.
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- Target model/unit suffers -2 SPD, STR, DEF , and ARM and cannot run or make special attacks.
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- Target friendly Faction model/unit gains Pathfinder and Hunter. (A model with Hunter ignores forests, concealment, and cover when determining LOS or making a ranged attack.)
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- This model immediately makes a full advance. It cannot be targeted b y free strikes during this movement. At the end of this movement, this model can make one melee attack against each model in its LOS that is in its melee range. Cyclone can be cast only once per turn.
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- While in this model's control area, friendly Faction warrior models cannot be targeted by free strikes. This model and friendly Faction warrior models activating in its control area gain +1 SPD. Dash lasts for one round.
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- When Deadweight destroys an enemy living or undead model, choose an enemy model within 2" of the destroyed model. The chosen model must forfeit either its movement or its action during its next activation, as its controller chooses.
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- Target friendly Faction model/unit gains +2 ARM and Undead.
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- Target friendly Faction model/unit gains +2 DEF and ARM.
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- While in this model's control area, friendly Faction warrior models gain +2 ARM against ranged and magic attack damage rolls. Deflection lasts for one round.
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- Target enemy warrior model/unit cannot make ranged attacks and suffers -2 DEF and MAT for one round.
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- Warbeasts in this model's battlegroup beginning their activations in its contgrol area gain +2 movement. This model gians +2 ARM while one or more warbeasts in its battlegroup are within 3" of it.
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- When target friendly model makes a normal attack with a non-spray ranged weapon, the weapon gains Magical Weapon. If the weapon was AOE - it becomes AOE 3. An affected model cannot participate in a combined ranged attack. Models in the AOE other than the model that was directly hit suffer blast damage but do not suffer any other effects of the attack. Explosivo expires immediately after resolving target model's next ranged attack. Explosivo lasts for one turn.
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- When a living enemy model is boxed by Flesh Eater, it is removed from play and this model or a living warbeast in its battlegroup in its control area heals d3 damage points.
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- Models damaged by Force Blow are knocked down.
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- Target friendly living Faction warbeast gains +2 STR and DEF.
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- Target friendly Faction model/unit can reroll its missed attack rolls. Each attack roll can be rerolled only once as a result of Fortune.
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- Frost Hammer causes Cold damage. On a critical hit, a model becomes Stationary for one round unless it has Immunity: Cold.
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- Target friendly model/unit gains +2 to melee damage rolls but suffers -1 DEF.
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- Target friendly model/unit gains Ghostly for one turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. An affected model cannot be targeted by free strikes.)
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- Target friendly Faction model gains +2 DEF and Poltergeist. (When an enemy model misses the model with Poltergeist with and attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from the model with Poltergeist.)
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- While in this model's control area, models in its battlegroup gain boosted ranged attack rolls for one turn.
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- When an enemy attack destroys or removes from play one or more friendly Faction models within 5" of target warbeast in this model's battlegroup, after the attack is resolved the affected warbeast can charge an enemy model, then Hallowed Avenger expires.
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- Target model in this model's battlegroup gains boosted ranged attack damage rolls.
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- Take control of target enemy non-warcaster, non-warlock warrior model. The model immediately makes one normal melee attack, then Influence expires.
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- While in this model's control area, enemy models treat open terrain as rough terrain. Inhospitable Ground lasts for one round.
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- Target friendly warrior model/unit gains +3 DEF but suffers -1 SPD.
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- Friendly FAction models beginning a charge in this model's control area gain Pathfinder. Warbeasts in th is model's battlegroup beginning their activations in this model's control area can charge or make slam power attacks against enemy models without being forced. Killing Ground lasts for one turn.
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- A model damaged by Lock the Target cannot run, charge, or be placed for one round.
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- Place a 5" AOE completely in this model's control area. While a model is within the AOE, models in this model's battlegroupignore forests and cloud effects when drawing LOS to it and ignore Stealth when attacking it.
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- If the target friendly Faction model's next normal ranged attack directly hits, after resolving the attack choose a model within 4" of the model hit. The chosen model sufers an unboostable POW 12 magic damage roll. The point of origin for this damage is the model hit. After resolving this damage roll, Magic Bullet expires. Magic Bullet lasts for one turn.
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- While within 2" of this model, enemy models suffer -2 DEF and ARM.
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- Target enemy model/unit suffers -2 DEF and loses Incorporeal and Stealth and cannot gain those abilities while affected by Marked for Death. Friendly Faction models can target an affected model regardless of LOS.
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- Target friendly Faction model/unit gains Apparition. (During your Control Phase, place models with Apparition anywhere completely within 2" of their current locations. If Mirage affects a unit, only models in formation can be placed.)
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- Models in this model's battlegroup currently in its control area gain +2 SPD and Pathfinder for one turn.
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- Target warjack suffers 1 point of fire damage to each column on its damage grid.
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- Target enemy model/unit suffers -2 DEF and ARM and cannot be healed. Mortality lasts for one round.
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- While in this model's control area, friendly models gain Knockdown on their melee weapons. Mosh Put lasts for one turn. (When a model is hit with an attack by a weapon with Knockdown, it is knocked down.)
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- An enemy warbeast damaged by Muzzle cannot advance toward this model for one round.
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- The force of this attack blasts apart the earth itself.
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- Target friendly model/unit gains Stealth.
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- Target model/unit suffers -3 ARM and this model gains +1 ARM.
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- Choose a friendly Faction warbeast in this model's control area. Target an enemy model within 8" of the chosen warbeast and make a magice attack against it. The chosen warbeast is the attack's point of origin. If the enemy model is hit, it suffers a damage roll with a POW equal to the warbeast's base STR.
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- Each model in this model's battlegroup currently in its control area immediately heals d3+1 damage points. This spell can only be cast once per turn.
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- Continuous effects, animi, and upkeep spells in this model's control area immediately expires.
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- If target enemy model/unit advances during its normal movement, immediately after ending this movement one model in this model’s battlegroup that is in its control area can make a full advance.
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- While B2B with target friendly Faction model/unit, enemy models suffer -2 DEF and cannot advance except to change facing.
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- Target friendly model/unit gains +2 SPD and +2 DEF against ranged and magic attack rolls.
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- Take control of target enemy non-character warbeast. You can make one full advance with the warbeast and can then make one normal attack with it, then Rampager expires. While the warbeast is affected by Rampager, it cannot be forced and you cannot use its animus. Rampager can be cast only once per round.
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- When target friendly Faction model hits an enemy model with an attack during its activation, immediately after its combat action ends the affected can make a full advance. It cannot be targeted by free strikes during this movement.
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- When target friendly Faction model is targeted by an enemy ranged attack, after the attack is resolved the affected model can make one normal melee or ranged attack, then Return Fire expires. Return Fire lasts for one round.
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- Return one destroyed friendly Faction Grunt to play with one unmarked damage box. It must be placed in this model's control area in formation and within 3" of another model in its unit.
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- The AOE is rough terrain and remains in play for one round.
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- Place a wall template anywhere completely in this model's control area where it does not touch a model's base, an obstruction, or an obstacle. The wall is a linear obstacle that provides cover.
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- Target frienldy model's/unit's ranged weapons gain +4 RNG.
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- Target friendly Faction model/unit gains concealment and Immunity: Cold.
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- Remove up to 1 fury point from each frienldy living Faction warbeast currently in this model's control area. Soothing Song can only be cast once per turn.
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- While within this model's control area, friendly Faction model/unit' weapons gain Magical Weapon and Blessed. Spellpiercer lasts for one round. (When making an attack with a weapon with Blessed, ignore spell effects that add to a model's ARM or DEF.)
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- While in this model's control area enemy models gaion an additional die on attack rolls. Discard the highest die of each roll. Star-Crossed lasts for one round.
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- A model damaged by Stranglehold forfeits either its movement or its action during its next activation, as its controller chooses.
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- An enemy warbesat damaged by Sunder Spirit loses its animus for one round.
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- Target friendly Faction model gains +2 DEF and cannot be knocked down. While within 3" of the affected model, friendly Faction models also gain +2 DEF and cannot be knocked down.
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- Place a 5" AOE anywhere completely in this model's control area where it does not touch a model's base. The AOE is shallow water and remains in play for one round. While completely in a Swamp Pit AOE, a model with Amphibious cannot be targeted by ranged attacks.
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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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- Place target model completely within 2" of its current location. When Telekinesis targets and enemy model, it is and offensive spell and requires a magic attack roll. A model can be affected by Telekinesis only once per turn.
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- Venom causes corrosion damage. Models hit suffer the Corrosion continuous effect.
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- The next time target friendly Faction model is directly hit by an attack, it suffers no damage roll from the attack, then Vision expires.
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- Choose one of target enemy warbeast's aspects. That aspect suffers the effects of being lost for one round. A warbeast cannot be destroyed as a result of Voodoo Doll.
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- When a friendly Faction model in this model's control area destroys one or more enemy models with a melee or ranged atack during its activation, immediately after the attack is resolved, one warbeast in this model' battlegroup that is in its control area can advance up to 3". A warbeast can advance only once per turn as a result of Warpath.
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- When an enemy model advances and ends its movement within 6" of this model, choose a warbeast in this model's battlegroup that is in its control area. That warbeast can immediately make a full advance and then can make one normal melee or ranged attack targeting the enemy model. The attack and damage rolls against that model are boosted. After the attack is resolved, Watcher expires.
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- Target friendly model/unit gains Camouflage and Pathfinder. (A model with Camouflage gains an additional +2 DEF when benefiting from concealment or cover.)
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- Target friendly living warbeast in this model's battlegroup can run, charge, or make slam or trample power attacks without being forced and gains boosted melee attack rolls.
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- This model cannot make ranged attacks, and non-magical ranged attacks targeting it automatically miss. While completely within 3" of this model, models cannot make ranged attacks and non-magical ranged attacks targeting them automatically miss. Wind Wall lasts for one round.
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- This model is a terrifying entity. Models and units-friendly and enemy-within 3" of this model must pass a command check or flee
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- This model can be forced during its activation to gain +2 STR for one turn but suffers d3 damage points.
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- You can choose not to deploy this unit 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 all models in this unit formation within 3" of the chosen table edge.
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- This model ignores the effect of deep and shallow water and can move through them without penalty, While completely in deep water, it cannot be targeted by ranged or magic attacks and can make attacks only against other models in deep water. While completely in deep water, this model does not block LOS.
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- If its warlock is in this model's command range during your Control Phase, the warlock can upkeep one spell without spending fury.
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- When an enemy model casts a spell or uses an animus while in this model's command range, after the spell is cast the enemy model suffers 1 damage point and this model heals 1 damage point.
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- When this model hits another model with an attack, upkeep spells and animi on the model hit expire and its loses the focus points on it. When this model hits a warjack with an attack, that warjack suffers Disruption. (A warjack suffering Disruption loses its forucs points and cannot be allocated forcus or channel spells for one round.)
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- When calculating damage from this weapon, halve the base ARM stats of models hit that have medium or larger bases. This weapon gains +2 to damage rolls against models with small bases.
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- Before the start of the game, attach this model to a friendly faction warlock for the rest of the game. Each warlock can have only one model attached to it.
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- When a model hits this model with a free strike attack, immediately after the attack is resolved the attacking model suffers d6 damage points.
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- When this model is destroyed, each living warbeast B2B with it heals d3 damage points.
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- This model is a battle engine and is not a warrior model.
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- RNG 3. Target friendly warrior model/unit. If the model/unit is in range, it gains boosted attack rolls against warbeasts for one turn.
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- This model can force friendly Faction warbeasts in its command range as if it were their controlling warlock.
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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.
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- Once per game during its activation, this model can use Binge Drinking. this model is knocked down.
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- When an enemy warbeast misses this model with a melee attack, immediately after the attack is resolved this model can mak one normal melee attack the warbeast.
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- When it charges living warrior models without being forced.
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- Refer to page 90.
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- This model gains +2 to charge attack damage rolls with this weapon.
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- This weapon has an integral buckler that gives the model a cumulative +1 ARM bonus. A model does not gain this bonus while the location the buckler is in is being held in a weapon lock or when resolving damage that orgiinates in its back arc.
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- When this model 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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- This model gains an additional +2 DEF when benefiting from concealment or cover.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make a double-hand throw, head-butt, headlock/weapon lock, push, or throw power attack against that target.
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- This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
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- When a friendly warbeast frenzies in this model's control area, the warbeast can forfeit its activation.
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- This model's front arc extends to 360°.
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- 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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- 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.
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- Thi model can participate in combined melee attacks with other models in its unit.
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- This model can participate in combined ranged attacks with other models in its unit.
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- A friendly faction model or unit in this model's command range can replace its current CMD with the current CMD of the commander when making command checks.
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- This model is included in any army that includes Rorsh. If Rorsh is Destroyed or removed from play, remove this model is part of Rorsh's battlegroupl.
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- This model gains a cumulative +1 on magic attack rolls for each other model in this unit that is within 1" of it.
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- This model is not a living model, never flees, and automatically passes comand checks.
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- A model hit by this attack suffers the Corrosion continuous effect.
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- A model hit by this atack suffers the Fire continuous effect.
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- When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. it cannot make another counter charge until after your next turn. This model cannot make a counter charge while engaged.
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- On a critical hit, if the attack hit small-based non-warlock/warcaster model the model hit is removed from play.
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- On a critical hit, the model hit by this attack suffers the Corrosion continuous effect.
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- on a critical hit, the model hit by this attack suffers the Fire continuous effect.
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- On a critical hit, th model hit becomes stationary for one round unless it has Immunity: Cold.
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- On a critical hit, the model hit is knocked down.
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- refer to page 86.
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- If this model attacks with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
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- This weapon causes cold damage
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- This weapon causes corrosion damage.
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- This weapon causes electrical damage.
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- This weapon causes fire damage.
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- While this model is B2B with one or more models in its unit, it gains +2 ARM.
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- This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. The model cannot dig into solid rock or man-made construction. This model can begin the game dug in.
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- When this model hits a warbeast with a melee attack, roll an additional damage die.
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- 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.
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- 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.
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- Refer to page 88.
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- Refer to page 88.
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- Refer to page 88.
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- Refer to page 88.
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- Refer to page 88.
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- This model gains +4 DEF against melee and ranged attack rolls made by warbeasts. Warbeasts cannot target this model with free strikes.
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- Friendly Farrow Brigand models gain Combined Ranged Attack.
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- This model ignores cloud effects and forests when determining line of sight. This model ignores concealment and stealth.
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- This model can be included only in a battlegroup controlled by a Minion Farrow warlock.
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- This model can have only Minion Farrow warbeasts in its battlegroup.
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- This model never flees.
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- This models cannot be targeted by ranged or magic attacks while knocked down.
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- Models in this model's battlegroup gain Aggressive. (A model with Aggressive can run or charge without spending focus or being forced.)
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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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- This model can advance through terrain and obstacles without penalty and can advance through obstructions and other models if it has enough movemnt to move completely past them. This model ignores intervening models when declaring its charge target.
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- When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.
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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 gargantuan
- A gargantuan 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 gargantuan with a ranged or magic attack does not suffer the target in melee attack roll penalty. If a ranged or magic attack misses a gargantuan in melee, that miss is not rerolled against another model. It misses completely.
-- Predeployment
- Gargantuans must be placed before normal deployment. If both players have models to predeploy, they predeploy their models in standard deployment order.
-- Massive
- A gargantuan cannot be slammed, pushed, thrown, knocked down, or made stationary.
-- Gargantuan movement
- A gargantuan can only advance during its normal movement and cannot be placed.
-- Pathfinder
- All gargantuans have Pathfinder
-- Controlling a gargantuan
- Gargantuans must be assigned to a battlegroup, and your opponent can never take control of your gargantuan by any means.
-- Great Beast
- A gargantuan can never gain Advance Deployment, Incorporeal, or Stealth.
-- Ranged attacks while in melee
- A gargantuan can make ranged attacks while in melee. A gargantuan never suffers the firing in melee penalty when targeting a model it is in melee with. A gargantuan cannot gain the aiming bonus when engaged.
-- Gargantuan melee range
- Gargantuan melee weapons and gargantuan melee attacks have a 2" melee range unless otherwise noted. This includes all power attacks made by a gargantuan.
-- Gargantuan power attacks
- A gargantuan can make all the power attacks available to a warbeast along with two additional attacks available only to gargantuans: 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 gargantuan. 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.
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- This model can have only Minion Gatorman warbeasts in its battlegroup.
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- This model does not suffer blast damage. Friendly models B2B with it do not suffer blast damage.
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- During its activation, this model can spend corpse token to heal damage. For each corpse token spent remove d3 damage from this model.
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- This model is a gunfighter. The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
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- The first time this model is disabled by an enemy attack, it heals all damage and is knocked down.
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- This model gains a corpse token each time it destroys a living enemy model with a melee attack. This model can have up to three corpse tokens at a time. It can spend corpse tokens during its activation to boost an attack or damage roll or to make an additional melee attack at one token per boost or additional attack.
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- While this model is in its warlock's control area, the warlock can force, leach, reave, heal, and transfer damage to the warbeasts in its battlegroup that are in this model's command range.
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
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- After deployment but before the first player's turn, choose an enemy model/unit to be this unit's prey, 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 removed from play, choose another model/unit as the prey.
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- This model automatically heals d3 damage points at the start each of its activations.
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- This model does not suffer cold damage.
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- This model does not suffer corrosion damage and is immune to the Corrosion continuous effect.
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- This model does not suffer electrical damage.
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- This model does not suffer fire damage and is immune to the fire continuous effect.
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- This model can move through rough terrain and obstacles without penalty. It can move through obstructions and other models if it has enough movement to move completely past them.
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- When it hits a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast.
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- Opponents cannot take control of this model.
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- Friendly Farrow models/units in this model's command range never and immediately rally.
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- 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.
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- After using its normal movement to make a full advance but before performing an action, you can place this model anywhere completely within 5" of its current location. Any effects that prevent it from charging also prevent it from using Jump.
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- When a model is hit by an attack with this weapon, it is knocked down.
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- This model cannot make power attacks.
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- 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.
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- This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking with this weapon and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activatoin.
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- The only warbeast thta can be in this model's battlegroup is Skarath.
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- This model can reroll missed attack rolls with this weapon. Each attack roll can be rerolled onlhy once as a result of Luck.
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- A magical weapon can damage and affect models with the Incorporeal ability.
-Attacks made with magical weapons are not magic attacks.
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- Once per turn during its activation this model can remove 1 fuy point from warbeast in its battlegroup that is in its control area and add 1 fury point to its own current total. The warbeast suffers d3 damage points.
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- This model can charge living warrior models without being forced.
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- These models will work for Cryx.
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- This model will work for Cygnar.
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- This model will work for Khador.
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- This model will work for Protectorate.
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- These models will work for Retribtion.
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- These models will work for Searforge Commission.
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- This model will work for Blindwater Congregation pact.
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- This model will work for Thornfall Alliance Pact.
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- When this model hits a warbeast with an attack, the warbeast suffers d6 points of damage to a branch of your choice.
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- This model is an Officer. The Officer is the unit commander of its unit.
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- This weapon is an Open Fist. A warbeast's Open Fist enables it to make certain power attacks. A warbeast with an Open Fist can make arm lock, headlock, and throw power attacks; a warbeast with two Open Fists can also make double-hand throw power attacks.s
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- While damaged this model can charge or make power attacks without being forced.
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- This model cannot be targeted by free strikes.
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- This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.
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- If this model is destroyed by an enemy attack or if Rorsh is destroyed or removed from play by an enemy attack, before this model is removed from the table it can advance up to 3" and make one melee attack it ignores the effects of lost aspects. It cannot be targeted b free strikes during this movement.
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- Gain an additional die on this weapon's damage rolls against living models.
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- This model can make trample power attacks.
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- This model gains +2 to charge attack rolls with this weapon.
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- The Leader of this unit can recite one of the following prayers each turn anytime during its unit's activation. Each model in this unit gains the benefits listed.
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-• Heroic Call - Affected models gain Fearless and Tough for one round.
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-• Hog Wild - Affected models can make one ranged attack this activation before this unit makes its normal movement. After their normal movement, models in this unit that make combat actions can only make melee attacks this activation.
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-• March - Affected models gain Pathfinder for one turn.
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- The Leader of this unit can recite one of the following prayers each turn anytime during its unit's activation. Each model in this unit gains the benefits listed.
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-• Cold Blood - Affected models can reroll missed attack rolls against living models this turn. Each roll can be rerolled only once as a result of Cold Blood.
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-• Dirge of Mists - Affected models gain +1 DEF and terror for one round.
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-• March - Affected models gain Pathfinder for one turn.
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- After deployment but before the first player's turn, choose an enemy model/unit to be this model/unit's prey. this model gains +2 to attack and damage rolls against its prey. When this model begins its activation within 10" of its prey. it gains +2" movement that activation. When the prey is destroyed or removed from play, choose another model/unit to be the prey.
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- This model can use the animus of any friendly Faction non-character warbeast in its command range as if th animus were its own.
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- This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
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- Once during your opponent's turn, when an enemy model within 10" of this model that is in its LOS targets this model with ranged attack, this model can make a ranged attck against the enemy model before it makes its attack roll. If this model's ranged attack hits, the enem model suffers no damage but its attack automatically misses.
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- While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
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- This weapon has a 2" melee range (p. 50).
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- RNG 5. Target friendly warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn.
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- This model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.
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- This model gains Pathfinder during activations it charges.
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- This model can make ride-by attacks.
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- At the beginning of your Control Phase, before leaching, you can remove 1 fury point from a friendly Faction warbeast within 1" of this model.
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- This model cannot make slam or trample power attacks and cannot be knocked down.
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- 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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- This weapon is a shield that gives the model a cumulative +2 ARM bonus.
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- 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.
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- When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. Instead of rolling damage on a ranged attack, this model can inflict 1 damage point. A model that participates in a ranged attack loses Sniper until that attack is resolved.
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- If Brine is outside this model's control area during your Control Phase, before you models leach fury Brine can make a full advance directly toward this model.
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- This model cannot be targeted by spells.
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- 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.
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- This model is a standard bearer.
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- Ranged and magic attacks declared against this model when the point of origin of the attack is greater than 5" away automatically miss.
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- Refer to page 88.
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- Refer to page 88.
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- During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
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- When this model destroys an enemy model with a normal ranged attack, immediately after the attack is resolved it can advanced up to 2".
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- Models in this unit gain Relentless Charge. (Models with Relentless Charge gain Pathfinder during activations they charge.)
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- Models in this unit gain Set Defence. (A model in the front arc of a model with Set Defence suffers -2 on charge, slam power attack, and impact attack rolls against the model with Set Defence.)
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- Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
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- Other friendly Faction models gain +2 to magic attack rolls against enemy models within 5" of this model.
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- This model is a terrifying entity. Enemy models/units in the melee range of this model or with this model in their melee range must pass a command check or flee.
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- When it destroys a living enemy model with a melee attack, remove the enemy model from play, and this model gains a corpse token. This model can have up to three corpse tokens at a time. During its activation, this model can spend corpse tokens to boost attack or damage rolls at one token per boost.
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- Add this model's STR to the POW of this ranged attack.
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- If this model destroys a living enemy model with a normal melee attack, this model's activation ends immediately after the attack is resolved and you can remove 1 fury point from this model.
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- When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled and is knocked down.
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- While in this model's command range, friendly Faction warrior models gain Unyielding. (While engaging an enemy model, a model with Unyielding gains +2 ARM.)
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- This model is not a living model and never flees.
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- While engaging an enemy model, this model gains +2 ARM.
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- This model gains boosted attack and damage rolls against Legion or Blighted models.
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- If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers the Corrosion continuous effect unless this model was destroyed or removed from play by the attack.
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- 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.
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- When attacking with this weapon, add an additional die to its damage rolls.
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- This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
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- While knocked down, this model can make
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\ No newline at end of file
diff --git a/backups/Minions_Exigence_(2014) 221217105900426.cat b/backups/Minions_Exigence_(2014) 221217105900426.cat
deleted file mode 100644
index 56f6f30..0000000
--- a/backups/Minions_Exigence_(2014) 221217105900426.cat
+++ /dev/null
@@ -1,8819 +0,0 @@
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- Target friendly knocked down Faction model immediately stands up.
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- On a hit, before rolling damage you can decide to knock down both this model and the model it hit. If both models are knocked down, this damage roll is boosted.
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- Once per activation, immediately after resolving an attack in which it destroyed a living enemy model with this weapon, this model can cast a spell with COST 3 or less without spending fury.
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- Non-amphibiou enemy models currently in Barnabas's control area are knocked down.
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- This model has concealment. Living enemy models suffer -2 to attack rolls within 2" of this model. Swarm lasts for one round.
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- Enemy models roll one less die on attack damage rolls against this model. This model and friendly models B2B with it cannot be knocked down.
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- While B2B with Lug, this model can transfer damage to Lug without spending fury.
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- The only warbeast that can be in this model's battlegroup is Lug.
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- When this model hits an enemy model with a normal melee attack, it can choose to knock down the enemy model or push it 3" directly away. Bear Hands lasts for one turn.
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- This model is bonded to Brun Cragback. While it is within 3" of Cragback and is not stationary, Cragback cannot be targeted by free strikes and gains +2 DEF against melee attacks, and models do not gain back strike bonuses while attacks Cragback.
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- This model is included in any army tht includes Brun Cragback. If Cragback is destroyed or removed from play, remove this model from play. This model is part of Cragback's battlegroup.
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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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- Target friendly Faction model gains +2 ARM. If a warjack or warbeast hits the affected model with a melee attack, the attacking model suffers d3 damage points immediately after the attack has been resolved unless the affected model was destroyed or removed from play by the attack. Spiny Growth lasts for one round.
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- When a living enemy model is boxed by this attack, it heals 1 damage point. For the rest of the turn, this model can channel spells through the enemy model if it is in this model's control area and is not engaged. At the end of the turn, the enemy model is destroyed.
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- When an attack with this weapon hits, this model can suffer 1 damage point to gain an additional die on the damage roll against the model hit. Life Trader can be used once per attack.
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- Each time a Friendly model destroys an enemy model while the friendly model is in Calaban's contorl area, Calaban gains 1 fury point. Immediately after resolving an attack in which a model in Calaban's control area destroys one or more enemy models, Calaban can boost attack and damage rolls on spells cast as a result of Death Harvest. Death Harvest lasts for one turn.
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- While in this model's control area, living enemy models cannot give or receive orders and cannot make melee or ranged attacks targeting this model.
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- Taget model in this model's battlegroup gains Pathfinder and Prowl for one orund. (Models with Prowl gain Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.)
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- Target friendly model gains Riposte. Serpent Strike lasts for one round. After the affected model makes a Riposte attack, Serpent Strike expires. (When a model with Riposte is missed by an enemy melee attack, immediately after the attack is resolved it can make one normal melee attack against the attacking model.)
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- This model is included in any army that includes Dahlia Hallyr. If Hallyr is destoryed or removed from play, remove this model from play. This model is part of Hallyr's battlegroup.
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- This model is bonded to Dahlia Hallyr. When this model frenzies in Hallyr's control range, you choose the frenzy target.
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- Each time this weapon is used to make an attack, choose one of the following abilities:
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-• Anesthesia - A living model damaged by an attack with this weapon becomes stationary for one round.
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-• Brain Damage - A model damaged by an attack with this weapon cannot cast spells, upkeep spells, or use an animus for one round.
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-• Mind Control Serum - If a living enemy non-warcaster, non-warlock model is damaged by an attack with this weapon, immediately after the attack is resolved take control of the model. You can immediately make a full advance with it followed by a normal melee attack, then Mind Control Serum expires. The enemy model cannot be targeted by free strikes during this movement.
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- Do not make damage rolls to resolve attacks made with this weapon. A living model hit by this weapon automatically suffers 1 damage point. This weapon cannot damage non-living models.
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- Warbeasts in Arkadius' battlegroup can immediately frenzy. A model can frenzy even if it has already activated this turn and does not affect whether it can activate later this turn.
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- • Arcane Bolt (*Attack) - Arcane Bolt is RNG 12, POW 11 magic attack.
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-• Bone Magic (*Action or Attack) - This model casts the animus of one friendly destroyed warbeast as a spell with out spending fury points. This model Cannot cast an animus with a RNG of SELF. This model must make a special attack to cast an offensive spell. Other spells are cast by making a specail action.
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-• Craft Tailsman (*Action) - Target a friendly warlock within 3" of a model in this unit that is in formation. If the warlock is in range, when he casts a spell and is its point of origin, the spell gains +2 RNG. Spells with RNG SELF, SP, or CTRL are not affected. Craft Tailsman lasts for one turn.
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- • Hand of Glory (*Attack)
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- • Dominate Undead (*Attack)
-• Sacrificial Strike (*Action)
-• Zombify (*Action)
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- When an enemy model advances and ends its movement in this model's command range, this model can make one normal melee or ranged attack targeting that model, then Counterblast expires. Counterblast lasts for one round.
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- While in Helga's control area, when a friendly Faction model hits an enemy model with a normal melee attack, the enemy model can be slammed d6" directly away from the attacking model. The POW of the slam damage roll is equal to the STR of the attacking model. Grand Finale lasts for one turn.
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- Models in this model's battlegroup gain Gang Fighter. (When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, a model with Gang Fighter gains +2 to melee attack and melee damage rolls.)
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- This model gains Retaliatory Strike. Ornery expires after the affected model makes a Retaliatory Strike attack. Ornery lasts for one round. (When a model with Retaliatory Strike is hit by a melee attack made by an enemy model during your opponent's turn, after the attack is resolved it can immediately make one normal melee attack against that enemy model.)
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- When a living or undead enemy non-warlock, non-warcaster warrior model is boxed by an attack while in Jaga-Jaga's control area this turn, you can take control of it. If you do, the model becomes a friendly Faction Undead solo, gains Dark Shroud, heals 1 damage point, and can immediately make a full advance. During this movement, the model cannot be targeted by free strikes. The model cannot activate and is removed from from play when Legion of Death expires. Legion of Death lasts for one round. (While in the melee range of a model with Dark Shroud, enemy models suffers -2 ARM.)
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- This model cannot be included in an army that includes one or more models of the listed type.
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- • Hunter's Mark (*Attack) - Hunter's Mark is RNG 10 mgaic attack that causes no damage. Friendly models can charge or make a slam power attack against an enemy model hit by Hunter's Mark without being forced or spending forcus. A friendly model charging an enemy model hit b Hunter's Mark gains +2" of movement. Hunter's Mark lasts for one turn.
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-• Ice Bolt (*Action) - Ice Bolt is RNG 10 magic attack. A model hit suffers a POW 12 cold damge roll. On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold.
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-• Winter Storm (*Action) - Enemy models that begin their activation in this model's command range lose Eyeless Sight, Flight, and Pathfinder during their activations. Winter Storm lasts for one round.
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- While in Carver's control area, friendly Farrow models gain Overtake and an additional die on melee damage rolls. Hog Heaven lasts for one turn. (When a model with Overtake destroys one or more enemy warrior models with a normal melee attack, after the attack is resolved the model with Overtake can immediately advance up to 1".)
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- Friendly Farrow Brigand models gain Combined Ranged Attack.
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- Make 2d3 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 its first melee attack during its activation, it makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
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- This weapon gains an additional die on attack rolls against small-based models.
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- Gain an additional damge die against knocked down targets.
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-• Energy Siphon
-• Paralysis
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- Target friendly Faction warbeast gains Hyper Aggressive for one round. (When a model with Hyper Aggressive suffers damage from an enemy attack anytime except while it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model.)
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- Target friendly model gains Sprint. Lightning Strike lasts for one turn. (At the end of its activation, if a model with Sprint destroyed one or more enemy models with melee attacks this activation it can make a full advance.)
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- While within 3" of this model, enemy models treat open terrain as rough terrain.
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- This model gains an additional die on melee damage rolls against living models. 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. Pig Farm lasts for one round.
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- When this weapon boxes a living or Undead non-warcaster, non-warlock enemy warrior model, you can immediately spend one soul token to take control of the model and make a full advance with teh 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.
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- When you decide to make initial attack with this weapon at the beginning of this modelæs 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.
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- 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 o fthe spell is measured. The negated spell does not take effect, but its COST remains spent.
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- At the start of each of your Control Phases, this model gains d3 soul tokens if it does not have any. This model gains one soul token for each living model destroyed in its command range. This model can haave up to five soul tokens at a time. During its activation, thsi mdoel can spend soul tokens to boost attack or damage rolls at one token per boost.
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- If this model is in a friendly Faction warlock's control area, the warlock can remove 1 soul token from this mdoel to gain a fury point. Each warlock can do this only once per turn and only during its activation.
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- While this model has one or more soul tokens, enemy models entering or ending their activations within 2" of it immediately suffer 1 damage point.
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- If this weapon hits an enemy model with an equal or smaller base, immediately after the attack is resolved the hit model can be pushed any distance directly toward this model.
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- Target friendly Faction model's melee weapons gain Reach. Elasticity lasts for one turn.
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- Snapjaw is bonded to Wrong Eye. When Snapjaw boxes a living model with a melee attack in Wrong Eye's control area, the model is removed from play and either Snapjaw or Wrong Eye heals d3 damage points.
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- While in this model's control area, friendly warbeasts gain Hyper Aggressive. (When a model with Hyper Aggressive suffers damage from an enemy attack anytime except whil it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model.)
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- Place 1 fury point on each enemy warbeast currently in this model's control area. This spell can only be cast once per turn.
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- Magical bolts of energy streak toward the target model.
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- A warlock leaching from target warbeast suffers 1 damage point for each fury point leached. The affected warbeast cannot be healed or have damage transferred to it and loses Regnerate.
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- Enemy upkeep spells on target friendly model/unit expire. Affected models cannot be targeted by enemy spells or animi.
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- While in this model's control area, models in its battlegroup cannot be knocked down and gain +3 ARM but suffer -2 DEF. Batten Down the Hatches lasts for one round.
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- While in this model's control area, models in its battlegroupgain Counter Charge. (When an enemy model advances and ends its movement within 6" of a model with Counter Charge and its LOS, the model with Counter Charge can immediately charge it. If it does, it cannot make another counter charge until after your next turn. A model cannot make a coutner charge while engaged.)
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- Target friendly Faction warrior model/unit gains Fearless and gains an additional die on melee damage rolls for one round.
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- On a hit, you can immediately advance target enemy non-warcaster/non-warlock model up to 3". Affected models cannot be targeted by free strikes during this movement. A model can move only once per turn as a result of Befuddle.
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- Target friendly warrior model/unit gains an additional die on melee damage rolls but suffers -2 DEF.
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- When this spell boxes a living or undead non-warcaster, non-warlock enemy warrior model, you can immediately 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.
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- During its activation, target friendly model can charge without spending focus or being forced and gains +2" movement and Pathfinder when it charges. Boundless Charge lasts for one turn.
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- Target frienldy model gains +2 DEF against ranged attack rolls and Dodge. (A model with Dodge can advance up to 2" immdeiately 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.)
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- Friendly models gain +2 to attack and damge rolls against target enemy model/unit.
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- Friendly Faction models gain +2 to melee attack rolls against enemy models in this model's control area. Carnage lasts for one round.
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- Target friendly model/unit gains +2 to melee attack rolls against living models. When an affected model boxes a living model with a melee attack, the boxed model is removed from play and this model heals d3 damage points.
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- Target model/unit suffers -2 SPD, STR, DEF , and ARM and cannot run or make special attacks.
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- Target friendly Faction model/unit gains Pathfinder and Hunter. (A model with Hunter ignores forests, concealment, and cover when determining LOS or making a ranged attack.)
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- This model immediately makes a full advance. It cannot be targeted b y free strikes during this movement. At the end of this movement, this model can make one melee attack against each model in its LOS that is in its melee range. Cyclone can be cast only once per turn.
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- While in this model's control area, friendly Faction warrior models cannot be targeted by free strikes. This model and friendly Faction warrior models activating in its control area gain +1 SPD. Dash lasts for one round.
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- When Deadweight destroys an enemy living or undead model, choose an enemy model within 2" of the destroyed model. The chosen model must forfeit either its movement or its action during its next activation, as its controller chooses.
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- Target friendly Faction model/unit gains +2 ARM and Undead.
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- Target friendly Faction model/unit gains +2 DEF and ARM.
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- While in this model's control area, friendly Faction warrior models gain +2 ARM against ranged and magic attack damage rolls. Deflection lasts for one round.
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- Target enemy warrior model/unit cannot make ranged attacks and suffers -2 DEF and MAT for one round.
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- Warbeasts in this model's battlegroup beginning their activations in its contgrol area gain +2 movement. This model gians +2 ARM while one or more warbeasts in its battlegroup are within 3" of it.
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- When target friendly model makes a normal attack with a non-spray ranged weapon, the weapon gains Magical Weapon. If the weapon was AOE - it becomes AOE 3. An affected model cannot participate in a combined ranged attack. Models in the AOE other than the model that was directly hit suffer blast damage but do not suffer any other effects of the attack. Explosivo expires immediately after resolving target model's next ranged attack. Explosivo lasts for one turn.
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- When a living enemy model is boxed by Flesh Eater, it is removed from play and this model or a living warbeast in its battlegroup in its control area heals d3 damage points.
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- Models damaged by Force Blow are knocked down.
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- Target friendly living Faction warbeast gains +2 STR and DEF.
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- Target friendly Faction model/unit can reroll its missed attack rolls. Each attack roll can be rerolled only once as a result of Fortune.
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- Frost Hammer causes Cold damage. On a critical hit, a model becomes Stationary for one round unless it has Immunity: Cold.
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- Target friendly model/unit gains +2 to melee damage rolls but suffers -1 DEF.
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- Target friendly model/unit gains Ghostly for one turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. An affected model cannot be targeted by free strikes.)
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- Target friendly Faction model gains +2 DEF and Poltergeist. (When an enemy model misses the model with Poltergeist with and attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from the model with Poltergeist.)
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- While in this model's control area, models in its battlegroup gain boosted ranged attack rolls for one turn.
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- When an enemy attack destroys or removes from play one or more friendly Faction models within 5" of target warbeast in this model's battlegroup, after the attack is resolved the affected warbeast can charge an enemy model, then Hallowed Avenger expires.
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- Target model in this model's battlegroup gains boosted ranged attack damage rolls.
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- Take control of target enemy non-warcaster, non-warlock warrior model. The model immediately makes one normal melee attack, then Influence expires.
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- While in this model's control area, enemy models treat open terrain as rough terrain. Inhospitable Ground lasts for one round.
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- Target friendly warrior model/unit gains +3 DEF but suffers -1 SPD.
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- Friendly FAction models beginning a charge in this model's control area gain Pathfinder. Warbeasts in th is model's battlegroup beginning their activations in this model's control area can charge or make slam power attacks against enemy models without being forced. Killing Ground lasts for one turn.
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- A model damaged by Lock the Target cannot run, charge, or be placed for one round.
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- Place a 5" AOE completely in this model's control area. While a model is within the AOE, models in this model's battlegroupignore forests and cloud effects when drawing LOS to it and ignore Stealth when attacking it.
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- If the target friendly Faction model's next normal ranged attack directly hits, after resolving the attack choose a model within 4" of the model hit. The chosen model sufers an unboostable POW 12 magic damage roll. The point of origin for this damage is the model hit. After resolving this damage roll, Magic Bullet expires. Magic Bullet lasts for one turn.
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- While within 2" of this model, enemy models suffer -2 DEF and ARM.
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- Target enemy model/unit suffers -2 DEF and loses Incorporeal and Stealth and cannot gain those abilities while affected by Marked for Death. Friendly Faction models can target an affected model regardless of LOS.
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- Target friendly Faction model/unit gains Apparition. (During your Control Phase, place models with Apparition anywhere completely within 2" of their current locations. If Mirage affects a unit, only models in formation can be placed.)
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- Models in this model's battlegroup currently in its control area gain +2 SPD and Pathfinder for one turn.
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- Target warjack suffers 1 point of fire damage to each column on its damage grid.
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- Target enemy model/unit suffers -2 DEF and ARM and cannot be healed. Mortality lasts for one round.
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- While in this model's control area, friendly models gain Knockdown on their melee weapons. Mosh Put lasts for one turn. (When a model is hit with an attack by a weapon with Knockdown, it is knocked down.)
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- An enemy warbeast damaged by Muzzle cannot advance toward this model for one round.
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- The force of this attack blasts apart the earth itself.
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- Target friendly model/unit gains Stealth.
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- Target model/unit suffers -3 ARM and this model gains +1 ARM.
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- Choose a friendly Faction warbeast in this model's control area. Target an enemy model within 8" of the chosen warbeast and make a magice attack against it. The chosen warbeast is the attack's point of origin. If the enemy model is hit, it suffers a damage roll with a POW equal to the warbeast's base STR.
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- Each model in this model's battlegroup currently in its control area immediately heals d3+1 damage points. This spell can only be cast once per turn.
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- Continuous effects, animi, and upkeep spells in this model's control area immediately expires.
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- If target enemy model/unit advances during its normal movement, immediately after ending this movement one model in this model’s battlegroup that is in its control area can make a full advance.
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- While B2B with target friendly Faction model/unit, enemy models suffer -2 DEF and cannot advance except to change facing.
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- Target friendly model/unit gains +2 SPD and +2 DEF against ranged and magic attack rolls.
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- Take control of target enemy non-character warbeast. You can make one full advance with the warbeast and can then make one normal attack with it, then Rampager expires. While the warbeast is affected by Rampager, it cannot be forced and you cannot use its animus. Rampager can be cast only once per round.
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- When target friendly Faction model hits an enemy model with an attack during its activation, immediately after its combat action ends the affected can make a full advance. It cannot be targeted by free strikes during this movement.
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- When target friendly Faction model is targeted by an enemy ranged attack, after the attack is resolved the affected model can make one normal melee or ranged attack, then Return Fire expires. Return Fire lasts for one round.
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- Return one destroyed friendly Faction Grunt to play with one unmarked damage box. It must be placed in this model's control area in formation and within 3" of another model in its unit.
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- The AOE is rough terrain and remains in play for one round.
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- Place a wall template anywhere completely in this model's control area where it does not touch a model's base, an obstruction, or an obstacle. The wall is a linear obstacle that provides cover.
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- Target frienldy model's/unit's ranged weapons gain +4 RNG.
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- Target friendly Faction model/unit gains concealment and Immunity: Cold.
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- Remove up to 1 fury point from each frienldy living Faction warbeast currently in this model's control area. Soothing Song can only be cast once per turn.
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- While within this model's control area, friendly Faction model/unit' weapons gain Magical Weapon and Blessed. Spellpiercer lasts for one round. (When making an attack with a weapon with Blessed, ignore spell effects that add to a model's ARM or DEF.)
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- While in this model's control area enemy models gaion an additional die on attack rolls. Discard the highest die of each roll. Star-Crossed lasts for one round.
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- A model damaged by Stranglehold forfeits either its movement or its action during its next activation, as its controller chooses.
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- An enemy warbesat damaged by Sunder Spirit loses its animus for one round.
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- Target friendly Faction model gains +2 DEF and cannot be knocked down. While within 3" of the affected model, friendly Faction models also gain +2 DEF and cannot be knocked down.
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- Place a 5" AOE anywhere completely in this model's control area where it does not touch a model's base. The AOE is shallow water and remains in play for one round. While completely in a Swamp Pit AOE, a model with Amphibious cannot be targeted by ranged attacks.
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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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- Place target model completely within 2" of its current location. When Telekinesis targets and enemy model, it is and offensive spell and requires a magic attack roll. A model can be affected by Telekinesis only once per turn.
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- Venom causes corrosion damage. Models hit suffer the Corrosion continuous effect.
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- The next time target friendly Faction model is directly hit by an attack, it suffers no damage roll from the attack, then Vision expires.
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- Choose one of target enemy warbeast's aspects. That aspect suffers the effects of being lost for one round. A warbeast cannot be destroyed as a result of Voodoo Doll.
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- When a friendly Faction model in this model's control area destroys one or more enemy models with a melee or ranged atack during its activation, immediately after the attack is resolved, one warbeast in this model' battlegroup that is in its control area can advance up to 3". A warbeast can advance only once per turn as a result of Warpath.
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- When an enemy model advances and ends its movement within 6" of this model, choose a warbeast in this model's battlegroup that is in its control area. That warbeast can immediately make a full advance and then can make one normal melee or ranged attack targeting the enemy model. The attack and damage rolls against that model are boosted. After the attack is resolved, Watcher expires.
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- Target friendly model/unit gains Camouflage and Pathfinder. (A model with Camouflage gains an additional +2 DEF when benefiting from concealment or cover.)
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- Target friendly living warbeast in this model's battlegroup can run, charge, or make slam or trample power attacks without being forced and gains boosted melee attack rolls.
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- This model cannot make ranged attacks, and non-magical ranged attacks targeting it automatically miss. While completely within 3" of this model, models cannot make ranged attacks and non-magical ranged attacks targeting them automatically miss. Wind Wall lasts for one round.
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- This model is a terrifying entity. Models and units-friendly and enemy-within 3" of this model must pass a command check or flee
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- This model can be forced during its activation to gain +2 STR for one turn but suffers d3 damage points.
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- You can choose not to deploy this unit 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 all models in this unit formation within 3" of the chosen table edge.
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- This model ignores the effect of deep and shallow water and can move through them without penalty, While completely in deep water, it cannot be targeted by ranged or magic attacks and can make attacks only against other models in deep water. While completely in deep water, this model does not block LOS.
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- If its warlock is in this model's command range during your Control Phase, the warlock can upkeep one spell without spending fury.
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- When an enemy model casts a spell or uses an animus while in this model's command range, after the spell is cast the enemy model suffers 1 damage point and this model heals 1 damage point.
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- When this model hits another model with an attack, upkeep spells and animi on the model hit expire and its loses the focus points on it. When this model hits a warjack with an attack, that warjack suffers Disruption. (A warjack suffering Disruption loses its forucs points and cannot be allocated forcus or channel spells for one round.)
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- When calculating damage from this weapon, halve the base ARM stats of models hit that have medium or larger bases. This weapon gains +2 to damage rolls against models with small bases.
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- Before the start of the game, attach this model to a friendly faction warlock for the rest of the game. Each warlock can have only one model attached to it.
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- When a model hits this model with a free strike attack, immediately after the attack is resolved the attacking model suffers d6 damage points.
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- When this model is destroyed, each living warbeast B2B with it heals d3 damage points.
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- This model is a battle engine and is not a warrior model.
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- RNG 3. Target friendly warrior model/unit. If the model/unit is in range, it gains boosted attack rolls against warbeasts for one turn.
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- This model can force friendly Faction warbeasts in its command range as if it were their controlling warlock.
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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.
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- Once per game during its activation, this model can use Binge Drinking. this model is knocked down.
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- When an enemy warbeast misses this model with a melee attack, immediately after the attack is resolved this model can mak one normal melee attack the warbeast.
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- When it charges living warrior models without being forced.
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- Refer to page 90.
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- This model gains +2 to charge attack damage rolls with this weapon.
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- This weapon has an integral buckler that gives the model a cumulative +1 ARM bonus. A model does not gain this bonus while the location the buckler is in is being held in a weapon lock or when resolving damage that orgiinates in its back arc.
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- When this model 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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- This model gains an additional +2 DEF when benefiting from concealment or cover.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make a double-hand throw, head-butt, headlock/weapon lock, push, or throw power attack against that target.
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- This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
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- When a friendly warbeast frenzies in this model's control area, the warbeast can forfeit its activation.
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- This model's front arc extends to 360°.
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- 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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- 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.
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- Thi model can participate in combined melee attacks with other models in its unit.
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- This model can participate in combined ranged attacks with other models in its unit.
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- A friendly faction model or unit in this model's command range can replace its current CMD with the current CMD of the commander when making command checks.
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- This model is included in any army that includes Rorsh. If Rorsh is Destroyed or removed from play, remove this model is part of Rorsh's battlegroupl.
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- This model gains a cumulative +1 on magic attack rolls for each other model in this unit that is within 1" of it.
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- This model is not a living model, never flees, and automatically passes comand checks.
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- A model hit by this attack suffers the Corrosion continuous effect.
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- A model hit by this atack suffers the Fire continuous effect.
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- When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. it cannot make another counter charge until after your next turn. This model cannot make a counter charge while engaged.
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- On a critical hit, if the attack hit small-based non-warlock/warcaster model the model hit is removed from play.
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- On a critical hit, the model hit by this attack suffers the Corrosion continuous effect.
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- on a critical hit, the model hit by this attack suffers the Fire continuous effect.
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- On a critical hit, th model hit becomes stationary for one round unless it has Immunity: Cold.
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- On a critical hit, the model hit is knocked down.
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- refer to page 86.
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- If this model attacks with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
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- This weapon causes cold damage
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- This weapon causes corrosion damage.
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- This weapon causes electrical damage.
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- This weapon causes fire damage.
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- While this model is B2B with one or more models in its unit, it gains +2 ARM.
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- This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. The model cannot dig into solid rock or man-made construction. This model can begin the game dug in.
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- When this model hits a warbeast with a melee attack, roll an additional damage die.
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- 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.
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- 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.
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- Refer to page 88.
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- Refer to page 88.
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- Refer to page 88.
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- Refer to page 88.
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- Refer to page 88.
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- This model gains +4 DEF against melee and ranged attack rolls made by warbeasts. Warbeasts cannot target this model with free strikes.
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- Friendly Farrow Brigand models gain Combined Ranged Attack.
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- This model ignores cloud effects and forests when determining line of sight. This model ignores concealment and stealth.
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- This model can be included only in a battlegroup controlled by a Minion Farrow warlock.
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- This model can have only Minion Farrow warbeasts in its battlegroup.
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- This model never flees.
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- This models cannot be targeted by ranged or magic attacks while knocked down.
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- Models in this model's battlegroup gain Aggressive. (A model with Aggressive can run or charge without spending focus or being forced.)
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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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- This model can advance through terrain and obstacles without penalty and can advance through obstructions and other models if it has enough movemnt to move completely past them. This model ignores intervening models when declaring its charge target.
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- When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.
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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 gargantuan
- A gargantuan 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 gargantuan with a ranged or magic attack does not suffer the target in melee attack roll penalty. If a ranged or magic attack misses a gargantuan in melee, that miss is not rerolled against another model. It misses completely.
-- Predeployment
- Gargantuans must be placed before normal deployment. If both players have models to predeploy, they predeploy their models in standard deployment order.
-- Massive
- A gargantuan cannot be slammed, pushed, thrown, knocked down, or made stationary.
-- Gargantuan movement
- A gargantuan can only advance during its normal movement and cannot be placed.
-- Pathfinder
- All gargantuans have Pathfinder
-- Controlling a gargantuan
- Gargantuans must be assigned to a battlegroup, and your opponent can never take control of your gargantuan by any means.
-- Great Beast
- A gargantuan can never gain Advance Deployment, Incorporeal, or Stealth.
-- Ranged attacks while in melee
- A gargantuan can make ranged attacks while in melee. A gargantuan never suffers the firing in melee penalty when targeting a model it is in melee with. A gargantuan cannot gain the aiming bonus when engaged.
-- Gargantuan melee range
- Gargantuan melee weapons and gargantuan melee attacks have a 2" melee range unless otherwise noted. This includes all power attacks made by a gargantuan.
-- Gargantuan power attacks
- A gargantuan can make all the power attacks available to a warbeast along with two additional attacks available only to gargantuans: 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 gargantuan. 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.
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- This model can have only Minion Gatorman warbeasts in its battlegroup.
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- This model does not suffer blast damage. Friendly models B2B with it do not suffer blast damage.
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- During its activation, this model can spend corpse token to heal damage. For each corpse token spent remove d3 damage from this model.
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- This model is a gunfighter. The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
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- The first time this model is disabled by an enemy attack, it heals all damage and is knocked down.
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- This model gains a corpse token each time it destroys a living enemy model with a melee attack. This model can have up to three corpse tokens at a time. It can spend corpse tokens during its activation to boost an attack or damage roll or to make an additional melee attack at one token per boost or additional attack.
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- While this model is in its warlock's control area, the warlock can force, leach, reave, heal, and transfer damage to the warbeasts in its battlegroup that are in this model's command range.
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
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- After deployment but before the first player's turn, choose an enemy model/unit to be this unit's prey, 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 removed from play, choose another model/unit as the prey.
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- This model automatically heals d3 damage points at the start each of its activations.
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- This model does not suffer cold damage.
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- This model does not suffer corrosion damage and is immune to the Corrosion continuous effect.
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- This model does not suffer electrical damage.
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- This model does not suffer fire damage and is immune to the fire continuous effect.
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- This model can move through rough terrain and obstacles without penalty. It can move through obstructions and other models if it has enough movement to move completely past them.
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- When it hits a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast.
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- Opponents cannot take control of this model.
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- Friendly Farrow models/units in this model's command range never and immediately rally.
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- 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.
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- After using its normal movement to make a full advance but before performing an action, you can place this model anywhere completely within 5" of its current location. Any effects that prevent it from charging also prevent it from using Jump.
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- When a model is hit by an attack with this weapon, it is knocked down.
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- This model cannot make power attacks.
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- 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.
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- This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking with this weapon and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activatoin.
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- The only warbeast thta can be in this model's battlegroup is Skarath.
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- This model can reroll missed attack rolls with this weapon. Each attack roll can be rerolled onlhy once as a result of Luck.
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- A magical weapon can damage and affect models with the Incorporeal ability.
-Attacks made with magical weapons are not magic attacks.
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- Once per turn during its activation this model can remove 1 fuy point from warbeast in its battlegroup that is in its control area and add 1 fury point to its own current total. The warbeast suffers d3 damage points.
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- This model can charge living warrior models without being forced.
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- These models will work for Cryx.
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- This model will work for Cygnar.
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- This model will work for Khador.
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- This model will work for Protectorate.
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- These models will work for Retribtion.
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- These models will work for Searforge Commission.
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- This model will work for Blindwater Congregation pact.
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- This model will work for Thornfall Alliance Pact.
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- When this model hits a warbeast with an attack, the warbeast suffers d6 points of damage to a branch of your choice.
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- This model is an Officer. The Officer is the unit commander of its unit.
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- This weapon is an Open Fist. A warbeast's Open Fist enables it to make certain power attacks. A warbeast with an Open Fist can make arm lock, headlock, and throw power attacks; a warbeast with two Open Fists can also make double-hand throw power attacks.s
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- While damaged this model can charge or make power attacks without being forced.
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- This model cannot be targeted by free strikes.
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- This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.
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- If this model is destroyed by an enemy attack or if Rorsh is destroyed or removed from play by an enemy attack, before this model is removed from the table it can advance up to 3" and make one melee attack it ignores the effects of lost aspects. It cannot be targeted b free strikes during this movement.
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- Gain an additional die on this weapon's damage rolls against living models.
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- This model can make trample power attacks.
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- This model gains +2 to charge attack rolls with this weapon.
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- The Leader of this unit can recite one of the following prayers each turn anytime during its unit's activation. Each model in this unit gains the benefits listed.
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-• Heroic Call - Affected models gain Fearless and Tough for one round.
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-• Hog Wild - Affected models can make one ranged attack this activation before this unit makes its normal movement. After their normal movement, models in this unit that make combat actions can only make melee attacks this activation.
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-• March - Affected models gain Pathfinder for one turn.
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- The Leader of this unit can recite one of the following prayers each turn anytime during its unit's activation. Each model in this unit gains the benefits listed.
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-• Cold Blood - Affected models can reroll missed attack rolls against living models this turn. Each roll can be rerolled only once as a result of Cold Blood.
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-• Dirge of Mists - Affected models gain +1 DEF and terror for one round.
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-• March - Affected models gain Pathfinder for one turn.
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- After deployment but before the first player's turn, choose an enemy model/unit to be this model/unit's prey. this model gains +2 to attack and damage rolls against its prey. When this model begins its activation within 10" of its prey. it gains +2" movement that activation. When the prey is destroyed or removed from play, choose another model/unit to be the prey.
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- This model can use the animus of any friendly Faction non-character warbeast in its command range as if th animus were its own.
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- This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
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- Once during your opponent's turn, when an enemy model within 10" of this model that is in its LOS targets this model with ranged attack, this model can make a ranged attck against the enemy model before it makes its attack roll. If this model's ranged attack hits, the enem model suffers no damage but its attack automatically misses.
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- While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
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- This weapon has a 2" melee range (p. 50).
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- RNG 5. Target friendly warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn.
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- This model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.
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- This model gains Pathfinder during activations it charges.
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- This model can make ride-by attacks.
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- At the beginning of your Control Phase, before leaching, you can remove 1 fury point from a friendly Faction warbeast within 1" of this model.
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- This model cannot make slam or trample power attacks and cannot be knocked down.
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- 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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- This weapon is a shield that gives the model a cumulative +2 ARM bonus.
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- 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.
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- When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. Instead of rolling damage on a ranged attack, this model can inflict 1 damage point. A model that participates in a ranged attack loses Sniper until that attack is resolved.
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- If Brine is outside this model's control area during your Control Phase, before you models leach fury Brine can make a full advance directly toward this model.
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- This model cannot be targeted by spells.
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- 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.
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- This model is a standard bearer.
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- Ranged and magic attacks declared against this model when the point of origin of the attack is greater than 5" away automatically miss.
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- Refer to page 88.
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- Refer to page 88.
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- During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
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- When this model destroys an enemy model with a normal ranged attack, immediately after the attack is resolved it can advanced up to 2".
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- Models in this unit gain Relentless Charge. (Models with Relentless Charge gain Pathfinder during activations they charge.)
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- Models in this unit gain Set Defence. (A model in the front arc of a model with Set Defence suffers -2 on charge, slam power attack, and impact attack rolls against the model with Set Defence.)
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- Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
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- Other friendly Faction models gain +2 to magic attack rolls against enemy models within 5" of this model.
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- This model is a terrifying entity. Enemy models/units in the melee range of this model or with this model in their melee range must pass a command check or flee.
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- When it destroys a living enemy model with a melee attack, remove the enemy model from play, and this model gains a corpse token. This model can have up to three corpse tokens at a time. During its activation, this model can spend corpse tokens to boost attack or damage rolls at one token per boost.
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- Add this model's STR to the POW of this ranged attack.
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- If this model destroys a living enemy model with a normal melee attack, this model's activation ends immediately after the attack is resolved and you can remove 1 fury point from this model.
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- When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled and is knocked down.
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- While in this model's command range, friendly Faction warrior models gain Unyielding. (While engaging an enemy model, a model with Unyielding gains +2 ARM.)
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- This model is not a living model and never flees.
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- While engaging an enemy model, this model gains +2 ARM.
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- This model gains boosted attack and damage rolls against Legion or Blighted models.
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- If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers the Corrosion continuous effect unless this model was destroyed or removed from play by the attack.
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- 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.
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- When attacking with this weapon, add an additional die to its damage rolls.
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- This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
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- While knocked down, this model can make
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\ No newline at end of file
diff --git a/backups/Protectorate_of_Menoth 221217112117254.cat b/backups/Protectorate_of_Menoth 221217112117254.cat
deleted file mode 100644
index 5fa0bb1..0000000
--- a/backups/Protectorate_of_Menoth 221217112117254.cat
+++ /dev/null
@@ -1,13669 +0,0 @@
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- Add this model's STR to the POW of this ranged attack.
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- If a model is boxed by an attack made with this weapon, center a 3˝ AOE cloud effect on the boxed model and then remove that model from play. The AOE remains in play for one round. Enemy models in the AOE when it was put in play are hit and suffer a POW 12 fire damage roll . Enemy models entering or ending their activation in the AOE suffer a POW 12 fire damage roll. Eruption of Ash damage rolls cannot be boosted.
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- Warjacks: Protectorate non-character warjacks
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-Units: Choirs of Menoth, Paladin units, Temple Flameguard
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-Solos: Paladin solos, Temple Flameguard solos, Vassal solos
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- While in Durst’s control area, warjacks in Durst’s battlegroup gain +5 ARM. When a friendly Faction warrior model in Durst’s control area is directly hit by an attack during your opponent’s turn while B2B with a warjack in Durst’s battlegroup, you can choose to have the warjack directly hit instead. The warjack is automatically hit and suffers all damage and effects. Bastion of Faith lasts for one round.
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- 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.
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- This weapon is a magical weapon (p. 68).
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- When attacking with this weapon, add and additional die to its damage rolls.
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- - Empower
-- March
-- Warding
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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 attack against another model in its melee range
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- When attacking with this weapon, add and additional die to its damage rolls.
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- On a critical hit, the model hit is knocked down.
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- This model and friendly Privateer models in its command range cannot be knocked down.
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- 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.
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- 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.
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- This model gains a cumulative +1 STR and ARM for each living enemy model it destroys with a melee attack during its activation. This bonus lasts for one round.
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- This weapon is a magical weapon (p. 68).
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- While in Damioano's control area, friendly Faction models gain +3 STR and ARM and can only move or be moved during your turn.
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- 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.
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-- 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".)
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-- Money Shot - Affected models gain +2 to ranged attack and damage rolls for one turn.
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- This weapon is a magical weapon (p. 68).
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- 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.
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- This weapon is a magical weapon (p. 68).
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- This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal.
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- This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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- 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.
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- This model gains +2 ARM for each warjack it controls B2B with it. When this model is directly hti by an enemy ranged or magic attack, you can choose to have onbe of those warjacks become the target and automatically be hit by the attack instead.
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- This model can participate in combined ranged attacks with other models in its unit (p. 62).
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- 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.
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- When a warjack or warbeast is hit by this weapon it is knocked down.
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- If this model attacks with this weapon during its activation, it cannot attack with another melee weapon that activation. If this model attacked with another melee weapon this activation, it cannot attack with this weapon.
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- Gain an additional damage die against knocked down targets.
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- RNG 3. Target friendly Faction warjack. Choose 1 hymn for all unit members.
-- Battle (* Action)
-- Passage (* Action)
-- Shielding (* Action)
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- A model directly hit by this weapon cannot cast spells for one round.
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- This weapon is a magical weapon (p. 68).
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- This model can advance through rough terrain (p. 86) without penalty and can charge and make slam and trample power attacks across obstacles (p. 87).
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- This model can advance through rough terrain (p. 86) without penalty and can charge and make slam and trample power attacks across obstacles (p. 87).
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- 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.
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- 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.
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- One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
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- One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
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- 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.
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- This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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- When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled, and is knocked down.
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- Make two attack with this weapon.
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- This weapon has a 2" melee range (p. 50).
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- 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.
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- Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
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- Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
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- 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".
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- On a critical hit, the model hit is knocked down.
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- 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.
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- 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.
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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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- 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.
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- 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.
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- Choose a friendly Faction warrior model B2B with this model. That model heals d6 damage points.
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- Gains an additional die on this weapon's damage rolls against living models.
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- Add this model's STR to the POW of this ranged attack.
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- 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.
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- This weapon is a magical weapon (p. 68).
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- This weapon has a 2" melee range (p. 50).
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- When a model is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.
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- While in Madhammer's control area, friendly Faction models gain an additional die on blast damage rolls and AOE ranged attack rolls this turn.
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- When this model would suffer blast damage, it gains 1 focus point instead of suffering the damage. It cannot gain focus points beyond its FOCUS as a result of Blast Armor.
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- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
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- 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.
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- 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.
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- This weapon is a magical weapon (p. 68).
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- This weapon has a 2" melee range (p. 50).
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- 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.
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- While within 5" of this model, non-myrmidon warjacks cannot channel spells or be allocated focus.
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- When this model hits another model with an attack, upkeep spells and animi on the model hit expire and it loses the focus points on it. When this model hits a warjack with and attack, that warjack suffers Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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- When an enemy model misses this model with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. This model is the point of origin for all these attacks.
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- Eahc time this model makes a normal ranged attack, choose one of the following abilities:
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-- Death Bolt - Instead of rolling damage, a model hit suffers 3 damage points. When damaging a warjack or warbeast, choose which column or branch suffers the damage.
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-- Disruptor Bolt - A model h it loses all focus points. A model hit with Focus Manipulation special rule does not replenish focus points next turn. A warjack hit suffers Disruption for one round. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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-- Phantom Seeker - This model ignores LOS when making ranged attacks. This model ignores concealment and cover when resolving ranged attacks.
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- When this model ends its normal movement within 5" of a friendly non-myrmidon warjack, its activation ends immediately.
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- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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- Friendly Sea Dogs models/units in this model's command range never flee and immediately rally.
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- While in this model's command range, friendly Sea Dog models gain an additional damage die on Hand Weapon attacks against warrior models.
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- When attacking with this weapon, add and additional die to its damage rolls.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
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- Reduce the point cost of Vanguard warjacks in this model's battlegroup by 1.
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- This weapon is a magical weapon (p. 68).
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- 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.
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- This weapon is a magical weapon (p. 68).
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- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.
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- This model ignores gas effect. When determining LOS or resolving attacks, this model ignores cloud effects.
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- Each time this model makes a normalranged attack, choose one of the following abilities:
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-- Acid Bomb - Models in the AOE are hit and suffer a POW 12 corrosion damage roll and teh Corrosion contuous effect.
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-- Black Oil - This attack causes no damage. Instead, models in the AOE are hit and suffer Blind for one round. (A blind model cannot make ranged or magic attacks, suffer -4 MAT and DEF, cannot run or charge, and must forfeit either its movement or action during its next activation.)
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-- Rust - This attack causes no damage. Instead warjacks in the AOE are hit and suffer -2 ARM for one turn.
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- 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.
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- When calculating damage from this attack, halve the base ARM stats of the models hit that have medium or larger bases. This attack gains +2 to damage rolls against model swith small bases.
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- While in Feora's control area, this model gains boosted ranged attack rolls.
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- This model can be included in Feora's theme forces. It can also be bonded to Feora.
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- This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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- While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
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- 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.
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- Warjacks: Protectorate non-character warjacks
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-Units: Choirs of Menoth, Exemplar Cinerators, Flameguard Cleansers
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-Solos: Hierophant, Reclaimers, Wracks, Vassal solos
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- Requirements: The army can include only the models listed above.
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-Benefit: Wracks can be placed up to 20" from the back edge of Reznik's deployment zone. Additionally, reduce the point cost of Reckoner warjacks by 1.
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- Requirements: Reznik's battlegroup includes two or more heavy warjacks.
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-Benefit: Warjacks in the army gain +2 SPD during your first turn.
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- Requirements: This army includes two or more Flameguard Cleanser units.
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-Benefit: Flameguard Cleanser units gain Advance Deployment.
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- Requirements: This army includes three or more units.
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-Benefit: Add three Wrack solos to the army free of cost. These solos ignore FA restrictions.
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- - Fervor
-- Warding
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- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
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- This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking wiht whis model and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation.
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- While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
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- This weapon has a 2" melee range (p. 50).
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- When attacking with this weapon, add and additional die to its damage rolls.
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- 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.
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- This weapon is a magical weapon (p. 68).
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- 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.
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- This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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- - 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.
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-- 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.
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-- 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.
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- 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.
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- This model can make melee and ranged attacks during the same combat action. When this model makes its initial attacks, it can make both its initial ranged and melee attacks.
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- 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.
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- This model gains +1 CMD for each of its unmarked coin boxes.
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- 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.
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-- Money Shot - Affected models gain +2 to ranged attack and damage rolls for one turn.
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-- 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.
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-- Walk It Off - Affecte models gain Tough for one round.
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- A model hit by this attack suffers the Fire continuous effect (p. 69).
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- This weapon causes fire damage (p. 68).
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- 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.
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- This weapon is a magical weapon (p. 68).
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- When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack.
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- When a model is hit by an attack with this weapon, it is knocked down.
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- Choose two table edges. Enemy models beginning an advance in Magnus' control area cannot advance toward those table edges for one round.
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- One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
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- This weapon is a magical weapon (p. 68).
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- When calculating damage from this attack, halve the base ARM stats of the models hit that have medium or larger bases. This attack gains +2 to damage rolls against model swith small bases.
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- When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack.
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- When a model is hit by an attack with this weapon, it is knocked down.
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- 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.
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- If this model attack with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
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- 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.
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- If this model is included in an army, you can include one additional Sea Dog Deck Gun Crew unit over that unit's FA.
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- This model cannot be hit by AOE attacks. If it would be h it by an AOE attack, it is instead knocked down. While this model is knocked down, ranged attacks targeting it automatically miss.
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- - 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.
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-- Null Magic (* Action) - For one round, models cannot cast spells while within 12" of this model.
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-- Stealth (* Action) - This model gains Stealth for one round.
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- This weapon has a 2" melee range (p. 50).
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- 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.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled, and is knocked down.
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- When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled, and is knocked down.
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- This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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- When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
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- Take control of a living enemy non-warcaster, non-warlock warrior model B2B with this model. You can immediately make a full advance with the enemy model followed by a normal melee attack, then Seduction expires. The enemy model cannot be targeted by free strikes during this movement.
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- 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.
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- 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.
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- When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make one additional melee attack against that model. If the additional attack hits, models within 2˝ of this model suffer a POW 12 fire damage roll and the Fire continuous effect.
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- Friendly Temple Flameguard models activating while in this model's command range gain Relentless Charge that activation.
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- On a direct hit against an enemy model, this attack's AOE remains in play for one round. Models entering or ending their activation in the AOE suffer a POW 12 Fire damage roll and the Fire continuous effect.
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- A model hit by this weapon loses Camouflage and Stealth for one round.
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- This model ignores concealment, Camouflage, and Stealth. Additionally, this model's weapons gain Magical Weapon. While its S system is disabled, this model loses the benefits of Feretory.
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- 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.
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-- Dirge of Mists - affected models gain +1 DEF and Terror for one round.
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-- Heroic Call - Affected models gain Fearless and Tough for one round.
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-- March - Affected models gain Pathfinder for one turn.
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- On a critical hit, the model hit is knocked down.
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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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- 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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- 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.
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- When it its a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast.
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- This attachment can be added to a Sea Dog Crew unit.
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- Living enemy models suffer -2 to melee attack rolls while in melee with this model.
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- 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.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking wiht whis model and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation.
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- While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
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- This weapon has a 2" melee range (p. 50).
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- Make two attack with this weapon.
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- This model gains +2 to charge attack damage rolls with this weapon.
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- This model gains +2 to charge attack rolls with this weapon.
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- This weapon has a 2" melee range (p. 50).
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- 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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- When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
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- This weapon has a 2" melee range (p. 50).
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- Make two attack with this weapon.
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- This model gains +2 to charge attack damage rolls with this weapon.
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- Each time this model makes a normal ranged attack, choose one of the following abilities:
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-- Black Penny - This attack ignores the firing into melee penalty.
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-- Iron Rot When a warjack is hit by this attack, it suffers d3 points of corrosion damage to its Hull damage boxes.
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-- Shadow Fire - Friendly Faction models can ignore the model hit when determining LOS and making ranged or magic attacks this turn.
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- While in Rutger Shaw's command range, this model gains Dodge and Tough.
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- This weapon is a magical weapon (p. 68).
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- - Ancillary Attack (* Action)
-- Arcane Bolt (* Attack)
-- Enliven (* Action)
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- - Cleansing Action
-- Doors of Judgment
-- Eruption of Faith
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- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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- Wracks can be placed up to 20" from the back edge of Reznik's deployment zone.
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- Single selection of "Wrack" provides 3 Wrack models
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- During its activation, target friendly model can charge without spending focus or being forced and gains +2˝ movement and Pathfinder when it charges. Boundless Charge lasts for one turn.
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- Cleansing Fire causes fire damage. On a critical hit, models hit suffer the Fire continuous effect .
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- While in this model’s control area, friendly Faction warrior models gain +2 ARM against ranged and magic attack damage rolls. Deflection lasts for one round.
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- When an enemy attack destroys or removes from play one or more friendly Faction models within 5˝ of target warjack in this model’s battlegroup, after the attack is resolved the affected warjack can charge an enemy model, then Hallowed Avenger expires.
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- Warjacks with the Shield advantage are automatically allocated 1 focus point during your first Control Phase of the game.
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- While in this model’s control area and B2B with one or more models in this model's battlegroup, models in this model’s battlegroup cannot be knocked down and gain +2 DEF.
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- This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal.
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- 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.
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- This model can advance through other model if it has enough movement to move completely past their bases. This model cannot be targeted by free strikes. This model ignores intervening models when declaring its charge attack.
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- When this model directly hits an enemy model with a melee or ranged attack, the d3 nearest enemy models within 5" of the model hit suffer a POW 10 magical damage roll.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- While B2B with this model, friendly warcastes and solos gain +1 CMD.
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- This model is immune to continuous effects.
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- Varies for model.
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- 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.
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- This model ignores the effects of deep and shallow water and can move through them witrhout penalty.- While completely in deep water, it cannot be targeted by ranged or magic attacks and can make attacks only against other models in deep water. While completely in deep water, this model does not block LOS.
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- When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- This model is a channeler (p. 79).
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- If its warcaster is in this model's command range during your Control Phase, the warcaster can upkeep one spell without spending focus.
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- 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.
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- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
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- When calculating damage from this attack, halve the base ARM stats of the models hit that have medium or larger bases. This attack gains +2 to damage rolls against model swith small bases.
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- 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.
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- This model has concealment. Living enemy model's suffer -2 to attack rolls while within 2" of this model.
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- 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.
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- 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.
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- Before start of the game, attach this model to a friendly warcaster for the rest of the game. Each warcaster can have only one model attached to it.
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- This attachment can be added to an X unit.
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- This model gains an additional die on its back strike damage rolls.
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- Make two attack with this weapon.
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- When a model in this unit is damaged by an enemy attack, after the attack is resolved models in this unit gain +2 STR and ARM and Pathfinder for one round.
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- Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action.
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- 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".
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- This model can charge without spending focus or being forced if its charge target is suffering the Fire continuous effect.
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- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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- When an enemy warbeast misses this model with a melee attack, immediately after the attack is resolved this model can mak one normal melee attack the warbeast.
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- Models in this unit gain +1 STR and ARM for each model in this unit htat has been destroyed or removed from play. The bonuses for a model are lost if it returns to play.
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- This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation it makes a Both Barrels attack.
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- While in this model's command range, friendlyu Exemplar models cannot be knocked down or made stationary.
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- This model gains +2 to charge attack damage rolls with this weapon.
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- This weaspon has an integral buckler that gives the model a cumulative +1 ARM bonus; for example, a model with two of them gains a bonus of +2 arm. A model does not gain this bonus while the weapon system with the buckler is crippled or being held in a weapon lock or when resolving damage that originates in its back arc.
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- 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.
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- This model gains an additional +2 DEF when benefiting from concealment or cover.
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- This model gains one sould token for each friendly Faction warrior model destroyed within 5" 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. During your Control Phase, you can remove all soul tokens from this model to allocate it focus points, 1 for each token removed.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make a double-hand throw, head-butt, headlock/weapon lock, push or throw power attack against that target.
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- This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
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- This model cannot make an initial attack with this weapon during an activation it charged at least 3".
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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.
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- When this model misses and attack roll for a combined ranged attack, it can reroll that attack roll. Each attack roll can be rerolled only once as a result of Combined Arms.
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- This model can participate in combined melee attacks with other models in its unit (p. 62).
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- This model can participate in combined ranged attacks with other models in its unit (p. 62).
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- Make a melee atack. Instead of making a normal damage roll, the POW ofg the damage roll is equal to this model's STR plus twice the POW of this weapon.
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- Models within 2" of this model suffer a POW 12 fire damage roll and the Fire continuous effect. This model can make additional melee attacks after making this special attack.
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- 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.
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- RNG 5. Target friendly Faction warjack. If the warack is in range, spend up to three soul tokens to allocate it 1 focus point for each soul token spent.
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- This model is included in any army that includes Rorsh. If Rorsh is Destroyed or removed from play, remove this model is part of Rorsh's battlegroupl.
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- This model is not a living model, never flees, and automatically passes command checks. All warjack models have this advantage.
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- A model hit by this attack suffers the Corrosion continuous effect (p. 69).
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- A model hit by this attack suffers the Fire continuous effect (p. 69).
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- RNG CMD. Target living enemy non-character trooper model. If the model is in range, it must pass a command check or it becomes a friendly Faction solo under your control for the rest of the game. The converted model cannot activate this turn.
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- On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged.
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- On a critical hit, the model hit by this attack suffers the Corrosion continuous effect(p. 69).
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- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.
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- 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.
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- On a critical hit, the model hit by this attack suffers the Fire continuous effect (p.69).
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- On a critical hit, the model hit is knocked down.
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- On a critical hit, instead of rolling damage normally you can choose to have this model throw the model hit. Treat the throw as if this model 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 is equal to this modelapos;s STR.
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- On a critical hit, after the attack is resolved this model can make one additional attack against the model hit.
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- 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.
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- On a critical hit, the model hit loses its initial attacks and cannot make special attacks for one round.
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- This model gains one soul token for each friendly living Exemplar 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. During its activation, this model can spend soul token to gain additional attacks or to boost attack or damage rolls at one token per attack or boost.
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- If this model attack with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
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- This weapon causes cold damage (p.68).
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- This weapon causes corrosion damage (p. 68).
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- This weapon causes electrical damage (p. 68).
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- This weapon causes fire damage (p. 68).
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- When this model is disabled, center a 5" AOE on it, then remove this model from play. Models in the AOE suffer a POW 14 blast damage roll.
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- When this model destroys a living enemy model with a melee attack, after the attack is resolved you can add one Grunt to a friendly Holy Zealot unit in this model's command range. The Grunt must be placed in formation and within 3' of this model. The destroyed model is removed from play but does not provide a soul or corpse token.
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- Paladin solos gain Advance Move. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
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- While this model is B2B with one or more models in its unit, it gains +2 ARM.
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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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- This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. The model cannot dig into solid rock or man-made construction. This model can begin the game dug in.
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- When this model hits a warbeast with a melee attack, roll an additional damage die.
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- When this weapon hits a model/unit, upkeep spells on the model/unit hit immediately expire.
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- 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.
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- This model gains an additional die on melee attack and melee damage rolls. Discard the lowest die of each roll.
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- 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.
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- If this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed any distance directly toward this model. After the damaged model is moved, this model can make one normal melee attack against the model pushed. After resolving this melee attack, this model can make additional melee attacks during its combat action.
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- While mounted, this model has base SPD 8 and base ARM 17. While dismounted, it has base SPD 5, base ARM 15.
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- 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.
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- 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.
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- When this model forfeits its movment to gain the aiming bonus it can also make one additional ranged attack this activation.
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- Friendly Exemplar Venger models gain Divine Inspiration.
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- Friendly Exemplar models gain Aegis.
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- Friendly Paladin of the Order of the Wall models gain Impervious Wall.
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- When a warjack or warbeast is hit by this weapon it is knocked down.
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- 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.
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- Once per turn during this model's activation, when it boxes a living enemy warrior model with a melee attack you can place a Wrack into play within 3" of this model. If you do, remove the boxed model from play.
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- While within 5" of this model, enemy models lose Incorporeal.
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- This model ignores cloud effects (p. 69) and forests (p. 87) when determining line of sight. This model ignores concealment (p. 57) and Stealth when making attacks.
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- This model can have only Minion Farrow warbeasts in its battlegroup.
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- This model never flees (p. 85). All warcaster models have this advantage.
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- This model cannot be targeted by ranged or magic attacks while knocked down.
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- 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.
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- When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continuous effect.
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- When this model advances into B2B contact with an enemy model during its activation, the enemy model suffers the Fire continuous effect.
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- When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
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- Models hit by this weapon suffer -2 DEF for one round.
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- When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model up to the distance the slammed model was moved.
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- When a model suffers a Fire damage roll while within 5" of this model, add +2 to the roll.
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- When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
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- When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.
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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 five 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.
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- This model gains +1 ARM for each soul token currently on it.
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- This model does not suffer blast damage. Friendly models B2B with it do not suffer blast damage.
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- This model can make power attack slams without spending focus or being forced. Models slammed bu this model are moved an additional 2".
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- When a model is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.
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- While knocked down, this model is not automatically hit by melee attacks and its DEF is not reduced.
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- 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.
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- 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.
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- This model can add this weapon's POW to its head-butt and slam powe attack damage rolls.
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- If this model attacks with this weapon during its activation, it cannot attack with another melee weapon that activation. If this model attacked with another melee weapon this activation, it cannot attack with this weapon.
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- 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.
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
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- 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.
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- This model has no movement or action and cannot be knocked down or moved. Its front arc extends 360 degrees. It has no melee range, cannot engage, and is automatically hit by melee attacks.
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- This model does not suffer cold damage (p. 68).
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- This model does not suffer corrosion damage and is immune to the Corrosion continuous effect (p. 68).
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- This model does not suffer electrical damage (p. 68).
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- This model does not suffer fire damage and is immune to the Fire continuous effect (p. 68).
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- While this model is B2B with one or more friendly Temple Flameguard models, it does not suffer damage from non-magical melee or ranged attacks.
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- When a friendly Faction model in its control area is destroyed by an enemy attack, this model heals 1 damage point.
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- During its activation, this model can forfeit its normal movement or action to gain Impervious Wall is immune to continuous effects, does not suffer damage or effects from non-magical ranged or melee attacks, and cannot be knocked down.
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- During its activation, this model can spend 1 focus point to gain Bushwack this activation. (During its activation, a model with Bushwack can make its combat action before its normal movement. If it does, it must make a full advance as its normal movement this activation.
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- This model suffers -4 to attack rolls with this weapon.
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- This model can move through rough terrain and obstacles without penalty. It can move through obstructions and other models if it has enough movement to move completely past them. Other models, including slammed, pushed, or thrown models, can move through this model without effect if they have enough movement to move completely past it. This model does not count as an intervening model. This model suffers damage and effects only from magical weapons, magic attacks, animi, spells, and feats and is immune to continuous effects. This model cannot be move by a slam. When this model makes a melee or ranged attack, before the attack roll is made it loses Incorporeal for one round.
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- Friendly X models/units in this model's command range never flee and immediately rally.
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- You gain +1 to the starting roll determining the order of deployment and play.
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- 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".
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- While B2B with a friendly Faction warjack, this model gains +2 DEF and ARM and cannot be knocked down.
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- This model gains +2 ARM for each warjack it controls B2B with it. When this model is directly hit by an enemy ranged or magic attack, you can choose to have onbe of those warjacks become the target and automatically be hit by the attack instead.
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- This model is not a warcaster but has the following warcaster special rules: Battlegroup Commander, Control Area, Focus Manipulation, Power Field, and Spellcaster.
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- When a model is hit by an attack with this weapon, it is knocked down.
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- This weapon can be used only to make charge attacks. When this model charges, this weapon gains Reach until the charge is resolved.
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- This model and friendly warrior models B2B with it cannot be knocked down.
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- 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.
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- This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking wiht whis model and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation.
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- This model must be B2B with a friendly living Faction Warrior model to make an attacks with this weapon.
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- Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability.
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- This varies with model.
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- This weapon is a magical weapon (p. 68).
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- 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.
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- This model can attempt to repair friendly non-Faction warjacks and battle engines.
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- These models will work for Cryx.
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- This model will work for Cygnar.
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- This model will work for the Four Star Contract.
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- This model will work for Khador.
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- This model will work for Protectorate.
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- This model will work for Retribution.
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- This model will work for the Talion charter contract.
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- If you can have two or more warlocks in your army, this model and warjacks in its battlegroup can take the place of a Skorne warlock. This model counts toward the maximum number of warlocks allowed in an army and counts as a warlock for FA.
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- This model will work for the Blindwater Congregation pact.
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- This model will work for Circle.
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- This model will work for Skorne.
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- This model will work for the Thornfall Alliance pact.
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- This model will work for Trollbloods.
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- When this model hits a warbeast with an attack, the warbeast suffers d6 points of damage to a branch of your choice.
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- 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.
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- This model does not have the Commander advantage.
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- This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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- An attack with this weapon can be made only once per game.
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- 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.
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- 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".
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- This model cannot be targeted by free strikes.
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- This model can advance through rough terrain (p. 86) without penalty and can charge and make slam and trample power attacks across obstacles (p. 87).
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- This model cannot be targeted combined melee attacks, combined ranged attacks, or free strikes. Models do not gain back strike bonuses against this model. When knocked down, this model can stand up during its activation without forfeiting its movement or action if it is able to forfeit its movement or action to stand up.
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- 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.
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- 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.
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- Gains an additional die on this weapon's damage rolls against living models.
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- When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack.
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- This model gains +2 to charge attack rolls with this weapon.
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- This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
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- Gain an additional die on attack and damage rolls with this weapon against models with an enemy upkeep spell on them.
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- 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.
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- When this model destroys one or more enemy models with a melee attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Quick Work do not count against a weapon's ROF.
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- During its activation, this model can forfeit its movement or action to gain Cornerstone for one round. (A model with Cornerstone cannot be knocked down, placed, pushed, or made stationary, and friendly models B2B with a model with Cornerstone cannot be knocked down, placed, pushed, or made stationary.)
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- While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
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- Friendly Faction models can ignore this model when determining LOS.
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- This model is a Ranking Officer. While this model is in play, models in its unit are Protectorate models instead of Mercenary models.
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- 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.
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- This model can make one additional melee attack each combat action.
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- This weapon has a 2" melee range (p. 50).
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- This model gains one soul token for each friendly living Faction warrior model destroyed by a continuous effect, an enemy attack, or collateral damage from an enemy attack in its control area. During your Control Phase, after this model replenishes its focus but before it allocates focus, replace each soul token with 1 focus point.
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- RNG 5. Target friendly warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn.
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- When a model in this unit is damaged by an enemy attack, models in this unit gain +2 SPD for one round.
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- This model gains Pathfinder during activations it charges.
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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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- When this model hits an enemy model with this weapon during its activation, the model hit is pushed 1" directly away from this model. When this model is hit with a melee attack made by a model in its front arc, after the attack is resolved the attacking model is pushed 1" directly away from this model. This model loses Repel while this weapon system is crippled or locked.
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- This model can upkeep spells on models in its battlegroup without spending focus.
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- When a living friendly Faction model in this model's command range is destroyed by an enemy attack, after the attack is resolved this model heals 1 damage point. When this model is disabled, it cannot activate. If this model is disabled at the beginning of your Maintenance Phase, it is destroyed.
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- 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 normal melee attack against that model. This model can make one Retaliatory Strike per turn.
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- When included in a Retribution army, this model is a Retribution model instead of a Mercenary model.
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- This model can control and reactivate only friendly Mercenary Rhulic warjacks.
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- This model can have only Mercenary Rhulic warjacks in its battlegroup and can reactivate only friendly Mercenary Rhulic warjacks.
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- 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.
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- When one or more friendly Faction warrior models are destroyed by an enemy attack while in this model's command range, this model gains +2 STR and ARM for one round.
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- If one or more friendly Faction warrior models were destroyed or removed from play by enemy attacks while within 5" of this model during you opponent's last turn, after resolving continuous effects during your Maintenance Phase, this model can make a full advance followed by one normal melee attack.
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- When this model is missed by an enemy melee attack, immediately after the attack is resolved it can make one normal melee attack against the attacking model.
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- This model cannot be targeted by enemy spells.
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- When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal Holy Zealot model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects.
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- When this model would suffer damage from an enemy attack, you can choose one or more models in this unit to suffer any number of those damage points instead, divided as you choose. If you do, this model does not suffer that damage. A model cannot suffer more damage as a result of Sanguine Bond than it has unmarked damage boxes.
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- Take control of a living enemy non-warcaster, non-warlock warrior model B2B with this model. You can immediately make a full advance with the enemy model followed by a normal melee attack, then Seduction expires. The nemey model cannot be targeted by free strikes duringt his movement.
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- If this model is disabled by an enemy attack, you can choose a non-disabled model in this unit within 3" of this model to be destroyed. If another model is destroyed as a result of Self-Sacrifice, this model heals 1 damage point.
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- 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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- This weapon is a shield that gives the model a cumulative +2 ARM bonus; for example, a model with two of them gains a bonus of +4 ARM. A model does not gain this bonus while the weapon system with the shield is crippled or being held in a weapon lock or when resolving damage that originates in its back arc.
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- 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.
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- 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.
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- When this model hits with an initial attack or a special attack, it can advance 2" after the attack is resolved. This model cannot be targeted by free strikes during this movement.
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- A model directly hit by this weapon cannot cast spells for one round.
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- Instead of making a normal damage roll, the model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model's current STR plus the POW of this weapon. The POW of collateral damage from this slam is equal to this model's STR.
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- When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. Instead of rolling damage on a ranged attack, this model can inflict 1 damage point. A model that participates in a combined ranged attack loses Sniper until the attack is resolved.
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- If Brine is outside this model's control area during your Control Phase, before you models leach fury Brine can make a full advance directly toward this model.
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- 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.
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- While this model has one or more soul tokens, enemy models entering or ending their activations within 2" of it immediately suffer 1 damage point.
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- Any 1 time during its activation while B2B with its controlling warcaster, this model can spend 1 focus point to use Spell Barrier. If it does, the warcaster cannot be targeted by enemy spells for one round.
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- This model cannot be targeted by spells.
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- 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.
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- 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.
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- 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.
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- This model is a standard bearer (p. 70).
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- 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.
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- This model can forfeit its movement to give this weapon +4 RNG this activation and gain the aiming bonus.
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- During its activation, this model can forfeit its normal movement or action to gain +5 ARM. The affected model cannot be knocked down. Stone-and-Mortar Stance lasts for one round.
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- 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.
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- This model begins the game with 1 focus point. During your Control Phase during the focus allocation step, it receives 1 focus point if it does not have any. This model cannot h ave more than 1 focus point at a time. While this model has a focus point, ranged attacks targeting it automatically miss. During a friendly Faction warcaster's activation, it can remove 1 focus point from this model in its control area and add that focus point to its own total. Each warcaster can do this only once per turn. When a focus point is removed from this model, roll a d6. On a 1, 2, or 3, this model explodes with the same effect as a Death Blast and is removed from play.
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- 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.
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- When this model makes a melee attack during its activation, its fron arc extends to 360 degrees, and it can make one melee attack against each model in its LOS that is in its melee range.
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- When this model destroys an enemy model with a normal ranged attack, immediately after the attack is resolved it can advanced up to 2".
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- 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.
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- Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
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- 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.
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- This model is a terrifying entity (p. 84). Enemy models/units in the melee range of this model or with this model in their melee range must pass a command check or flee.
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- This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
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- Add this model's STR to the POW of this ranged attack.
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- When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled, and is knocked down.
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- Gain an additional damage die against knocked down targets.
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- This model is not a living model and never flees.
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- While engaging an enemy model, this model gains +2 ARM.
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- This model can make melee and ranged attacks during the same combat action. When this model makes its initial attacks, it can make both its initial ranged and melee attacks.
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- 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.
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- Varies with model.
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- When attacking with this weapon, add and additional die to its damage rolls.
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- If a model in this model's battlegroup in its control area is hit by an enemy magic attack, immediately after the attack is resolved on model in this model's battlegroup in its control area can make a full advance and make one normal attack.
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- On a critical hit,the model hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage for one round.
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\ No newline at end of file
diff --git a/backups/Protectorate_of_Menoth_Reckoning(2015) 221217105900846.cat b/backups/Protectorate_of_Menoth_Reckoning(2015) 221217105900846.cat
deleted file mode 100644
index 5fa0bb1..0000000
--- a/backups/Protectorate_of_Menoth_Reckoning(2015) 221217105900846.cat
+++ /dev/null
@@ -1,13669 +0,0 @@
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- Add this model's STR to the POW of this ranged attack.
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- If a model is boxed by an attack made with this weapon, center a 3˝ AOE cloud effect on the boxed model and then remove that model from play. The AOE remains in play for one round. Enemy models in the AOE when it was put in play are hit and suffer a POW 12 fire damage roll . Enemy models entering or ending their activation in the AOE suffer a POW 12 fire damage roll. Eruption of Ash damage rolls cannot be boosted.
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- Warjacks: Protectorate non-character warjacks
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-Units: Choirs of Menoth, Paladin units, Temple Flameguard
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-Solos: Paladin solos, Temple Flameguard solos, Vassal solos
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- While in Durst’s control area, warjacks in Durst’s battlegroup gain +5 ARM. When a friendly Faction warrior model in Durst’s control area is directly hit by an attack during your opponent’s turn while B2B with a warjack in Durst’s battlegroup, you can choose to have the warjack directly hit instead. The warjack is automatically hit and suffers all damage and effects. Bastion of Faith lasts for one round.
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- 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.
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- This weapon is a magical weapon (p. 68).
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- When attacking with this weapon, add and additional die to its damage rolls.
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- - Empower
-- March
-- Warding
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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 attack against another model in its melee range
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- When attacking with this weapon, add and additional die to its damage rolls.
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- On a critical hit, the model hit is knocked down.
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- This model and friendly Privateer models in its command range cannot be knocked down.
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- 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.
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- 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.
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- This model gains a cumulative +1 STR and ARM for each living enemy model it destroys with a melee attack during its activation. This bonus lasts for one round.
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- This weapon is a magical weapon (p. 68).
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- While in Damioano's control area, friendly Faction models gain +3 STR and ARM and can only move or be moved during your turn.
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- 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.
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-- 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".)
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-- Money Shot - Affected models gain +2 to ranged attack and damage rolls for one turn.
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- This weapon is a magical weapon (p. 68).
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- 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.
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- This weapon is a magical weapon (p. 68).
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- This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal.
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- This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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- 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.
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- This model gains +2 ARM for each warjack it controls B2B with it. When this model is directly hti by an enemy ranged or magic attack, you can choose to have onbe of those warjacks become the target and automatically be hit by the attack instead.
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- This model can participate in combined ranged attacks with other models in its unit (p. 62).
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- 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.
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- When a warjack or warbeast is hit by this weapon it is knocked down.
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- If this model attacks with this weapon during its activation, it cannot attack with another melee weapon that activation. If this model attacked with another melee weapon this activation, it cannot attack with this weapon.
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- Gain an additional damage die against knocked down targets.
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- RNG 3. Target friendly Faction warjack. Choose 1 hymn for all unit members.
-- Battle (* Action)
-- Passage (* Action)
-- Shielding (* Action)
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- A model directly hit by this weapon cannot cast spells for one round.
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- This weapon is a magical weapon (p. 68).
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- This model can advance through rough terrain (p. 86) without penalty and can charge and make slam and trample power attacks across obstacles (p. 87).
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- This model can advance through rough terrain (p. 86) without penalty and can charge and make slam and trample power attacks across obstacles (p. 87).
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- 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.
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- 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.
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- One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
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- One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
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- 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.
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- This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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- When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled, and is knocked down.
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- Make two attack with this weapon.
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- This weapon has a 2" melee range (p. 50).
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- 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.
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- Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
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- Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
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- 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".
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- On a critical hit, the model hit is knocked down.
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- 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.
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- 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.
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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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- 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.
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- 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.
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- Choose a friendly Faction warrior model B2B with this model. That model heals d6 damage points.
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- Gains an additional die on this weapon's damage rolls against living models.
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- Add this model's STR to the POW of this ranged attack.
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- 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.
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- This weapon is a magical weapon (p. 68).
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- This weapon has a 2" melee range (p. 50).
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- When a model is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.
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- While in Madhammer's control area, friendly Faction models gain an additional die on blast damage rolls and AOE ranged attack rolls this turn.
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- When this model would suffer blast damage, it gains 1 focus point instead of suffering the damage. It cannot gain focus points beyond its FOCUS as a result of Blast Armor.
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- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
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- 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.
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- 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.
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- This weapon is a magical weapon (p. 68).
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- This weapon has a 2" melee range (p. 50).
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- 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.
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- While within 5" of this model, non-myrmidon warjacks cannot channel spells or be allocated focus.
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- When this model hits another model with an attack, upkeep spells and animi on the model hit expire and it loses the focus points on it. When this model hits a warjack with and attack, that warjack suffers Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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- When an enemy model misses this model with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. This model is the point of origin for all these attacks.
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- Eahc time this model makes a normal ranged attack, choose one of the following abilities:
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-- Death Bolt - Instead of rolling damage, a model hit suffers 3 damage points. When damaging a warjack or warbeast, choose which column or branch suffers the damage.
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-- Disruptor Bolt - A model h it loses all focus points. A model hit with Focus Manipulation special rule does not replenish focus points next turn. A warjack hit suffers Disruption for one round. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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-- Phantom Seeker - This model ignores LOS when making ranged attacks. This model ignores concealment and cover when resolving ranged attacks.
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- When this model ends its normal movement within 5" of a friendly non-myrmidon warjack, its activation ends immediately.
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- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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- Friendly Sea Dogs models/units in this model's command range never flee and immediately rally.
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- While in this model's command range, friendly Sea Dog models gain an additional damage die on Hand Weapon attacks against warrior models.
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- When attacking with this weapon, add and additional die to its damage rolls.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
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- Reduce the point cost of Vanguard warjacks in this model's battlegroup by 1.
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- This weapon is a magical weapon (p. 68).
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- 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.
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- This weapon is a magical weapon (p. 68).
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- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.
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- This model ignores gas effect. When determining LOS or resolving attacks, this model ignores cloud effects.
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- Each time this model makes a normalranged attack, choose one of the following abilities:
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-- Acid Bomb - Models in the AOE are hit and suffer a POW 12 corrosion damage roll and teh Corrosion contuous effect.
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-- Black Oil - This attack causes no damage. Instead, models in the AOE are hit and suffer Blind for one round. (A blind model cannot make ranged or magic attacks, suffer -4 MAT and DEF, cannot run or charge, and must forfeit either its movement or action during its next activation.)
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-- Rust - This attack causes no damage. Instead warjacks in the AOE are hit and suffer -2 ARM for one turn.
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- 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.
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- When calculating damage from this attack, halve the base ARM stats of the models hit that have medium or larger bases. This attack gains +2 to damage rolls against model swith small bases.
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- While in Feora's control area, this model gains boosted ranged attack rolls.
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- This model can be included in Feora's theme forces. It can also be bonded to Feora.
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- This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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- While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
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- 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.
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- Warjacks: Protectorate non-character warjacks
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-Units: Choirs of Menoth, Exemplar Cinerators, Flameguard Cleansers
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-Solos: Hierophant, Reclaimers, Wracks, Vassal solos
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- Requirements: The army can include only the models listed above.
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-Benefit: Wracks can be placed up to 20" from the back edge of Reznik's deployment zone. Additionally, reduce the point cost of Reckoner warjacks by 1.
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- Requirements: Reznik's battlegroup includes two or more heavy warjacks.
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-Benefit: Warjacks in the army gain +2 SPD during your first turn.
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- Requirements: This army includes two or more Flameguard Cleanser units.
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-Benefit: Flameguard Cleanser units gain Advance Deployment.
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- Requirements: This army includes three or more units.
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-Benefit: Add three Wrack solos to the army free of cost. These solos ignore FA restrictions.
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- - Fervor
-- Warding
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- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
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- This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking wiht whis model and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation.
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- While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
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- This weapon has a 2" melee range (p. 50).
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- When attacking with this weapon, add and additional die to its damage rolls.
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- 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.
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- This weapon is a magical weapon (p. 68).
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- 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.
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- This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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- - 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.
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-- 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.
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-- 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.
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- 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.
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- This model can make melee and ranged attacks during the same combat action. When this model makes its initial attacks, it can make both its initial ranged and melee attacks.
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- 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.
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- This model gains +1 CMD for each of its unmarked coin boxes.
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- 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.
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-- Money Shot - Affected models gain +2 to ranged attack and damage rolls for one turn.
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-- 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.
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-- Walk It Off - Affecte models gain Tough for one round.
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- A model hit by this attack suffers the Fire continuous effect (p. 69).
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- This weapon causes fire damage (p. 68).
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- 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.
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- This weapon is a magical weapon (p. 68).
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- When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack.
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- When a model is hit by an attack with this weapon, it is knocked down.
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- Choose two table edges. Enemy models beginning an advance in Magnus' control area cannot advance toward those table edges for one round.
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- One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
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- This weapon is a magical weapon (p. 68).
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- When calculating damage from this attack, halve the base ARM stats of the models hit that have medium or larger bases. This attack gains +2 to damage rolls against model swith small bases.
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- When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack.
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- When a model is hit by an attack with this weapon, it is knocked down.
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- 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.
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- If this model attack with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
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- 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.
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- If this model is included in an army, you can include one additional Sea Dog Deck Gun Crew unit over that unit's FA.
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- This model cannot be hit by AOE attacks. If it would be h it by an AOE attack, it is instead knocked down. While this model is knocked down, ranged attacks targeting it automatically miss.
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- - 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.
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-- Null Magic (* Action) - For one round, models cannot cast spells while within 12" of this model.
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-- Stealth (* Action) - This model gains Stealth for one round.
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- This weapon has a 2" melee range (p. 50).
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- 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.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled, and is knocked down.
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- When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled, and is knocked down.
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- This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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- When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
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- Take control of a living enemy non-warcaster, non-warlock warrior model B2B with this model. You can immediately make a full advance with the enemy model followed by a normal melee attack, then Seduction expires. The enemy model cannot be targeted by free strikes during this movement.
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- 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.
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- 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.
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- When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make one additional melee attack against that model. If the additional attack hits, models within 2˝ of this model suffer a POW 12 fire damage roll and the Fire continuous effect.
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- Friendly Temple Flameguard models activating while in this model's command range gain Relentless Charge that activation.
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- On a direct hit against an enemy model, this attack's AOE remains in play for one round. Models entering or ending their activation in the AOE suffer a POW 12 Fire damage roll and the Fire continuous effect.
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- A model hit by this weapon loses Camouflage and Stealth for one round.
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- This model ignores concealment, Camouflage, and Stealth. Additionally, this model's weapons gain Magical Weapon. While its S system is disabled, this model loses the benefits of Feretory.
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- 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.
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-- Dirge of Mists - affected models gain +1 DEF and Terror for one round.
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-- Heroic Call - Affected models gain Fearless and Tough for one round.
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-- March - Affected models gain Pathfinder for one turn.
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- On a critical hit, the model hit is knocked down.
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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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- 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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- 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.
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- When it its a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast.
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- This attachment can be added to a Sea Dog Crew unit.
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- Living enemy models suffer -2 to melee attack rolls while in melee with this model.
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- 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.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking wiht whis model and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation.
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- While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
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- This weapon has a 2" melee range (p. 50).
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- Make two attack with this weapon.
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- This model gains +2 to charge attack damage rolls with this weapon.
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- This model gains +2 to charge attack rolls with this weapon.
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- This weapon has a 2" melee range (p. 50).
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- 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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- When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
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- This weapon has a 2" melee range (p. 50).
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- Make two attack with this weapon.
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- This model gains +2 to charge attack damage rolls with this weapon.
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- Each time this model makes a normal ranged attack, choose one of the following abilities:
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-- Black Penny - This attack ignores the firing into melee penalty.
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-- Iron Rot When a warjack is hit by this attack, it suffers d3 points of corrosion damage to its Hull damage boxes.
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-- Shadow Fire - Friendly Faction models can ignore the model hit when determining LOS and making ranged or magic attacks this turn.
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- While in Rutger Shaw's command range, this model gains Dodge and Tough.
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- This weapon is a magical weapon (p. 68).
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- - Ancillary Attack (* Action)
-- Arcane Bolt (* Attack)
-- Enliven (* Action)
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- - Cleansing Action
-- Doors of Judgment
-- Eruption of Faith
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- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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- Wracks can be placed up to 20" from the back edge of Reznik's deployment zone.
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- Single selection of "Wrack" provides 3 Wrack models
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- During its activation, target friendly model can charge without spending focus or being forced and gains +2˝ movement and Pathfinder when it charges. Boundless Charge lasts for one turn.
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- Cleansing Fire causes fire damage. On a critical hit, models hit suffer the Fire continuous effect .
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- While in this model’s control area, friendly Faction warrior models gain +2 ARM against ranged and magic attack damage rolls. Deflection lasts for one round.
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- When an enemy attack destroys or removes from play one or more friendly Faction models within 5˝ of target warjack in this model’s battlegroup, after the attack is resolved the affected warjack can charge an enemy model, then Hallowed Avenger expires.
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- Warjacks with the Shield advantage are automatically allocated 1 focus point during your first Control Phase of the game.
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- While in this model’s control area and B2B with one or more models in this model's battlegroup, models in this model’s battlegroup cannot be knocked down and gain +2 DEF.
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- This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal.
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- 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.
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- This model can advance through other model if it has enough movement to move completely past their bases. This model cannot be targeted by free strikes. This model ignores intervening models when declaring its charge attack.
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- When this model directly hits an enemy model with a melee or ranged attack, the d3 nearest enemy models within 5" of the model hit suffer a POW 10 magical damage roll.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- While B2B with this model, friendly warcastes and solos gain +1 CMD.
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- This model is immune to continuous effects.
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- Varies for model.
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- 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.
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- This model ignores the effects of deep and shallow water and can move through them witrhout penalty.- While completely in deep water, it cannot be targeted by ranged or magic attacks and can make attacks only against other models in deep water. While completely in deep water, this model does not block LOS.
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- When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- This model is a channeler (p. 79).
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- If its warcaster is in this model's command range during your Control Phase, the warcaster can upkeep one spell without spending focus.
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- 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.
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- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
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- When calculating damage from this attack, halve the base ARM stats of the models hit that have medium or larger bases. This attack gains +2 to damage rolls against model swith small bases.
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- 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.
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- This model has concealment. Living enemy model's suffer -2 to attack rolls while within 2" of this model.
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- 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.
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- 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.
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- Before start of the game, attach this model to a friendly warcaster for the rest of the game. Each warcaster can have only one model attached to it.
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- This attachment can be added to an X unit.
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- This model gains an additional die on its back strike damage rolls.
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- Make two attack with this weapon.
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- When a model in this unit is damaged by an enemy attack, after the attack is resolved models in this unit gain +2 STR and ARM and Pathfinder for one round.
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- Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action.
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- 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".
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- This model can charge without spending focus or being forced if its charge target is suffering the Fire continuous effect.
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- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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- When an enemy warbeast misses this model with a melee attack, immediately after the attack is resolved this model can mak one normal melee attack the warbeast.
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- Models in this unit gain +1 STR and ARM for each model in this unit htat has been destroyed or removed from play. The bonuses for a model are lost if it returns to play.
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- This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation it makes a Both Barrels attack.
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- While in this model's command range, friendlyu Exemplar models cannot be knocked down or made stationary.
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- This model gains +2 to charge attack damage rolls with this weapon.
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- This weaspon has an integral buckler that gives the model a cumulative +1 ARM bonus; for example, a model with two of them gains a bonus of +2 arm. A model does not gain this bonus while the weapon system with the buckler is crippled or being held in a weapon lock or when resolving damage that originates in its back arc.
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- 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.
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- This model gains an additional +2 DEF when benefiting from concealment or cover.
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- This model gains one sould token for each friendly Faction warrior model destroyed within 5" 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. During your Control Phase, you can remove all soul tokens from this model to allocate it focus points, 1 for each token removed.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make a double-hand throw, head-butt, headlock/weapon lock, push or throw power attack against that target.
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- This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
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- This model cannot make an initial attack with this weapon during an activation it charged at least 3".
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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.
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- When this model misses and attack roll for a combined ranged attack, it can reroll that attack roll. Each attack roll can be rerolled only once as a result of Combined Arms.
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- This model can participate in combined melee attacks with other models in its unit (p. 62).
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- This model can participate in combined ranged attacks with other models in its unit (p. 62).
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- Make a melee atack. Instead of making a normal damage roll, the POW ofg the damage roll is equal to this model's STR plus twice the POW of this weapon.
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- Models within 2" of this model suffer a POW 12 fire damage roll and the Fire continuous effect. This model can make additional melee attacks after making this special attack.
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- 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.
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- RNG 5. Target friendly Faction warjack. If the warack is in range, spend up to three soul tokens to allocate it 1 focus point for each soul token spent.
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- This model is included in any army that includes Rorsh. If Rorsh is Destroyed or removed from play, remove this model is part of Rorsh's battlegroupl.
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- This model is not a living model, never flees, and automatically passes command checks. All warjack models have this advantage.
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- A model hit by this attack suffers the Corrosion continuous effect (p. 69).
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- A model hit by this attack suffers the Fire continuous effect (p. 69).
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- RNG CMD. Target living enemy non-character trooper model. If the model is in range, it must pass a command check or it becomes a friendly Faction solo under your control for the rest of the game. The converted model cannot activate this turn.
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- On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged.
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- On a critical hit, the model hit by this attack suffers the Corrosion continuous effect(p. 69).
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- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.
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- 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.
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- On a critical hit, the model hit by this attack suffers the Fire continuous effect (p.69).
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- On a critical hit, the model hit is knocked down.
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- On a critical hit, instead of rolling damage normally you can choose to have this model throw the model hit. Treat the throw as if this model 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 is equal to this modelapos;s STR.
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- On a critical hit, after the attack is resolved this model can make one additional attack against the model hit.
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- 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.
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- On a critical hit, the model hit loses its initial attacks and cannot make special attacks for one round.
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- This model gains one soul token for each friendly living Exemplar 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. During its activation, this model can spend soul token to gain additional attacks or to boost attack or damage rolls at one token per attack or boost.
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- If this model attack with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
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- This weapon causes cold damage (p.68).
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- This weapon causes corrosion damage (p. 68).
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- This weapon causes electrical damage (p. 68).
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- This weapon causes fire damage (p. 68).
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- When this model is disabled, center a 5" AOE on it, then remove this model from play. Models in the AOE suffer a POW 14 blast damage roll.
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- When this model destroys a living enemy model with a melee attack, after the attack is resolved you can add one Grunt to a friendly Holy Zealot unit in this model's command range. The Grunt must be placed in formation and within 3' of this model. The destroyed model is removed from play but does not provide a soul or corpse token.
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- Paladin solos gain Advance Move. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
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- While this model is B2B with one or more models in its unit, it gains +2 ARM.
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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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- This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. The model cannot dig into solid rock or man-made construction. This model can begin the game dug in.
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- When this model hits a warbeast with a melee attack, roll an additional damage die.
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- When this weapon hits a model/unit, upkeep spells on the model/unit hit immediately expire.
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- 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.
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- This model gains an additional die on melee attack and melee damage rolls. Discard the lowest die of each roll.
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- 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.
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- If this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed any distance directly toward this model. After the damaged model is moved, this model can make one normal melee attack against the model pushed. After resolving this melee attack, this model can make additional melee attacks during its combat action.
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- While mounted, this model has base SPD 8 and base ARM 17. While dismounted, it has base SPD 5, base ARM 15.
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- 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.
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- 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.
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- When this model forfeits its movment to gain the aiming bonus it can also make one additional ranged attack this activation.
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- Friendly Exemplar Venger models gain Divine Inspiration.
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- Friendly Exemplar models gain Aegis.
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- Friendly Paladin of the Order of the Wall models gain Impervious Wall.
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- When a warjack or warbeast is hit by this weapon it is knocked down.
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- 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.
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- Once per turn during this model's activation, when it boxes a living enemy warrior model with a melee attack you can place a Wrack into play within 3" of this model. If you do, remove the boxed model from play.
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- While within 5" of this model, enemy models lose Incorporeal.
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- This model ignores cloud effects (p. 69) and forests (p. 87) when determining line of sight. This model ignores concealment (p. 57) and Stealth when making attacks.
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- This model can have only Minion Farrow warbeasts in its battlegroup.
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- This model never flees (p. 85). All warcaster models have this advantage.
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- This model cannot be targeted by ranged or magic attacks while knocked down.
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- 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.
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- When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continuous effect.
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- When this model advances into B2B contact with an enemy model during its activation, the enemy model suffers the Fire continuous effect.
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- When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
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- Models hit by this weapon suffer -2 DEF for one round.
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- When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model up to the distance the slammed model was moved.
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- When a model suffers a Fire damage roll while within 5" of this model, add +2 to the roll.
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- When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
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- When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.
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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 five 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.
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- This model gains +1 ARM for each soul token currently on it.
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- This model does not suffer blast damage. Friendly models B2B with it do not suffer blast damage.
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- This model can make power attack slams without spending focus or being forced. Models slammed bu this model are moved an additional 2".
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- When a model is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.
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- While knocked down, this model is not automatically hit by melee attacks and its DEF is not reduced.
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- 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.
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- 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.
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- This model can add this weapon's POW to its head-butt and slam powe attack damage rolls.
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- If this model attacks with this weapon during its activation, it cannot attack with another melee weapon that activation. If this model attacked with another melee weapon this activation, it cannot attack with this weapon.
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- 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.
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
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- 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.
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- This model has no movement or action and cannot be knocked down or moved. Its front arc extends 360 degrees. It has no melee range, cannot engage, and is automatically hit by melee attacks.
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- This model does not suffer cold damage (p. 68).
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- This model does not suffer corrosion damage and is immune to the Corrosion continuous effect (p. 68).
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- This model does not suffer electrical damage (p. 68).
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- This model does not suffer fire damage and is immune to the Fire continuous effect (p. 68).
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- While this model is B2B with one or more friendly Temple Flameguard models, it does not suffer damage from non-magical melee or ranged attacks.
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- When a friendly Faction model in its control area is destroyed by an enemy attack, this model heals 1 damage point.
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- During its activation, this model can forfeit its normal movement or action to gain Impervious Wall is immune to continuous effects, does not suffer damage or effects from non-magical ranged or melee attacks, and cannot be knocked down.
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- During its activation, this model can spend 1 focus point to gain Bushwack this activation. (During its activation, a model with Bushwack can make its combat action before its normal movement. If it does, it must make a full advance as its normal movement this activation.
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- This model suffers -4 to attack rolls with this weapon.
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- This model can move through rough terrain and obstacles without penalty. It can move through obstructions and other models if it has enough movement to move completely past them. Other models, including slammed, pushed, or thrown models, can move through this model without effect if they have enough movement to move completely past it. This model does not count as an intervening model. This model suffers damage and effects only from magical weapons, magic attacks, animi, spells, and feats and is immune to continuous effects. This model cannot be move by a slam. When this model makes a melee or ranged attack, before the attack roll is made it loses Incorporeal for one round.
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- Friendly X models/units in this model's command range never flee and immediately rally.
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- You gain +1 to the starting roll determining the order of deployment and play.
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- 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".
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- While B2B with a friendly Faction warjack, this model gains +2 DEF and ARM and cannot be knocked down.
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- This model gains +2 ARM for each warjack it controls B2B with it. When this model is directly hit by an enemy ranged or magic attack, you can choose to have onbe of those warjacks become the target and automatically be hit by the attack instead.
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- This model is not a warcaster but has the following warcaster special rules: Battlegroup Commander, Control Area, Focus Manipulation, Power Field, and Spellcaster.
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- When a model is hit by an attack with this weapon, it is knocked down.
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- This weapon can be used only to make charge attacks. When this model charges, this weapon gains Reach until the charge is resolved.
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- This model and friendly warrior models B2B with it cannot be knocked down.
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- 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.
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- This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking wiht whis model and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation.
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- This model must be B2B with a friendly living Faction Warrior model to make an attacks with this weapon.
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- Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability.
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- This varies with model.
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- This weapon is a magical weapon (p. 68).
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- 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.
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- This model can attempt to repair friendly non-Faction warjacks and battle engines.
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- These models will work for Cryx.
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- This model will work for Cygnar.
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- This model will work for the Four Star Contract.
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- This model will work for Khador.
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- This model will work for Protectorate.
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- This model will work for Retribution.
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- This model will work for the Talion charter contract.
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- If you can have two or more warlocks in your army, this model and warjacks in its battlegroup can take the place of a Skorne warlock. This model counts toward the maximum number of warlocks allowed in an army and counts as a warlock for FA.
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- This model will work for the Blindwater Congregation pact.
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- This model will work for Circle.
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- This model will work for Skorne.
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- This model will work for the Thornfall Alliance pact.
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- This model will work for Trollbloods.
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- When this model hits a warbeast with an attack, the warbeast suffers d6 points of damage to a branch of your choice.
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- 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.
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- This model does not have the Commander advantage.
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- This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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- An attack with this weapon can be made only once per game.
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- 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.
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- 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".
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- This model cannot be targeted by free strikes.
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- This model can advance through rough terrain (p. 86) without penalty and can charge and make slam and trample power attacks across obstacles (p. 87).
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- This model cannot be targeted combined melee attacks, combined ranged attacks, or free strikes. Models do not gain back strike bonuses against this model. When knocked down, this model can stand up during its activation without forfeiting its movement or action if it is able to forfeit its movement or action to stand up.
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- 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.
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- 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.
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- Gains an additional die on this weapon's damage rolls against living models.
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- When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack.
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- This model gains +2 to charge attack rolls with this weapon.
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- This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
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- Gain an additional die on attack and damage rolls with this weapon against models with an enemy upkeep spell on them.
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- 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.
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- When this model destroys one or more enemy models with a melee attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Quick Work do not count against a weapon's ROF.
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- During its activation, this model can forfeit its movement or action to gain Cornerstone for one round. (A model with Cornerstone cannot be knocked down, placed, pushed, or made stationary, and friendly models B2B with a model with Cornerstone cannot be knocked down, placed, pushed, or made stationary.)
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- While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
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- Friendly Faction models can ignore this model when determining LOS.
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- This model is a Ranking Officer. While this model is in play, models in its unit are Protectorate models instead of Mercenary models.
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- 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.
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- This model can make one additional melee attack each combat action.
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- This weapon has a 2" melee range (p. 50).
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- This model gains one soul token for each friendly living Faction warrior model destroyed by a continuous effect, an enemy attack, or collateral damage from an enemy attack in its control area. During your Control Phase, after this model replenishes its focus but before it allocates focus, replace each soul token with 1 focus point.
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- RNG 5. Target friendly warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn.
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- When a model in this unit is damaged by an enemy attack, models in this unit gain +2 SPD for one round.
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- This model gains Pathfinder during activations it charges.
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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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- When this model hits an enemy model with this weapon during its activation, the model hit is pushed 1" directly away from this model. When this model is hit with a melee attack made by a model in its front arc, after the attack is resolved the attacking model is pushed 1" directly away from this model. This model loses Repel while this weapon system is crippled or locked.
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- This model can upkeep spells on models in its battlegroup without spending focus.
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- When a living friendly Faction model in this model's command range is destroyed by an enemy attack, after the attack is resolved this model heals 1 damage point. When this model is disabled, it cannot activate. If this model is disabled at the beginning of your Maintenance Phase, it is destroyed.
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- 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 normal melee attack against that model. This model can make one Retaliatory Strike per turn.
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- When included in a Retribution army, this model is a Retribution model instead of a Mercenary model.
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- This model can control and reactivate only friendly Mercenary Rhulic warjacks.
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- This model can have only Mercenary Rhulic warjacks in its battlegroup and can reactivate only friendly Mercenary Rhulic warjacks.
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- 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.
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- When one or more friendly Faction warrior models are destroyed by an enemy attack while in this model's command range, this model gains +2 STR and ARM for one round.
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- If one or more friendly Faction warrior models were destroyed or removed from play by enemy attacks while within 5" of this model during you opponent's last turn, after resolving continuous effects during your Maintenance Phase, this model can make a full advance followed by one normal melee attack.
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- When this model is missed by an enemy melee attack, immediately after the attack is resolved it can make one normal melee attack against the attacking model.
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- This model cannot be targeted by enemy spells.
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- When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal Holy Zealot model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects.
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- When this model would suffer damage from an enemy attack, you can choose one or more models in this unit to suffer any number of those damage points instead, divided as you choose. If you do, this model does not suffer that damage. A model cannot suffer more damage as a result of Sanguine Bond than it has unmarked damage boxes.
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- Take control of a living enemy non-warcaster, non-warlock warrior model B2B with this model. You can immediately make a full advance with the enemy model followed by a normal melee attack, then Seduction expires. The nemey model cannot be targeted by free strikes duringt his movement.
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- If this model is disabled by an enemy attack, you can choose a non-disabled model in this unit within 3" of this model to be destroyed. If another model is destroyed as a result of Self-Sacrifice, this model heals 1 damage point.
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- 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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- This weapon is a shield that gives the model a cumulative +2 ARM bonus; for example, a model with two of them gains a bonus of +4 ARM. A model does not gain this bonus while the weapon system with the shield is crippled or being held in a weapon lock or when resolving damage that originates in its back arc.
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- 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.
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- 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.
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- When this model hits with an initial attack or a special attack, it can advance 2" after the attack is resolved. This model cannot be targeted by free strikes during this movement.
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- A model directly hit by this weapon cannot cast spells for one round.
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- Instead of making a normal damage roll, the model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model's current STR plus the POW of this weapon. The POW of collateral damage from this slam is equal to this model's STR.
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- When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. Instead of rolling damage on a ranged attack, this model can inflict 1 damage point. A model that participates in a combined ranged attack loses Sniper until the attack is resolved.
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- If Brine is outside this model's control area during your Control Phase, before you models leach fury Brine can make a full advance directly toward this model.
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- 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.
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- While this model has one or more soul tokens, enemy models entering or ending their activations within 2" of it immediately suffer 1 damage point.
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- Any 1 time during its activation while B2B with its controlling warcaster, this model can spend 1 focus point to use Spell Barrier. If it does, the warcaster cannot be targeted by enemy spells for one round.
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- This model cannot be targeted by spells.
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- 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.
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- 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.
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- 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.
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- This model is a standard bearer (p. 70).
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- 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.
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- This model can forfeit its movement to give this weapon +4 RNG this activation and gain the aiming bonus.
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- During its activation, this model can forfeit its normal movement or action to gain +5 ARM. The affected model cannot be knocked down. Stone-and-Mortar Stance lasts for one round.
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- 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.
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- This model begins the game with 1 focus point. During your Control Phase during the focus allocation step, it receives 1 focus point if it does not have any. This model cannot h ave more than 1 focus point at a time. While this model has a focus point, ranged attacks targeting it automatically miss. During a friendly Faction warcaster's activation, it can remove 1 focus point from this model in its control area and add that focus point to its own total. Each warcaster can do this only once per turn. When a focus point is removed from this model, roll a d6. On a 1, 2, or 3, this model explodes with the same effect as a Death Blast and is removed from play.
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- 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.
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- When this model makes a melee attack during its activation, its fron arc extends to 360 degrees, and it can make one melee attack against each model in its LOS that is in its melee range.
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- When this model destroys an enemy model with a normal ranged attack, immediately after the attack is resolved it can advanced up to 2".
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- 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.
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- Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
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- 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.
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- This model is a terrifying entity (p. 84). Enemy models/units in the melee range of this model or with this model in their melee range must pass a command check or flee.
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- This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
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- Add this model's STR to the POW of this ranged attack.
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- When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled, and is knocked down.
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- Gain an additional damage die against knocked down targets.
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- This model is not a living model and never flees.
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- While engaging an enemy model, this model gains +2 ARM.
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- This model can make melee and ranged attacks during the same combat action. When this model makes its initial attacks, it can make both its initial ranged and melee attacks.
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- 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.
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- Varies with model.
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- When attacking with this weapon, add and additional die to its damage rolls.
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- If a model in this model's battlegroup in its control area is hit by an enemy magic attack, immediately after the attack is resolved on model in this model's battlegroup in its control area can make a full advance and make one normal attack.
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- On a critical hit,the model hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage for one round.
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\ No newline at end of file
diff --git a/backups/Retribution_of_Scyrah 221217112116585.cat b/backups/Retribution_of_Scyrah 221217112116585.cat
deleted file mode 100644
index aafc023..0000000
--- a/backups/Retribution_of_Scyrah 221217112116585.cat
+++ /dev/null
@@ -1,11424 +0,0 @@
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- Place target model completely within 2" of its current location. When Telekinesis targets an enemy model, it is an offensive spell and requires a magic attack roll. A model can be affected by Telekinesis only once per turn.
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- Target friendly model / unit cannot be targeted by a charge made by a model in its front arc.
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- Instead of suffering a normal damage roll, a non-incorporeal model Force Hammer hits is slammed d6" directly away from the spell's point of origin regardless of its base size and suffers a POW 12 damage roll. Collateral damage from this slam is POW 12.
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- This model does not suffer blast or collateral damage and cannot be knocked down. When an enemy AOE ranged attack deviates from a point in this model's control area, after the deviation distance is rolled you choose de deviation direction.
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- Target a model in this model's battlegroup in its control area. Enemy models within 2" of the target model are pushed 4" directly away from it in the order you choose.
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- After determining the point of impact for this atttack, roll deviation for an additional 3" AOE from that point. Model in that AOE are hit and suffer a POW 6 blast damage roll.
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- This model gains +2 DEF against ranged attack rolls and does not suffer blast damage.
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- While in Rahn's control area, friendly Faction models gain +2 RNG to their non-channelled spells, and their magic attack rolls and magic attack damage are boosted. Arcane Alignment lasts for one turn.
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- 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.
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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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- 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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- RNG 5. Target friendly faction warjack. If the target warjack is in reange and has no focus points, it gains 1 focus point. If the warjack is Disrupted, it is no longer Disrupted.
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- RNG 5. Target friendly Faction warjack. If the warjack is in range, it gains +2 on melee damage rolls this turn.
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- Each time this weapon is used to make an attack, choose one of the following abilities:
-- Blasted Earth - This activation this weapon's base POW becomes 16 and it gains AOE 4. This weapon's AOE is rough terrain that remains in play for one round.
-- Momentum - Instead of suffering a normal damage roll, a small- or medium-based, non-incorporeal model hit by this attack is slammed d3" directly away from this model. The POW of the slam damage roll is equal to the POW of the weapon. The POW of collateral damage is equal to the POW of the weapon. In addition to suffering a normal damage roll, large-based models hit by this attack are knocked down.
-- Rapid Fire [d3+1] - When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll d3+1. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
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- This mdoel cannot be charged by a model beginning the charge in this model's fron arc.
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- If this model forfeits its movement during its activation to gain the aiming bonus, its range weapons gain +2 RNG this turn. If this model gains the aiming bonus, while B2B with this model friendly myrmidon models also gain +2 RNG on their range weapons for one turn.
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- While its Field Generator system is crippled, this model loses Phoenix Field and Shield Guard, and the Repulsors lose Beat Back.
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- Remove d6 damage points from this model's force field after resolving continuous effects during your Maintenance Phase.
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- Instead of suferring a normal damage roll, a small- or medium- based, non-incorporeal model hit by this attack is slammed d3" directly away from this model. The POW of the slam damage roll is equal to the POW of this weapon. The POW of collateral damage is equal to the POW of this weapon. In addition to suffering a normal damage roll, large-based models hit by this attack are knocked down.
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- While within 5" of this model, enemy models cannot give or receive orders and cannot cast spells.
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- During your Control Phase, place this model anywhere completely within 2" of its current location.
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- While its Field Generator system is crippled, this model loses the Apparition and Phantasmal Field abilities.
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- This model gains +1 DEF against ranged and magic attack rolls for each focus point on it.
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- While this model is in play, models in its unit gain Combined Ranged Attack.
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- If this attack misses, nothing happens. If it directly hits an enemy model, before making the damage roll, push models within 2" of the model hit 2" directly toward it in the order you choose. Then center a 3" AOE on the model hit. Models hit suffer a POW 12 damage roll.
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- This model does not gain the abilities of the unit to which it is attached except Advance Deployment.
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- This model does not generate a soul token when it is destroyed.
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- While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
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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 listed type, this model gains +2 to attack rolls and gains an additional damage die.
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- Once per game while in formation, this model can use Extended Fire during its unit's activation. This activation, model in this unit gain +4 RNG to their ranged attacks.
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- While this model is in play, models in its unit gain Combined Arms. (When a model with Combined Arms misses an attack roll for a Combined Ranged Attack, it can reroll that attack roll. Each attack roll can be rerolled only once as a result of Combined Arms).
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- This attachment can be added to a unit of the type listed.
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- This model does not gain the abilities of the unit to which it is attached except Advance Deployment.
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- This model does not generate a soul token when it is destroyed.
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- While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
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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 listed type, this model gains +2 to attack rolls and gains an additional damage die.
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- Enemy upkeep spells on this model and/or its unit immediately expire.
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- This attachment can be added to a unit of the type listed.
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- 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.
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- This model and myrmidons it controls can ignore friendly Dawnguard models when drawing LOS and can advance through friendly Dawnguard models if they have enough movement to move completely past the Dawnguard models' bases.
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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 listed type, this model gains +2 to attack rolls and gains an additional damage die.
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- This attachment can be added to a unit of the type listed.
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- While this model is B2B with one or more model in its unit, it gains +2 ARM.
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- While this model is in play, models in its unit gain Vengeance. (During your Maintenance Phase, if one or more models in a unit with Vengeance where destroyed or removed from play by enemy attacks during your opponent's last turn, each model in the unit can advance up to 3" and make one normal melee attack).
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- Details...
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- 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.
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- This model does not gain the abilities of the unit to which it is attached except Advance Deployment.
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- This model does not generate a soul token when it is destroyed.
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- While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
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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 listed type, this model gains +2 to attack rolls and gains an additional damage die.
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- Enemy upkeep spells on this model and/or its unit immediately expire.
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- This attachment can be added to a unit of the type listed.
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- While this model is B2B with one or more model in its unit, it gains +2 ARM.
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- Details...
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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 listed type, this model gains +2 to attack rolls and gains an additional damage die.
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- While in this model's control area, models in its battlegroup extend their front arcs 360° and when determining LOS ignore cloud effects, forest terrain, and intervening models.
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- While in Vyros' control area this turn, when a friendly Faction model destroys an enemy model with an attack, allocate 1 focus point to a warjack in Vyros' battlegroup in his control area.
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- While its Field Generator system is crippled, this model loses Imprint: Kinetic Field and cannot attack with the Sonic Pulse Cannon.
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- During its activation, this model can spend 1 focus point to use Kinetic Field. For one turn, this model and friendly models within 3" gain +2 ARM against ranged attacks and do not suffer blast damage.
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- This model can be included in Rahn's theme forces. It can also be bonded to Rahn.
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- While within 5" of this model, non-myrmidon warjacks cannot channel spells or be allocated focus.
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- When this model hits another model with an attack, upkeep spells and animi on the model hit expire and it loses the focus points on it. When this model hits a warjack with and attack, that warjack suffers Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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- When an enemy model misses this model with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. This model is the point of origin for all these attacks.
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- Eahc time this model makes a normal ranged attack, choose one of the following abilities:
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-- Death Bolt - Instead of rolling damage, a model hit suffers 3 damage points. When damaging a warjack or warbeast, choose which column or branch suffers the damage.
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-- Disruptor Bolt - A model h it loses all focus points. A model hit with Focus Manipulation special rule does not replenish focus points next turn. A warjack hit suffers Disruption for one round. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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-- Phantom Seeker - This model ignores LOS when making ranged attacks. This model ignores concealment and cover when resolving ranged attacks.
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- When this model ends its normal movement within 5" of a friendly non-myrmidon warjack, its activation ends immediately.
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- When a living enemy model is destroyed by this attack, allocate 1 focus point to a warjack in this model's battlegroup that is in its control area.
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- When one or more friendly Faction warrior models are destroyed by an enemy attack while in this model's command range, this model gains +2 STR and ARM for one round.
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- This model can make one additional melee attack each combat action.
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- For one round, while in Garryth's control area enemy models cannot cast spells, channel spells, spend focus points, or be moved by place effects.
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- Instead of rolling damage, a model hit suffers 3 damage points. When damaging a warjack or warbeast, choose which column or branch suffers the damage.
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- When a model is hit by this attack, it cannot charge this model for one round.
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- While its Field Generator system is crippled, this model loses the Force Lock ability and cannot make Polarity Cannon attacks.
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- Enemy models in this model's melee range cannot advance except to change facing.
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- While its Field Generator system is crippled, this model loses the Pathfinder and Fleet abilities.
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- At the start of this model's activation, it can spend 1 focus point once to gain +2" movement for one turn.
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- While its Field Generator system is crippled, this model loses Force Barrier and Force Gate and cannot make Tractor Beam attacks.
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- - Force Wall (* Action) - For one round, while within 3" of this model, friendly Faction models gain Force Barrier.
-- Magno Blast (* Attack) - Magno Blast is a RNG 10, POW 13 magical attack. If the attack hits an enemy model, before resolving damage immediately push models within 2" of the model hit 1" directly away or directly toward the model hit in the order you choose.
-- Polarity Field (* Action) - For one round, this model cannot be charged by a model beginning the charge in this model's front arc.
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- This model does not gain the abilities of the unit to which it is attached except Advance Deployment.
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- This model does not generate a soul token when it is destroyed.
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- While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
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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 listed type, this model gains +2 to attack rolls and gains an additional damage die.
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- Enemy upkeep spells on this model and/or its unit immediately expire.
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- This attachment can be added to a unit of the type listed.
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- Force Bolt is a RNG 10, POW 10 magic attack. An enemy model hit by this attack may be pushed d3" directly toward or away from this model. On critical hit, the enemy model is also knocked down after being pushed.
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- This model gains +2 DEF against ranged attack rolls and does not suffer blast damage.
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- Make a melee attack. On a hit, instead of making a normal damage roll, the target model 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.
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- Whip Snap is a RNG 6, POW 12 magic attack. If this attack hits an enemy model, immediately after the attack is resolved this model or a friendly model within 3" of it can advance up to 3". A friendly model can advance as a result of this spell only once per turn.
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- This model gains +2 DEF against ranged attack rolls and does not suffer blast damage.
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- Force Bolt is a RNG 10, POW 10 magic attack. An enemy model hit by this attack may be pushed d3" directly toward or away from this model. On critical hit, the enemy model is also knocked down after being pushed.
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- Each time this model makes a normal ranged attack, choose one of the following abilities:
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-Energy Leak – When a warjack is hit with this weapon, it suffers a cumulative –1 penalty to its focus allocation limit for one round. Models that are immune to Disruption are immune to Energy Leak.
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-Lightning Generator – When a model is hit with this weapon, lightning arcs from that model to d3 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 4˝ of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers a POW 10 electrical damage roll.
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-Pulse Fire – When a model is hit with this weapon, it suffers d3 damage rolls instead of one.
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- While this model is in play, after all models in its unit have completed their actions, each can advance up to 3".
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- Once per game while in formation, this model can use this ability during its unit's activation. This activation, models in this unit gain +2 to attack and damage rolls when making a melee attack targeting an enemy model in melee range of another model in this unit.
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- This attachment can be added to a unit of the type listed.
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- This model does not gain the abilities of the unit to which it is attached except Advance Deployment.
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- This model does not generate a soul token when it is destroyed.
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- While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
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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 listed type, this model gains +2 to attack rolls and gains an additional damage die.
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- Enemy upkeep spells on this model and/or its unit immediately expire.
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- This attachment can be added to a unit of the type listed.
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- Once per game while in formation, this model can use this ability during its unit's activation. This activation, models in this unit gain an additional die on ranged attack rolls against models within 8" of it.
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- While this model is in play, models in its unit can make combined ranged attacks targeting models in melee.
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- This attachment can be added to a unit of the type listed.
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- This model does not gain the abilities of the unit to which it is attached except Advance Deployment.
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- This model does not generate a soul token when it is destroyed.
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- While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
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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 listed type, this model gains +2 to attack rolls and gains an additional damage die.
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- Enemy upkeep spells on this model and/or its unit immediately expire.
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- This attachment can be added to a unit of the type listed.
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- RNG CMD. Target Friendly Houseguard unit. If the Houseguard unit is in range, it gains +2" movement during its activation this turn.
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- RNG CMD. Target Friendly Houseguard unit. If the Houseguard unit is in range, it ignores Camouflage and Stealth during its activation this turn.
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- Friendly Houseguard models/units in this model's command range never flee and immediately rally.
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- For each focus point on this model when it declares an attack with this weapon, the weapon gains +1RNG and +1 POW for the rest of the attack.
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- While its Field Generator system is crippled, this model loses the Kinetic Capacitor ability and cannot attack with the Force Cannon.
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- During the Maintenance Phase, do not remove unspent focus points from this model. Focus point remaining on this model at the start of your Control Phase count toward its focus allocation limit.
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- When this model is hit by an enemy melee or ranged attack, after the attack is resolved this model gains 1 focus point.
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- While its Field Generator system is crippled, this model cannot make Starburst attacks.
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- When a warjack is hit by this weapon it becomes stationary for one round.
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- When a warjack is hit by this weapon it becomes stationary for one round.
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- While in Ossyan's control area, this model's ranged weapon gains Void Lock. (A model directly hit by a weapon with Void Lock cannot channel spells, be allocated focus, or be forced for one round.)
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- This model can be included in Vyros' theme forces. It can also be bonded to Vyros.
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- While its Field Generator system is crippled, this model loses Phoenix Field and cannot attack with the Halation Cannon.
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- Remove d6 damage points from this model's force field after resolving continuous effects during your Maintenance Phase.
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- Once per game during your Maintenance Phase or when disabled, this model can use Phoenix Protocol. Remove up to 1 damage point from each of its systems and remove all damage points from its force field.
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- While in Issyria's control area, friendly Faction models gain True Sight and gain one additional die on attack and damage rolls. For each of those rolls, you choose one of the dice rolled to be discarded. Dawn's Light lasts for one round.
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- - 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.
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-- 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.
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-- 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.
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- After resolving an attack with this weapon that directly hit an enemy model, center a 4" AOE on the model directly hit. The AOE remains centered on the model hit even if it moves and remains in play for one round. If the affected model is destroyed, the AOE leaves play. While in the AOE, models suffer -2 DEF. A model beginning its activation in the AOE cannot run or charge that activation.
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- When this weapon hits a model/unit, upkeep spells on that model/ unit immediately expire.
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- While in Ossyan's control area, enemy models roll one less die when making ranged attack damage rolls. When resolving a ranged attack damage roll against an enemy model is in Ossyan's control area, friendly Faction models roll one additional die. Gravity Well lasts for one round.
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- This weapon has a 4" melee range during this model's activation.
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- Damage exceding the ARM of the model hit is doubled. A model disabled by this attack cannot make a Tough roll.
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- This attachment can be added to a unit of the type listed.
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- Models in this unit gain Phantom Seeker. (A model with Phantom Seeker ignores LOS when making ranged attacks. That model ignores concealment and cover when resolving ranged attacks).
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- Models in this unit gain Advance Deployment.
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- This model does not gain the abilities of the unit to which it is attached except Advance Deployment.
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- This model does not generate a soul token when it is destroyed.
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- While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
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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 listed type, this model gains +2 to attack rolls and gains an additional damage die.
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- Enemy upkeep spells on this model and/or its unit immediately expire.
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- This attachment can be added to a unit of the type listed.
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- While its Field Generator system is crippled, this model loses the Force Generator ability, cannot attack with the Cyclone Cannon, and cannot make Covering Fire special action.
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- At the start of this model's activation, it can spend 1 focus point once to gain +3 STR for one turn.
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- While Moros is in Garryth’s control area, it gains Apparition. (During your Control Phase, place models with Apparition anywhere completely within 2˝ of their current locations. Only models in formation can be placed.)
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- 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.
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- When this model is destroyed by an enemy attack, models within 8" of it lose their focus and fury points and cannot cast spells, channel, or use their animi for one round.
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- While its Field Generator system is crippled, this model loses the Phoenix Field ability and cannot attack with the Halo Cannon.
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- Models within 2" of this model suffer a POW 12 fire damage roll and the Fire continuous effect. This model can make additional melee attacks after making this special attack.
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- Remove d6 damage points form this model's force field after resolving continuous effects during your Maintenance Phase.
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- 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.
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- While in Ravyn's control area this turn, friendly Faction models gain boosted ranged attack rolls and Swift Hunter.
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- Models hit by this weapon suffer -2 DEF against magic attack rolls. Psychic Relay lasts for one turn.
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- This model does not gain the abilities of the unit to which it is attached except Advance Deployment.
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- This model does not generate a soul token when it is destroyed.
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- While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
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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 listed type, this model gains +2 to attack rolls and gains an additional damage die.
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- Enemy upkeep spells on this model and/or its unit immediately expire.
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- This attachment can be added to a unit of the type listed.
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- Each time this model makes a normal ranged attack, choose one of the following abilities: 1) Brutal Shot: Gain an additional die on the damage roll against a model directly hit; 2) Snipe: This attack gains +4" RNG; 3) Star Strike: This attack causes no damage. Instead, on a direct hit models in the AOE suffer the Fire continuous effect.
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- 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.
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- You gain +1 on your starting roll for the game.
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- Friendly models/units can begin the game affected by Thyron’s upkeep spells. These spells and their targets must be declared before either player sets up models.
-Thyron does not pay focus to upkeep these spells during your first turn.
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- Thyron and friendly Faction models beginning their activations in Thyron’s control area gain an additional die on melee attack rolls and Side Step. (When a model with Side Step 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. A model with Side Step cannot be targeted by free strikes during this movement.)
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- When a friendly Faction model is destroyed by an enemy attack while in Vyros' control area anytime except while advancing, immediately after the attack is resolved a friendly Faction model in Vyros' control area can make a full advance. A model can advance only once as a result of Tide of War. Tide of War lasts for one round.
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- While in this model's control area, models in its battlegroup extend their front arcs 360 degrees and when determining LOS ignore cloud effects, forest terrain, and intervening models.
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- Friendly Dawnguard models/units in this model's command range never flee and immediately rally.
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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 a damage roll resulting from a direct hit fails to exceed the ARM of the target enemy model/unit, the affected model hit suffers 1 damage point.
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- Place 1 fury point on each enemy warbeast currently in this model's control area. This spell can only be cast once per turn.
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- Magical bolts of energy streak toward the target model.
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- Target friendly Faction model / unit gain Whiplash. (When an enemy model misses a model with Whiplash with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. the model with Whiplash is the point of origin for all these attacks.)
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- A warjack damaged by this attack becomes stationary for one round.
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- Target friendly Faction warjack can charge or make slam or trample power attacks without spending focus. The warjack gains +2˝ movement when it charges or makes a slam or trample power attack. Models slammed by the warjack are moved +2˝.
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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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- Enemy upkeep spells on target friendly model / unit expire. Affected models cannot be targeted by enemy spells or animi.
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- While in this model's control area, models in its battlegroup cannot be knocked down and gain +3 ARM but suffer -2 DEF. Batten Down the Hatches lasts for one round.
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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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- While in this model's control area, models in its battlegroupgain Counter Charge. (When an enemy model advances and ends its movement within 6" of a model with Counter Charge and its LOS, the model with Counter Charge can immediately charge it. If it does, it cannot make another counter charge until after your next turn. A model cannot make a coutner charge while engaged.)
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- On a hit, you can immediately advance target enemy non-warcaster/non-warlock model up to 3". Affected models cannot be targeted by free strikes during this movement. A model can move only once per turn as a result of Befuddle.
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- Models hit lose Flight for one round.
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- Target enemy warrior model/unit cannot make ranged or magic attacks and suffers -2 DEF for one round.
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- Target friendly warrior model/unit gains an additional die on melee damage rolls but suffers -2 DEF.
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- When a model is hit by Blow the Man Down, it is knocked down. On a critical hit, instead of suffering a normal damage roll a non-incorporeal model is slammed d6" directly away from the spell's point of origin regardless of its base size. Collateral damage from this slam is POW 15.
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- Target friendly model/unit gains +3 DEF against ranged and magic attack rolls.
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- Models in this model's battlegroup currently in its control area can immediately make one normal ranged attack. Attacks gained from Broadside do not count against a weapon's ROF. Broadside can be cast only once per turn.
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- Target frienldy model gains +2 DEF against ranged attack rolls and Dodge. (A model with Dodge can advance up to 2" immdeiately 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.)
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- Friendly models gain +2 to attack and damge rolls against target enemy model/unit.
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- Friendly Faction models gain +2 to melee attack rolls against enemy models in this model's control area. Carnage lasts for one round.
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- While in this model's control range, models in its battlegroup gain Future Sight. (A model with Future Sight can boost attack and damage rolls after rolling.)
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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 within 5" of target friendly model/unit, enemy models cannot make ranged attacks.
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- Friendly models/units beginning a charge in this model's control area gain +2" movement. Affected models can charge without spending focus points or being forced. Coup de Main lasts for one turn.
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- Target friendly Faction model/unit gains Pathfinder and Hunter. (A model with Hunter ignores forests, concealment, and cover when determining LOS or making a ranged attack.)
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- Friendly Faction models beginning a charge while in this model's control area this turn gain +2" movement.
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- This model immediately makes a full advance. It cannot be targeted b y free strikes during this movement. At the end of this movement, this model can make one melee attack against each model in its LOS that is in its melee range. Cyclone can be cast only once per turn.
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- While in this model's control area, friendly Faction warrior models cannot be targeted by free strikes. This model and friendly Faction warrior models activating in its control area gain +1 SPD. Dash lasts for one round.
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- When Deadweight destroys an enemy living or undead model, choose an enemy model within 2" of the destroyed model. The chosen model must forfeit either its movement or its action during its next activation, as its controller chooses.
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- When a friendly Faction model misses target enemy model / unit with an attack, it can reroll the attack roll. Each attack roll can be rerolled only once as a result of Death Sentence.
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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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- Target friendly Faction model/unit gains +2 DEF and ARM.
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- While in this model's control area, friendly Faction warrior models gain +2 ARM against ranged and magic attack damage rolls. Deflection 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 enemy warrior model/unit cannot make ranged attacks and suffers -2 DEF and MAT 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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- Friendly Faction models beginning their activations in this model's control area gain Pathfinder. Easy Rider lasts for one turn.
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- When this model hits another model with an attack, the model hit loses the focus and fury points on it, and upkeep spells it cast immediately expire.
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- While this model is in play, models in its unit gain Fearless.
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- While this model is in play, after all models in its unit have completed their actions, each can advance up to 3".
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- Models in this unit gain Advance Deployment.
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- This attachment can be added to a Mage Hunter unit.
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- Immediately after this attack is resolved, this model can advance up to 2" for each enemy model destroyed by the attack.
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- Warbeasts in this model's battlegroup beginning their activations in its contgrol area gain +2 movement. This model gians +2 ARM while one or more warbeasts in its battlegroup are within 3" of it.
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- When target friendly model makes a normal attack with a non-spray ranged weapon, the weapon gains Magical Weapon. If the weapon was AOE - it becomes AOE 3. An affected model cannot participate in a combined ranged attack. Models in the AOE other than the model that was directly hit suffer blast damage but do not suffer any other effects of the attack. Explosivo expires immediately after resolving target model's next ranged attack. Explosivo lasts for one turn.
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- Target friendly warjack gains +2 ARM and does not suffer the effects of crippled systems.
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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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- Models damaged by Force Blow are knocked down.
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- Target friendly Faction model/unit can reroll its missed attack rolls. Each attack roll can be rerolled only once as a result of Fortune.
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- Frost Hammer causes Cold damage. On a critical hit, a model becomes Stationary for one round unless it has Immunity: Cold.
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- When an enemy model is hit by this attack, it can be pushed d6" directly toward Gallows' point of origin.
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- Target friendly model/unit gains Ghostly for one turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. An affected model cannot be targeted by free strikes.)
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- Target friendly Faction model gains +2 DEF and Poltergeist. (When an enemy model misses the model with Poltergeist with and attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from the model with Poltergeist.)
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- Center a 5" AOE on this model. Each other model in the AOE is hit and suffers a POW 13 damage roll. Each enemy model damaged by Ground Zero is pushed d6" directly away from this model in the order you choose.
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- While in this model's control area, models in its battlegroup gain boosted ranged attack rolls for one turn.
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- When an enemy attack destroys or removes from play one or more friendly Faction models within 5" of target warbeast in this model's battlegroup, after the attack is resolved the affected warbeast can charge an enemy model, then Hallowed Avenger expires.
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- Target model in this model's battlegroup gains boosted ranged attack damage rolls.
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- Take control of target enemy non-warcaster, non-warlock warrior model. The model immediately makes one normal melee attack, then Influence expires.
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- While in this model's control area, enemy models treat open terrain as rough terrain. Inhospitable Ground lasts for one round.
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- Target friendly Faction model / unit gains +2 ARM and Fearless.
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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 friendly warrior model/unit gains +3 DEF but suffers -1 SPD.
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- Friendly FAction models beginning a charge in this model's control area gain Pathfinder. Warbeasts in th is model's battlegroup beginning their activations in this model's control area can charge or make slam power attacks against enemy models without being forced. Killing Ground lasts for one turn.
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- A model damaged by Lock the Target cannot run, charge, or be placed for one round.
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- This model spends up to 3 focus points to cast Locomotion. Target warjack in this model's battlegroup immediately advances up to 1" for each focus point spent. A warjack can be targeted by Locomotion only once per turn.
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- Place a 5" AOE completely in this model's control area. While a model is within the AOE, models in this model's battlegroupignore forests and cloud effects when drawing LOS to it and ignore Stealth when attacking it.
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- If the target friendly Faction model's next normal ranged attack directly hits, after resolving the attack choose a model within 4" of the model hit. The chosen model sufers an unboostable POW 12 magic damage roll. The point of origin for this damage is the model hit. After resolving this damage roll, Magic Bullet expires. Magic Bullet lasts for one turn.
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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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- Target enemy model/unit suffers -2 DEF and loses Incorporeal and Stealth and cannot gain those abilities while affected by Marked for Death. Friendly Faction models can target an affected model regardless of LOS.
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- Target friendly Faction model / unit gains Apparition. During your Control Phase, place models with Apparition anywhere completely within 2" of their current locations. If Mirage affects a unit, only model in formation can be placed.
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- Models in this model's battlegroup currently in its control area gain +2 SPD and Pathfinder for one turn.
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- Target warjack suffers 1 point of fire damage to each column on its damage grid.
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- Target enemy model/unit suffers -2 DEF and ARM and cannot be healed. Mortality lasts for one round.
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- While in this model's control area, friendly models gain Knockdown on their melee weapons. Mosh Put lasts for one turn. (When a model is hit with an attack by a weapon with Knockdown, it is knocked down.)
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- While in this model's control range, models in its battlegroup gain Gun-and-Run. (At the end of its activation, if a model with Gun-and-Run destroyed one or more enemy models with ranged attacks this activation it can make a full advance.)
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- An enemy warbeast damaged by Muzzle cannot advance toward this model for one round.
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- Target friendly model/unit ignores intervening models when making attacks. The weapons of affected models gain Magical Weapon.
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- The force of this attack blasts apart the earth itself.
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- Friendly Faction models beginning a charge in this model's control area gain Pathfinder.
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- When target friendly model/unit is targeted by a ranged attack, the attack suffers -5 RNG.
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- Target model in this model's battlegroup ignores LOS when making charges, slams and attacks. That model ignores conceleament and cover when resolving attacks.
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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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- On a critical hit, models hit lose their initial attacks and cannot make special attacks for one round.
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- Choose a friendly Faction warbeast in this model's control area. Target an enemy model within 8" of the chosen warbeast and make a magice attack against it. The chosen warbeast is the attack's point of origin. If the enemy model is hit, it suffers a damage roll with a POW equal to the warbeast's base STR.
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- When an enemy model casts a spells or use an animus while in this model's control area, the enemy model suffers 1 damage point and this models heals 1 damage point.
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- Continuous effects, animi, and upkeep spells in this model's control area immediately expires.
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- If target enemy model/unit advances during its normal movement, immediately after ending this movement one model in this model’s battlegroup that is in its control area can make a full advance.
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- Target friendly model/unit gains +2 SPD and +2 DEF against ranged and magic attack rolls.
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- Take control of target enemy non-character warbeast. You can make one full advance with the warbeast and can then make one normal attack with it, then Rampager expires. While the warbeast is affected by Rampager, it cannot be forced and you cannot use its animus. Rampager can be cast only once per round.
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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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- When target friendly Faction model hits an enemy model with an attack during its activation, immediately after its combat action ends the affected can make a full advance. It cannot be targeted by free strikes during this movement.
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- When target friendly Faction model is targeted by an enemy ranged attack, after the attack is resolved the affected model can make one normal melee or ranged attack, then Return Fire expires. Return Fire lasts for one round.
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- The AOE is rough terrain and remains in play for one round.
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- Place a wall template anywhere completely in this model's control area where it does not touch a model's base, an obstruction, or an obstacle. The wall is a linear obstacle that provides cover.
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- When an enemy attack disables a living model in the target friendly unit, you can choose a non-disabled living model in the unit to be destroyed. If another model is destroyed as a result of Roth's Mercy, the originally disabled model heals 1 damage point.
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- When target friendly Faction model/unit directly hits and boxes an enemy model with a ranged or melee attack, center a 3" AOE on the boxed model, then remove that model from play. Models in the AOE are hit and suffer an unboostable POW 8 damage roll.
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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 frienldy model's/unit's ranged weapons gain +4 RNG.
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- Target friendly Faction model/unit gains concealment and Immunity: Cold.
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- Remove up to 1 fury point from each frienldy living Faction warbeast currently in this model's control area. Soothing Song can only be cast once per turn.
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- When a living non-soulless model is boxed by Soulfire, this model gains 1 focus point and the boxed model is removed from play.
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- While within this model's control area, friendly Faction model/unit' weapons gain Magical Weapon and Blessed. Spellpiercer lasts for one round. (When making an attack with a weapon with Blessed, ignore spell effects that add to a model's ARM or DEF.)
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- While within this model’s control area, friendly Faction models/units’ weapons gain Magical Weapon and Blessed. Spellpiercer lasts for one round. (When making an attack with a weapon with Blessed, ignore spell effects that add to a model’s ARM or DEF.)
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- While in this model's control area enemy models gaion an additional die on attack rolls. Discard the highest die of each roll. Star-Crossed lasts for one round.
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- Target friendly warrior model gains +2 STR, MAT, and ARM and cannot be targeted by combined ranged attacks or combined melee attacks.
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- A model damaged by Stranglehold forfeits either its movement or its action during its next activation, as its controller chooses.
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- An enemy warbesat damaged by Sunder Spirit loses its animus for one round.
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- Target friendly Faction model gains +2 DEF and cannot be knocked down. While within 3" of the affected model, friendly Faction models also gain +2 DEF and cannot be knocked down.
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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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- This model can channel spells through target friendly model as if it were a model in this model's battlegroup with Arc Node.
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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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- The AOE is a cloud effect that remains in play for one round.
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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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- Place a 4" AOE cloud effect anywhere completely in this model's control area. This AOE does not block friendly Faction models' LOS. While in the AOE, friendly Faction models gain Pathfinder and can move through obstructions and other models if they have enough movement to move completely past them.
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- This model can spend up to 3 focus points to advance up to 2" immediately for each focus point spent. Velocity can be cast only once per turn.
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- Damage rolls against enemy models in this model's melee range are automatically boosted.
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- When a friendly Faction model in this model's control area destroys one or more enemy models with a melee or ranged atack during its activation, immediately after the attack is resolved, one warbeast in this model' battlegroup that is in its control area can advance up to 3". A warbeast can advance only once per turn as a result of Warpath.
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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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- Target friendly model/unit gains Camouflage and Pathfinder. (A model with Camouflage gains an additional +2 DEF when benefiting from concealment or cover.)
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- Target friendly living warbeast in this model's battlegroup can run, charge, or make slam or trample power attacks without being forced and gains boosted melee attack rolls.
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- This model cannot make ranged attacks, and non-magical ranged attacks targeting it automatically miss. While completely within 3" of this model, models cannot make ranged attacks and non-magical ranged attacks targeting them automatically miss. Wind Wall lasts for one round.
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- This model gains an additional die to its melee and ranged damage rolls against warjacks.
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- This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal.
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- 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.
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- This model can advance through other model if it has enough movement to move completely past their bases. This model cannot be targeted by free strikes. This model ignores intervening models when declaring its charge attack.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- While B2B with this model, friendly warcastes and solos gain +1 CMD.
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- 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.
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- This model ignores the effects of deep and shallow water and can move through them witrhout penalty.- While completely in deep water, it cannot be targeted by ranged or magic attacks and can make attacks only against other models in deep water. While completely in deep water, this model does not block LOS.
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- When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point.
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- RNG 5. Target friendly Faction warjack. If the warjack is in range, it immediately makes one normal melee or ranged attack. A warjack can make an Ancillary Attack special action only once per turn.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- This model is a channeler (p. 79).
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- When making attacks, ignore focus points overboosting the target's Power Field and spell effects adding to its ARM or DEF.
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- If its warcaster is in this model's command range during your Control Phase, the warcaster can upkeep one spell without spending focus.
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- When a model in this model’s command range is targeted by an enemy spell, before the spell is resolved the enemy spellcaster takes d3 damage points.
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- 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.
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- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
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- When calculating damage from this weapon, halve the base ARM stats of models hit that have medium or larger bases. This weapon gains +2 to damage rolls against models with small bases.
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- When calculating damage from this attack, halve the base ARM stats of the models hit that have medium or larger bases. This attack gains +2 to damage rolls against model swith small bases.
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- 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.
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- 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.
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- 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.
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- Before start of the game, attach this model to a friendly warcaster for the rest of the game. Each warcaster can have only one model attached to it.
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- Make d3 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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- This model gains an additional die on its back strike damage rolls.
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- Make two attack with this weapon.
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- Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action.
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- 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".
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- This model gains +2 DEF against ranged attack rolls.
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- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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- This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation it makes a Both Barrels attack.
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- This model gains +2 to charge attack damage rolls with this weapon.
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- This weaspon has an integral buckler that gives the model a cumulative +1 ARM bonus; for example, a model with two of them gains a bonus of +2 arm. A model does not gain this bonus while the weapon system with the buckler is crippled or being held in a weapon lock or when resolving damage that originates in its back arc.
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- 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.
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- This model gains an additional +2 DEF when benefiting from concealment or cover.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make a double-hand throw, head-butt, headlock/weapon lock, push or throw power attack against that target.
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- This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
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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.
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- When this model misses and attack roll for a combined ranged attack, it can reroll that attack roll. Each attack roll can be rerolled only once as a result of Combined Arms.
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- This model can participate in combined melee attacks with other models in its unit (p. 62).
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- This model can participate in combined ranged attacks with other models in its unit (p. 62).
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- Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon.
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- 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.
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- This model is not a living model, never flees, and automatically passes command checks. All warjack models have this advantage.
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- A model hit by this attack suffers the Corrosion continuous effect (p. 69).
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- A model hit by this attack suffers the Fire continuous effect (p. 69).
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- When a warjack is hit by this weapon, it suffers 1 damage point to its first available Cortex system box.
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- Place a 3" AOE anywhere completely within this weapon's RNG. The canter point of the AOE must be in this model's LOS, ignoring intervening models. A model entering or ending its activation in the AOE suffers a damage roll with POW equal to the POW of this weapon. The AOE remains in play for one round or until this model is destroyed or removed from play.
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- On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged.
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- On a critical hit, if the attack hit a small-based non-warlock/warcaster model the model hit is removed from play.
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- On a critical hit, the model hit by this attack suffers the Corrosion continuous effect(p. 69).
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- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.
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- 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.
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- On a critical hit, the model hit by this attack suffers the Fire continuous effect (p.69).
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- On a critical hit, the model hit byu this weapon loses Tough, cannot heal or be healed, and cannot transfer damage for one round.
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- On a critical hit, the model hit is knocked down.
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- On a critical hit, after the attack is resolved this model can make one additional attack against the model hit.
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- 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.
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- On a critical hit, the model hit loses its initial attacks and cannot make special attacks for one round.
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- If this model attack with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
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- This weapon causes cold damage (p.68).
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- This weapon causes corrosion damage (p. 68).
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- This weapon causes electrical damage (p. 68).
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- This weapon causes fire damage (p. 68).
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- While this model is B2B with one or more models in its unit, it gains +2 ARM.
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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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- 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.
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- If this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed any distance directly toward this model. After the damaged model is moved, this model can make one normal melee attack against the model pushed. After resolving this melee attack, this model can make additional melee attacks during its combat action.
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- While mounted, this model has base SPD 8 and base ARM 17. While dismounted, it has base SPD 6, base ARM 15.
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- 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.
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- 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.
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- When this model forfeits its movement to gain the aiming bonus it can also make one additional ranged attack this activation.
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- This model gains +2 DEF against melee attack rolls.
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- When this attack hits an enemy model with 1 or more focus or fury points on it, that model loses 1 focus or fury point and this model gains 1 focus point.
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- When a warjack or warbeast is hit by this weapon it is knocked down.
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- 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.
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- This model ignores cloud effects (p. 69) and forests (p. 87) when determining line of sight. This model ignores concealment (p. 57) and Stealth when making attacks.
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- This model never flees (p. 85). All warcaster models have this advantage.
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- This model cannot be targeted by ranged or magic attacks while knocked down.
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- While its Field Generator system is crippled, this model loses Stealth and cannot make Death Shadow attacks.
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- Models in this model's battlegroup gain the ability listed above.
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- 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.
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- When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continous effect.
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- When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
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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 listed type, this model gains +2 to attack rolls and gains an additional damage die.
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- This model can advance through terrain and obstacles without penalty and can advance through obstructions and other models if it has enough movement to move completely past them. This model ignores intervening models when declaring its charge target.
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- When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model up to the distance the slammed model was moved.
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- This model gains +2 DEF against ranged attack rolls and does not suffer blast damage.
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- During its activation, this model can spend focus to gain abilities. It gains one ability per focus point spent. Force Gate abilities last for one round.
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-Broadcast Power – Allocate 1 focus point to each friendly myrmidon within 3˝ of this model. A myrmidon can be allocated only 1 focus point per round as a result of Broadcast Power.
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-Distortion Field – This model gains +2 DEF and Poltergeist. (When an enemy model misses a model with Poltergeist with an attack, immediately after the attack is resolved you can choose to push the enemy model d3˝ directly away from the model with Poltergeist.)
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-Repulsor Field – When this model is hit with a melee attack, after the attack is resolved the attacking model is pushed 1˝ directly away from this model.
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- An enemy model hit by this weapon can be pushed up to 3" in any direction.
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- When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
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- When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.
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- This model gains +1 ARM for each sould token currently on it.
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- This model can make power attack slams without spending focus or being forced. Models slammed bu this model are moved an additional 2".
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- When a model is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.
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- While knocked down, this model is not automatically hit by melee attacks and its DEF is not reduced.
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- 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.
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- 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.
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- This model can add this weapon's POW to its head-butt and slam powe attack damage rolls.
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- If this model attacks with this weapon during its activation, it cannot attack with another melee weapon that activation. If this model attacked with another melee weapon this activation, it cannot attack with this weapon.
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- 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.
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
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- 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.
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- This model does not suffer cold damage (p. 68).
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- This model does not suffer corrosion damage and is immune to the Corrosion continuous effect (p. 68).
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- This model does not suffer electrical damage (p. 68).
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- This model does not suffer fire damage and is immune to the Fire continuous effect (p. 68).
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- This model can move through rough terrain and obstacles without penalty. It can move through obstructions and other models if it has enough movement to move completely past them. Other models, including slammed, pushed, or thrown models, can move through this model without effect if they have enough movement to move completely past it. This model does not count as an intervening model. This model suffers damage and effects only from magical weapons, magic attacks, animi, spells, and feats and is immune to continous effects. This model cannot be move by a slam. When this model makes a melee or ranged attack, before the attack roll is made it loses Incorporeal for one round.
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- Friendly X models/units in this model's command range never flee and immediately rally.
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- You gain +1 to the starting roll determining the order of deployment and play.
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- 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".
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- While B2B with a friendly Faction warjack, this model gains +2 DEF and ARM and cannot be kocked down.
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- This model gains +2 ARM for each warjack it controls B2B with it. When this model is directly hti by an enemy ranged or magic attack, you can choose to have onbe of those warjacks become the target and automatically be hit by the attack instead.
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- This model is not a warcaster but has the following warcaste special rules: Battlegroup Commander, Control Area, Focus Manipulation, Power Field, and Spellcaster.
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- When a model is hit by an attack with this weapon, it is knocked down.
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- This weapon can be used only to make charge attacks. When this model charges, this weapon gains Reach until the charge is resolved.
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- This model and friendly warrior models B2B with it cannot be knocked down.
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- This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking wiht whis model and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation.
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- This model must be B2B with a friendly living Faction Warrior model to make an attacks with this weapon.
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- Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability.
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- This weapon is a magical weapon (p. 68).
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- 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.
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- This model can attempt to repair friendly non-Faction warjacks and battle engines.
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- This model will work for Cryx.
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- This model will work for Cygnar.
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- This model will work for the Four Star Contract.
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- This model will work for Khador.
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- This model will work for Protectorate.
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- This model will work for Retribution.
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- This model will work for the Talion charter contract.
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- If you can have two or more warlocks in your army, this model and warjacks in its battlegroup can take the place of a Skorne warlock. This model counts toward the maximum number of warlocks allowed in an army and counts as a warlock for FA.
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- This model will work for the Blindwater Congregation pact.
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- This model will work for the Thornfall Alliance pact.
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- This model will work for Circle.
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- This model will work for Skorne.
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- This model will work for Trollbloods.
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- 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.
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- Myrmidons have two damage tracks: a set of boxes representing their force fields and another representing their damage grids.Mark the field boxes before marking the damage grids.The G Boxes of a myrmidon'sdamage grid represent its Field Generator.Once per turn during its activation, a myrmidon can spend 1 focus point to remove d3 damage points from its field damage track unless its Field Generator is crippled.
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- This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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- An attack with this weapon can be made only once per game.
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- 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.
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- 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".
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- A living model hit by this weapon has its base DEF reduced to 7 and cannot run or charge. Paralysis lasts for one round.
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- This model cannot be targeted by free strikes.
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- This model can advance through rough terrain (p. 86) without penalty and can charge and make slam and trample power attacks across obstacles (p. 87).
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- 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.
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- 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.
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- Gains an additional die on this weapon's damage rolls against living models.
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- When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack.
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- This model gains +2 to charge attack rolls with this weapon.
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- This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
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- Gain an additional die on attack and damage rolls with this weapon against models with an enemy upkeep spell on them.
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- 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.
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- When this model destroys one or more enemy models with a melee attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Quick Work do not count against a weapon's ROF.
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- While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
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- Friendly Faction models can ignore this model when determining LOS.
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- 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.
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- This model can make 3 initial attacks with this weapon during its combat action, ignoring ROF.
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- This weapon has a 2" melee range (p. 50).
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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 upkeep spells on models in its battlegroup without spending focus.
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- When included in a Retribution army, this model is a Retribution model instead of a Mercenary model.
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- This model can control and reactivate only friendly Mercenary Rhulic warjacks.
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- This model can have only Mercenary Rhulic warjacks in its battlegroup and can reactivate only frienldy Mercenary Rhulic warjacks.
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- 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.
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- When this model is missed by an enemy melee attack, immediately after the attack is resolved it can make one normal melee attack against the attacking model.
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- This model cannot be targeted by enemy spells.
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- Take control of a living enemy non-warcaster, non-warlock warrior model B2B with this model. You can immediately make a full advance with the enemy model followed by a normal melee attack, then Seduction expires. The nemey model cannot be targeted by free strikes duringt his movement.
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- 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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- This weapon is a shield that gives the model a cumulative +2 ARM bonus; for example, a model with two of them gains a bonus of +4 ARM. A model does not gain this bonus while the weapon system with the shield is crippled or being held in a weapon lock or when resolving damage that originates in its back arc.
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- 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.
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- 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.
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- 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.
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- A model directly hit by this weapon cannot cast spells for one round.
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- When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. Instead of rolling damage on a ranged attack, this model can inflict 1 damage point. A model that participates in a combined ranged attack loses Sniper until the attack is resolved.
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- 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.
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- This model does not generate a soul token when it is destroyed.
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- This model can be included in the listed warcaster's theme forces. It can also be bonded to the listed warcaster.
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- This model cannot be targeted by spells.
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- 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.
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- 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.
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- This model is a standard bearer (p. 70).
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- 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.
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- This model can forfeit its movement to give this weapon +4 RNG this activation and gain the aiming bonus.
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- 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.
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- 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.
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- When this model makes a melee attack during its activation, its fron arc extends to 360 degrees, and it can make one melee attack against each model in its LOS that is in its melee range.
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- When this model destroys an enemy model whit a normal ranged attack, immediately after the attack is resolved it can advance up to 2".
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- 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.
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- Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
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- 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.
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- This model is a terrifying entity (p. 84). Enemy models/units in the melee range of this model or with this model in their melee range must pass a command check or flee.
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- This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
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- Add this model's STR to the POW of this ranged attack.
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- When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled, and is knocked down.
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- Gain an additional damage die against knocked down targets.
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- This model ignores conceleament, Camouflage, and Stealth.
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- This model is not a living model and never flees.
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- While engaging an enemy model, this model gains +2 ARM.
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- This model can make melee and ranged attacks during the same combat action. When this model makes its initial attacks, it can make both its initial ranged and melee attacks.
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- When attacking with this weapon, add and additional die to its damage rolls.
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- If a model in this model's battlegroup in its control area is hit by an enemy magic attack, immediately after the attack is resolved one model in this model's battlegroup in its control area can make a full advance and make one normal attack.
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\ No newline at end of file
diff --git a/backups/Retribution_of_Scyrah_Reckoning(2015) 221217105833166.cat b/backups/Retribution_of_Scyrah_Reckoning(2015) 221217105833166.cat
deleted file mode 100644
index aafc023..0000000
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- Place target model completely within 2" of its current location. When Telekinesis targets an enemy model, it is an offensive spell and requires a magic attack roll. A model can be affected by Telekinesis only once per turn.
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- Target friendly model / unit cannot be targeted by a charge made by a model in its front arc.
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- Instead of suffering a normal damage roll, a non-incorporeal model Force Hammer hits is slammed d6" directly away from the spell's point of origin regardless of its base size and suffers a POW 12 damage roll. Collateral damage from this slam is POW 12.
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- This model does not suffer blast or collateral damage and cannot be knocked down. When an enemy AOE ranged attack deviates from a point in this model's control area, after the deviation distance is rolled you choose de deviation direction.
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- Target a model in this model's battlegroup in its control area. Enemy models within 2" of the target model are pushed 4" directly away from it in the order you choose.
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- After determining the point of impact for this atttack, roll deviation for an additional 3" AOE from that point. Model in that AOE are hit and suffer a POW 6 blast damage roll.
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- This model gains +2 DEF against ranged attack rolls and does not suffer blast damage.
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- While in Rahn's control area, friendly Faction models gain +2 RNG to their non-channelled spells, and their magic attack rolls and magic attack damage are boosted. Arcane Alignment lasts for one turn.
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- 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.
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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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- 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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- RNG 5. Target friendly faction warjack. If the target warjack is in reange and has no focus points, it gains 1 focus point. If the warjack is Disrupted, it is no longer Disrupted.
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- RNG 5. Target friendly Faction warjack. If the warjack is in range, it gains +2 on melee damage rolls this turn.
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- Each time this weapon is used to make an attack, choose one of the following abilities:
-- Blasted Earth - This activation this weapon's base POW becomes 16 and it gains AOE 4. This weapon's AOE is rough terrain that remains in play for one round.
-- Momentum - Instead of suffering a normal damage roll, a small- or medium-based, non-incorporeal model hit by this attack is slammed d3" directly away from this model. The POW of the slam damage roll is equal to the POW of the weapon. The POW of collateral damage is equal to the POW of the weapon. In addition to suffering a normal damage roll, large-based models hit by this attack are knocked down.
-- Rapid Fire [d3+1] - When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll d3+1. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
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- This mdoel cannot be charged by a model beginning the charge in this model's fron arc.
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- If this model forfeits its movement during its activation to gain the aiming bonus, its range weapons gain +2 RNG this turn. If this model gains the aiming bonus, while B2B with this model friendly myrmidon models also gain +2 RNG on their range weapons for one turn.
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- While its Field Generator system is crippled, this model loses Phoenix Field and Shield Guard, and the Repulsors lose Beat Back.
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- Remove d6 damage points from this model's force field after resolving continuous effects during your Maintenance Phase.
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- Instead of suferring a normal damage roll, a small- or medium- based, non-incorporeal model hit by this attack is slammed d3" directly away from this model. The POW of the slam damage roll is equal to the POW of this weapon. The POW of collateral damage is equal to the POW of this weapon. In addition to suffering a normal damage roll, large-based models hit by this attack are knocked down.
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- While within 5" of this model, enemy models cannot give or receive orders and cannot cast spells.
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- During your Control Phase, place this model anywhere completely within 2" of its current location.
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- While its Field Generator system is crippled, this model loses the Apparition and Phantasmal Field abilities.
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- This model gains +1 DEF against ranged and magic attack rolls for each focus point on it.
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- While this model is in play, models in its unit gain Combined Ranged Attack.
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- If this attack misses, nothing happens. If it directly hits an enemy model, before making the damage roll, push models within 2" of the model hit 2" directly toward it in the order you choose. Then center a 3" AOE on the model hit. Models hit suffer a POW 12 damage roll.
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- This model does not gain the abilities of the unit to which it is attached except Advance Deployment.
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- This model does not generate a soul token when it is destroyed.
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- While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
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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 listed type, this model gains +2 to attack rolls and gains an additional damage die.
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- Enemy upkeep spells on this model and/or its unit immediately expire.
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- This attachment can be added to a unit of the type listed.
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- Once per game while in formation, this model can use Extended Fire during its unit's activation. This activation, model in this unit gain +4 RNG to their ranged attacks.
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- While this model is in play, models in its unit gain Combined Arms. (When a model with Combined Arms misses an attack roll for a Combined Ranged Attack, it can reroll that attack roll. Each attack roll can be rerolled only once as a result of Combined Arms).
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- This attachment can be added to a unit of the type listed.
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- This model does not gain the abilities of the unit to which it is attached except Advance Deployment.
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- This model does not generate a soul token when it is destroyed.
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- While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
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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 listed type, this model gains +2 to attack rolls and gains an additional damage die.
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- Enemy upkeep spells on this model and/or its unit immediately expire.
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- This attachment can be added to a unit of the type listed.
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- 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.
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- This model and myrmidons it controls can ignore friendly Dawnguard models when drawing LOS and can advance through friendly Dawnguard models if they have enough movement to move completely past the Dawnguard models' bases.
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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 listed type, this model gains +2 to attack rolls and gains an additional damage die.
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- This attachment can be added to a unit of the type listed.
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- While this model is B2B with one or more model in its unit, it gains +2 ARM.
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- While this model is in play, models in its unit gain Vengeance. (During your Maintenance Phase, if one or more models in a unit with Vengeance where destroyed or removed from play by enemy attacks during your opponent's last turn, each model in the unit can advance up to 3" and make one normal melee attack).
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- Details...
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- 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.
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- This model does not gain the abilities of the unit to which it is attached except Advance Deployment.
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- This model does not generate a soul token when it is destroyed.
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- While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
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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 listed type, this model gains +2 to attack rolls and gains an additional damage die.
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- Enemy upkeep spells on this model and/or its unit immediately expire.
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- This attachment can be added to a unit of the type listed.
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- While this model is B2B with one or more model in its unit, it gains +2 ARM.
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- Details...
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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 listed type, this model gains +2 to attack rolls and gains an additional damage die.
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- While in this model's control area, models in its battlegroup extend their front arcs 360° and when determining LOS ignore cloud effects, forest terrain, and intervening models.
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- While in Vyros' control area this turn, when a friendly Faction model destroys an enemy model with an attack, allocate 1 focus point to a warjack in Vyros' battlegroup in his control area.
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- While its Field Generator system is crippled, this model loses Imprint: Kinetic Field and cannot attack with the Sonic Pulse Cannon.
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- During its activation, this model can spend 1 focus point to use Kinetic Field. For one turn, this model and friendly models within 3" gain +2 ARM against ranged attacks and do not suffer blast damage.
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- This model can be included in Rahn's theme forces. It can also be bonded to Rahn.
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- While within 5" of this model, non-myrmidon warjacks cannot channel spells or be allocated focus.
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- When this model hits another model with an attack, upkeep spells and animi on the model hit expire and it loses the focus points on it. When this model hits a warjack with and attack, that warjack suffers Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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- When an enemy model misses this model with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. This model is the point of origin for all these attacks.
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- Eahc time this model makes a normal ranged attack, choose one of the following abilities:
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-- Death Bolt - Instead of rolling damage, a model hit suffers 3 damage points. When damaging a warjack or warbeast, choose which column or branch suffers the damage.
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-- Disruptor Bolt - A model h it loses all focus points. A model hit with Focus Manipulation special rule does not replenish focus points next turn. A warjack hit suffers Disruption for one round. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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-- Phantom Seeker - This model ignores LOS when making ranged attacks. This model ignores concealment and cover when resolving ranged attacks.
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- When this model ends its normal movement within 5" of a friendly non-myrmidon warjack, its activation ends immediately.
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- When a living enemy model is destroyed by this attack, allocate 1 focus point to a warjack in this model's battlegroup that is in its control area.
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- When one or more friendly Faction warrior models are destroyed by an enemy attack while in this model's command range, this model gains +2 STR and ARM for one round.
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- This model can make one additional melee attack each combat action.
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- For one round, while in Garryth's control area enemy models cannot cast spells, channel spells, spend focus points, or be moved by place effects.
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- Instead of rolling damage, a model hit suffers 3 damage points. When damaging a warjack or warbeast, choose which column or branch suffers the damage.
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- When a model is hit by this attack, it cannot charge this model for one round.
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- While its Field Generator system is crippled, this model loses the Force Lock ability and cannot make Polarity Cannon attacks.
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- Enemy models in this model's melee range cannot advance except to change facing.
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- While its Field Generator system is crippled, this model loses the Pathfinder and Fleet abilities.
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- At the start of this model's activation, it can spend 1 focus point once to gain +2" movement for one turn.
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- While its Field Generator system is crippled, this model loses Force Barrier and Force Gate and cannot make Tractor Beam attacks.
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- - Force Wall (* Action) - For one round, while within 3" of this model, friendly Faction models gain Force Barrier.
-- Magno Blast (* Attack) - Magno Blast is a RNG 10, POW 13 magical attack. If the attack hits an enemy model, before resolving damage immediately push models within 2" of the model hit 1" directly away or directly toward the model hit in the order you choose.
-- Polarity Field (* Action) - For one round, this model cannot be charged by a model beginning the charge in this model's front arc.
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- This model does not gain the abilities of the unit to which it is attached except Advance Deployment.
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- This model does not generate a soul token when it is destroyed.
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- While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
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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 listed type, this model gains +2 to attack rolls and gains an additional damage die.
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- Enemy upkeep spells on this model and/or its unit immediately expire.
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- This attachment can be added to a unit of the type listed.
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- Force Bolt is a RNG 10, POW 10 magic attack. An enemy model hit by this attack may be pushed d3" directly toward or away from this model. On critical hit, the enemy model is also knocked down after being pushed.
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- This model gains +2 DEF against ranged attack rolls and does not suffer blast damage.
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- Make a melee attack. On a hit, instead of making a normal damage roll, the target model 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.
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- Whip Snap is a RNG 6, POW 12 magic attack. If this attack hits an enemy model, immediately after the attack is resolved this model or a friendly model within 3" of it can advance up to 3". A friendly model can advance as a result of this spell only once per turn.
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- This model gains +2 DEF against ranged attack rolls and does not suffer blast damage.
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- Force Bolt is a RNG 10, POW 10 magic attack. An enemy model hit by this attack may be pushed d3" directly toward or away from this model. On critical hit, the enemy model is also knocked down after being pushed.
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- Each time this model makes a normal ranged attack, choose one of the following abilities:
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-Energy Leak – When a warjack is hit with this weapon, it suffers a cumulative –1 penalty to its focus allocation limit for one round. Models that are immune to Disruption are immune to Energy Leak.
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-Lightning Generator – When a model is hit with this weapon, lightning arcs from that model to d3 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 4˝ of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers a POW 10 electrical damage roll.
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-Pulse Fire – When a model is hit with this weapon, it suffers d3 damage rolls instead of one.
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- While this model is in play, after all models in its unit have completed their actions, each can advance up to 3".
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- Once per game while in formation, this model can use this ability during its unit's activation. This activation, models in this unit gain +2 to attack and damage rolls when making a melee attack targeting an enemy model in melee range of another model in this unit.
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- This attachment can be added to a unit of the type listed.
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- This model does not gain the abilities of the unit to which it is attached except Advance Deployment.
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- This model does not generate a soul token when it is destroyed.
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- While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
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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 listed type, this model gains +2 to attack rolls and gains an additional damage die.
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- Enemy upkeep spells on this model and/or its unit immediately expire.
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- This attachment can be added to a unit of the type listed.
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- Once per game while in formation, this model can use this ability during its unit's activation. This activation, models in this unit gain an additional die on ranged attack rolls against models within 8" of it.
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- While this model is in play, models in its unit can make combined ranged attacks targeting models in melee.
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- This attachment can be added to a unit of the type listed.
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- This model does not gain the abilities of the unit to which it is attached except Advance Deployment.
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- This model does not generate a soul token when it is destroyed.
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- While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
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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 listed type, this model gains +2 to attack rolls and gains an additional damage die.
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- Enemy upkeep spells on this model and/or its unit immediately expire.
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- This attachment can be added to a unit of the type listed.
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- RNG CMD. Target Friendly Houseguard unit. If the Houseguard unit is in range, it gains +2" movement during its activation this turn.
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- RNG CMD. Target Friendly Houseguard unit. If the Houseguard unit is in range, it ignores Camouflage and Stealth during its activation this turn.
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- Friendly Houseguard models/units in this model's command range never flee and immediately rally.
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- For each focus point on this model when it declares an attack with this weapon, the weapon gains +1RNG and +1 POW for the rest of the attack.
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- While its Field Generator system is crippled, this model loses the Kinetic Capacitor ability and cannot attack with the Force Cannon.
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- During the Maintenance Phase, do not remove unspent focus points from this model. Focus point remaining on this model at the start of your Control Phase count toward its focus allocation limit.
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- When this model is hit by an enemy melee or ranged attack, after the attack is resolved this model gains 1 focus point.
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- While its Field Generator system is crippled, this model cannot make Starburst attacks.
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- When a warjack is hit by this weapon it becomes stationary for one round.
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- When a warjack is hit by this weapon it becomes stationary for one round.
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- While in Ossyan's control area, this model's ranged weapon gains Void Lock. (A model directly hit by a weapon with Void Lock cannot channel spells, be allocated focus, or be forced for one round.)
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- This model can be included in Vyros' theme forces. It can also be bonded to Vyros.
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- While its Field Generator system is crippled, this model loses Phoenix Field and cannot attack with the Halation Cannon.
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- Remove d6 damage points from this model's force field after resolving continuous effects during your Maintenance Phase.
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- Once per game during your Maintenance Phase or when disabled, this model can use Phoenix Protocol. Remove up to 1 damage point from each of its systems and remove all damage points from its force field.
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- While in Issyria's control area, friendly Faction models gain True Sight and gain one additional die on attack and damage rolls. For each of those rolls, you choose one of the dice rolled to be discarded. Dawn's Light lasts for one round.
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- - 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.
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-- 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.
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-- 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.
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- After resolving an attack with this weapon that directly hit an enemy model, center a 4" AOE on the model directly hit. The AOE remains centered on the model hit even if it moves and remains in play for one round. If the affected model is destroyed, the AOE leaves play. While in the AOE, models suffer -2 DEF. A model beginning its activation in the AOE cannot run or charge that activation.
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- When this weapon hits a model/unit, upkeep spells on that model/ unit immediately expire.
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- While in Ossyan's control area, enemy models roll one less die when making ranged attack damage rolls. When resolving a ranged attack damage roll against an enemy model is in Ossyan's control area, friendly Faction models roll one additional die. Gravity Well lasts for one round.
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- This weapon has a 4" melee range during this model's activation.
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- Damage exceding the ARM of the model hit is doubled. A model disabled by this attack cannot make a Tough roll.
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- This attachment can be added to a unit of the type listed.
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- Models in this unit gain Phantom Seeker. (A model with Phantom Seeker ignores LOS when making ranged attacks. That model ignores concealment and cover when resolving ranged attacks).
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- Models in this unit gain Advance Deployment.
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- This model does not gain the abilities of the unit to which it is attached except Advance Deployment.
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- This model does not generate a soul token when it is destroyed.
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- While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
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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 listed type, this model gains +2 to attack rolls and gains an additional damage die.
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- Enemy upkeep spells on this model and/or its unit immediately expire.
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- This attachment can be added to a unit of the type listed.
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- While its Field Generator system is crippled, this model loses the Force Generator ability, cannot attack with the Cyclone Cannon, and cannot make Covering Fire special action.
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- At the start of this model's activation, it can spend 1 focus point once to gain +3 STR for one turn.
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- While Moros is in Garryth’s control area, it gains Apparition. (During your Control Phase, place models with Apparition anywhere completely within 2˝ of their current locations. Only models in formation can be placed.)
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- 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.
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- When this model is destroyed by an enemy attack, models within 8" of it lose their focus and fury points and cannot cast spells, channel, or use their animi for one round.
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- While its Field Generator system is crippled, this model loses the Phoenix Field ability and cannot attack with the Halo Cannon.
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- Models within 2" of this model suffer a POW 12 fire damage roll and the Fire continuous effect. This model can make additional melee attacks after making this special attack.
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- Remove d6 damage points form this model's force field after resolving continuous effects during your Maintenance Phase.
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- 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.
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- While in Ravyn's control area this turn, friendly Faction models gain boosted ranged attack rolls and Swift Hunter.
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- Models hit by this weapon suffer -2 DEF against magic attack rolls. Psychic Relay lasts for one turn.
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- This model does not gain the abilities of the unit to which it is attached except Advance Deployment.
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- This model does not generate a soul token when it is destroyed.
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- While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
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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 listed type, this model gains +2 to attack rolls and gains an additional damage die.
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- Enemy upkeep spells on this model and/or its unit immediately expire.
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- This attachment can be added to a unit of the type listed.
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- Each time this model makes a normal ranged attack, choose one of the following abilities: 1) Brutal Shot: Gain an additional die on the damage roll against a model directly hit; 2) Snipe: This attack gains +4" RNG; 3) Star Strike: This attack causes no damage. Instead, on a direct hit models in the AOE suffer the Fire continuous effect.
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- 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.
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- You gain +1 on your starting roll for the game.
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- Friendly models/units can begin the game affected by Thyron’s upkeep spells. These spells and their targets must be declared before either player sets up models.
-Thyron does not pay focus to upkeep these spells during your first turn.
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- Thyron and friendly Faction models beginning their activations in Thyron’s control area gain an additional die on melee attack rolls and Side Step. (When a model with Side Step 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. A model with Side Step cannot be targeted by free strikes during this movement.)
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- When a friendly Faction model is destroyed by an enemy attack while in Vyros' control area anytime except while advancing, immediately after the attack is resolved a friendly Faction model in Vyros' control area can make a full advance. A model can advance only once as a result of Tide of War. Tide of War lasts for one round.
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- While in this model's control area, models in its battlegroup extend their front arcs 360 degrees and when determining LOS ignore cloud effects, forest terrain, and intervening models.
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- Friendly Dawnguard models/units in this model's command range never flee and immediately rally.
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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 a damage roll resulting from a direct hit fails to exceed the ARM of the target enemy model/unit, the affected model hit suffers 1 damage point.
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- Place 1 fury point on each enemy warbeast currently in this model's control area. This spell can only be cast once per turn.
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- Magical bolts of energy streak toward the target model.
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- Target friendly Faction model / unit gain Whiplash. (When an enemy model misses a model with Whiplash with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. the model with Whiplash is the point of origin for all these attacks.)
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- A warjack damaged by this attack becomes stationary for one round.
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- Target friendly Faction warjack can charge or make slam or trample power attacks without spending focus. The warjack gains +2˝ movement when it charges or makes a slam or trample power attack. Models slammed by the warjack are moved +2˝.
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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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- Enemy upkeep spells on target friendly model / unit expire. Affected models cannot be targeted by enemy spells or animi.
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- While in this model's control area, models in its battlegroup cannot be knocked down and gain +3 ARM but suffer -2 DEF. Batten Down the Hatches lasts for one round.
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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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- While in this model's control area, models in its battlegroupgain Counter Charge. (When an enemy model advances and ends its movement within 6" of a model with Counter Charge and its LOS, the model with Counter Charge can immediately charge it. If it does, it cannot make another counter charge until after your next turn. A model cannot make a coutner charge while engaged.)
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- On a hit, you can immediately advance target enemy non-warcaster/non-warlock model up to 3". Affected models cannot be targeted by free strikes during this movement. A model can move only once per turn as a result of Befuddle.
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- Models hit lose Flight for one round.
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- Target enemy warrior model/unit cannot make ranged or magic attacks and suffers -2 DEF for one round.
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- Target friendly warrior model/unit gains an additional die on melee damage rolls but suffers -2 DEF.
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- When a model is hit by Blow the Man Down, it is knocked down. On a critical hit, instead of suffering a normal damage roll a non-incorporeal model is slammed d6" directly away from the spell's point of origin regardless of its base size. Collateral damage from this slam is POW 15.
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- Target friendly model/unit gains +3 DEF against ranged and magic attack rolls.
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- Models in this model's battlegroup currently in its control area can immediately make one normal ranged attack. Attacks gained from Broadside do not count against a weapon's ROF. Broadside can be cast only once per turn.
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- Target frienldy model gains +2 DEF against ranged attack rolls and Dodge. (A model with Dodge can advance up to 2" immdeiately 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.)
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- Friendly models gain +2 to attack and damge rolls against target enemy model/unit.
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- Friendly Faction models gain +2 to melee attack rolls against enemy models in this model's control area. Carnage lasts for one round.
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- While in this model's control range, models in its battlegroup gain Future Sight. (A model with Future Sight can boost attack and damage rolls after rolling.)
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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 within 5" of target friendly model/unit, enemy models cannot make ranged attacks.
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- Friendly models/units beginning a charge in this model's control area gain +2" movement. Affected models can charge without spending focus points or being forced. Coup de Main lasts for one turn.
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- Target friendly Faction model/unit gains Pathfinder and Hunter. (A model with Hunter ignores forests, concealment, and cover when determining LOS or making a ranged attack.)
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- Friendly Faction models beginning a charge while in this model's control area this turn gain +2" movement.
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- This model immediately makes a full advance. It cannot be targeted b y free strikes during this movement. At the end of this movement, this model can make one melee attack against each model in its LOS that is in its melee range. Cyclone can be cast only once per turn.
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- While in this model's control area, friendly Faction warrior models cannot be targeted by free strikes. This model and friendly Faction warrior models activating in its control area gain +1 SPD. Dash lasts for one round.
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- When Deadweight destroys an enemy living or undead model, choose an enemy model within 2" of the destroyed model. The chosen model must forfeit either its movement or its action during its next activation, as its controller chooses.
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- When a friendly Faction model misses target enemy model / unit with an attack, it can reroll the attack roll. Each attack roll can be rerolled only once as a result of Death Sentence.
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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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- Target friendly Faction model/unit gains +2 DEF and ARM.
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- While in this model's control area, friendly Faction warrior models gain +2 ARM against ranged and magic attack damage rolls. Deflection 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 enemy warrior model/unit cannot make ranged attacks and suffers -2 DEF and MAT 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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- Friendly Faction models beginning their activations in this model's control area gain Pathfinder. Easy Rider lasts for one turn.
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- When this model hits another model with an attack, the model hit loses the focus and fury points on it, and upkeep spells it cast immediately expire.
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- While this model is in play, models in its unit gain Fearless.
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- While this model is in play, after all models in its unit have completed their actions, each can advance up to 3".
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- Models in this unit gain Advance Deployment.
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- This attachment can be added to a Mage Hunter unit.
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- Immediately after this attack is resolved, this model can advance up to 2" for each enemy model destroyed by the attack.
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- Warbeasts in this model's battlegroup beginning their activations in its contgrol area gain +2 movement. This model gians +2 ARM while one or more warbeasts in its battlegroup are within 3" of it.
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- When target friendly model makes a normal attack with a non-spray ranged weapon, the weapon gains Magical Weapon. If the weapon was AOE - it becomes AOE 3. An affected model cannot participate in a combined ranged attack. Models in the AOE other than the model that was directly hit suffer blast damage but do not suffer any other effects of the attack. Explosivo expires immediately after resolving target model's next ranged attack. Explosivo lasts for one turn.
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- Target friendly warjack gains +2 ARM and does not suffer the effects of crippled systems.
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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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- Models damaged by Force Blow are knocked down.
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- Target friendly Faction model/unit can reroll its missed attack rolls. Each attack roll can be rerolled only once as a result of Fortune.
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- Frost Hammer causes Cold damage. On a critical hit, a model becomes Stationary for one round unless it has Immunity: Cold.
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- When an enemy model is hit by this attack, it can be pushed d6" directly toward Gallows' point of origin.
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- Target friendly model/unit gains Ghostly for one turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. An affected model cannot be targeted by free strikes.)
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- Target friendly Faction model gains +2 DEF and Poltergeist. (When an enemy model misses the model with Poltergeist with and attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from the model with Poltergeist.)
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- Center a 5" AOE on this model. Each other model in the AOE is hit and suffers a POW 13 damage roll. Each enemy model damaged by Ground Zero is pushed d6" directly away from this model in the order you choose.
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- While in this model's control area, models in its battlegroup gain boosted ranged attack rolls for one turn.
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- When an enemy attack destroys or removes from play one or more friendly Faction models within 5" of target warbeast in this model's battlegroup, after the attack is resolved the affected warbeast can charge an enemy model, then Hallowed Avenger expires.
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- Target model in this model's battlegroup gains boosted ranged attack damage rolls.
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- Take control of target enemy non-warcaster, non-warlock warrior model. The model immediately makes one normal melee attack, then Influence expires.
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- While in this model's control area, enemy models treat open terrain as rough terrain. Inhospitable Ground lasts for one round.
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- Target friendly Faction model / unit gains +2 ARM and Fearless.
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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 friendly warrior model/unit gains +3 DEF but suffers -1 SPD.
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- Friendly FAction models beginning a charge in this model's control area gain Pathfinder. Warbeasts in th is model's battlegroup beginning their activations in this model's control area can charge or make slam power attacks against enemy models without being forced. Killing Ground lasts for one turn.
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- A model damaged by Lock the Target cannot run, charge, or be placed for one round.
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- This model spends up to 3 focus points to cast Locomotion. Target warjack in this model's battlegroup immediately advances up to 1" for each focus point spent. A warjack can be targeted by Locomotion only once per turn.
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- Place a 5" AOE completely in this model's control area. While a model is within the AOE, models in this model's battlegroupignore forests and cloud effects when drawing LOS to it and ignore Stealth when attacking it.
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- If the target friendly Faction model's next normal ranged attack directly hits, after resolving the attack choose a model within 4" of the model hit. The chosen model sufers an unboostable POW 12 magic damage roll. The point of origin for this damage is the model hit. After resolving this damage roll, Magic Bullet expires. Magic Bullet lasts for one turn.
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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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- Target enemy model/unit suffers -2 DEF and loses Incorporeal and Stealth and cannot gain those abilities while affected by Marked for Death. Friendly Faction models can target an affected model regardless of LOS.
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- Target friendly Faction model / unit gains Apparition. During your Control Phase, place models with Apparition anywhere completely within 2" of their current locations. If Mirage affects a unit, only model in formation can be placed.
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- Models in this model's battlegroup currently in its control area gain +2 SPD and Pathfinder for one turn.
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- Target warjack suffers 1 point of fire damage to each column on its damage grid.
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- Target enemy model/unit suffers -2 DEF and ARM and cannot be healed. Mortality lasts for one round.
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- While in this model's control area, friendly models gain Knockdown on their melee weapons. Mosh Put lasts for one turn. (When a model is hit with an attack by a weapon with Knockdown, it is knocked down.)
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- While in this model's control range, models in its battlegroup gain Gun-and-Run. (At the end of its activation, if a model with Gun-and-Run destroyed one or more enemy models with ranged attacks this activation it can make a full advance.)
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- An enemy warbeast damaged by Muzzle cannot advance toward this model for one round.
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- Target friendly model/unit ignores intervening models when making attacks. The weapons of affected models gain Magical Weapon.
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- The force of this attack blasts apart the earth itself.
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- Friendly Faction models beginning a charge in this model's control area gain Pathfinder.
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- When target friendly model/unit is targeted by a ranged attack, the attack suffers -5 RNG.
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- Target model in this model's battlegroup ignores LOS when making charges, slams and attacks. That model ignores conceleament and cover when resolving attacks.
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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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- On a critical hit, models hit lose their initial attacks and cannot make special attacks for one round.
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- Choose a friendly Faction warbeast in this model's control area. Target an enemy model within 8" of the chosen warbeast and make a magice attack against it. The chosen warbeast is the attack's point of origin. If the enemy model is hit, it suffers a damage roll with a POW equal to the warbeast's base STR.
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- When an enemy model casts a spells or use an animus while in this model's control area, the enemy model suffers 1 damage point and this models heals 1 damage point.
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- Continuous effects, animi, and upkeep spells in this model's control area immediately expires.
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- If target enemy model/unit advances during its normal movement, immediately after ending this movement one model in this model’s battlegroup that is in its control area can make a full advance.
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- Target friendly model/unit gains +2 SPD and +2 DEF against ranged and magic attack rolls.
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- Take control of target enemy non-character warbeast. You can make one full advance with the warbeast and can then make one normal attack with it, then Rampager expires. While the warbeast is affected by Rampager, it cannot be forced and you cannot use its animus. Rampager can be cast only once per round.
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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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- When target friendly Faction model hits an enemy model with an attack during its activation, immediately after its combat action ends the affected can make a full advance. It cannot be targeted by free strikes during this movement.
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- When target friendly Faction model is targeted by an enemy ranged attack, after the attack is resolved the affected model can make one normal melee or ranged attack, then Return Fire expires. Return Fire lasts for one round.
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- The AOE is rough terrain and remains in play for one round.
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- Place a wall template anywhere completely in this model's control area where it does not touch a model's base, an obstruction, or an obstacle. The wall is a linear obstacle that provides cover.
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- When an enemy attack disables a living model in the target friendly unit, you can choose a non-disabled living model in the unit to be destroyed. If another model is destroyed as a result of Roth's Mercy, the originally disabled model heals 1 damage point.
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- When target friendly Faction model/unit directly hits and boxes an enemy model with a ranged or melee attack, center a 3" AOE on the boxed model, then remove that model from play. Models in the AOE are hit and suffer an unboostable POW 8 damage roll.
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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 frienldy model's/unit's ranged weapons gain +4 RNG.
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- Target friendly Faction model/unit gains concealment and Immunity: Cold.
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- Remove up to 1 fury point from each frienldy living Faction warbeast currently in this model's control area. Soothing Song can only be cast once per turn.
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- When a living non-soulless model is boxed by Soulfire, this model gains 1 focus point and the boxed model is removed from play.
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- While within this model's control area, friendly Faction model/unit' weapons gain Magical Weapon and Blessed. Spellpiercer lasts for one round. (When making an attack with a weapon with Blessed, ignore spell effects that add to a model's ARM or DEF.)
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- While within this model’s control area, friendly Faction models/units’ weapons gain Magical Weapon and Blessed. Spellpiercer lasts for one round. (When making an attack with a weapon with Blessed, ignore spell effects that add to a model’s ARM or DEF.)
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- While in this model's control area enemy models gaion an additional die on attack rolls. Discard the highest die of each roll. Star-Crossed lasts for one round.
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- Target friendly warrior model gains +2 STR, MAT, and ARM and cannot be targeted by combined ranged attacks or combined melee attacks.
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- A model damaged by Stranglehold forfeits either its movement or its action during its next activation, as its controller chooses.
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- An enemy warbesat damaged by Sunder Spirit loses its animus for one round.
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- Target friendly Faction model gains +2 DEF and cannot be knocked down. While within 3" of the affected model, friendly Faction models also gain +2 DEF and cannot be knocked down.
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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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- This model can channel spells through target friendly model as if it were a model in this model's battlegroup with Arc Node.
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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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- The AOE is a cloud effect that remains in play for one round.
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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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- Place a 4" AOE cloud effect anywhere completely in this model's control area. This AOE does not block friendly Faction models' LOS. While in the AOE, friendly Faction models gain Pathfinder and can move through obstructions and other models if they have enough movement to move completely past them.
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- This model can spend up to 3 focus points to advance up to 2" immediately for each focus point spent. Velocity can be cast only once per turn.
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- Damage rolls against enemy models in this model's melee range are automatically boosted.
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- When a friendly Faction model in this model's control area destroys one or more enemy models with a melee or ranged atack during its activation, immediately after the attack is resolved, one warbeast in this model' battlegroup that is in its control area can advance up to 3". A warbeast can advance only once per turn as a result of Warpath.
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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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- Target friendly model/unit gains Camouflage and Pathfinder. (A model with Camouflage gains an additional +2 DEF when benefiting from concealment or cover.)
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- Target friendly living warbeast in this model's battlegroup can run, charge, or make slam or trample power attacks without being forced and gains boosted melee attack rolls.
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- This model cannot make ranged attacks, and non-magical ranged attacks targeting it automatically miss. While completely within 3" of this model, models cannot make ranged attacks and non-magical ranged attacks targeting them automatically miss. Wind Wall lasts for one round.
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- This model gains an additional die to its melee and ranged damage rolls against warjacks.
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- This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal.
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- 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.
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- This model can advance through other model if it has enough movement to move completely past their bases. This model cannot be targeted by free strikes. This model ignores intervening models when declaring its charge attack.
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- While B2B with this model, friendly warcastes and solos gain +1 CMD.
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- 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.
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- This model ignores the effects of deep and shallow water and can move through them witrhout penalty.- While completely in deep water, it cannot be targeted by ranged or magic attacks and can make attacks only against other models in deep water. While completely in deep water, this model does not block LOS.
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- When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point.
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- RNG 5. Target friendly Faction warjack. If the warjack is in range, it immediately makes one normal melee or ranged attack. A warjack can make an Ancillary Attack special action only once per turn.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- This model is a channeler (p. 79).
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- When making attacks, ignore focus points overboosting the target's Power Field and spell effects adding to its ARM or DEF.
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- If its warcaster is in this model's command range during your Control Phase, the warcaster can upkeep one spell without spending focus.
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- When a model in this model’s command range is targeted by an enemy spell, before the spell is resolved the enemy spellcaster takes d3 damage points.
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- 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.
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- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
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- When calculating damage from this weapon, halve the base ARM stats of models hit that have medium or larger bases. This weapon gains +2 to damage rolls against models with small bases.
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- When calculating damage from this attack, halve the base ARM stats of the models hit that have medium or larger bases. This attack gains +2 to damage rolls against model swith small bases.
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- 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.
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- 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.
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- 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.
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- Before start of the game, attach this model to a friendly warcaster for the rest of the game. Each warcaster can have only one model attached to it.
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- Make d3 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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- This model gains an additional die on its back strike damage rolls.
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- Make two attack with this weapon.
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- Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action.
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- 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".
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- This model gains +2 DEF against ranged attack rolls.
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- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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- This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation it makes a Both Barrels attack.
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- This model gains +2 to charge attack damage rolls with this weapon.
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- This weaspon has an integral buckler that gives the model a cumulative +1 ARM bonus; for example, a model with two of them gains a bonus of +2 arm. A model does not gain this bonus while the weapon system with the buckler is crippled or being held in a weapon lock or when resolving damage that originates in its back arc.
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- 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.
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- This model gains an additional +2 DEF when benefiting from concealment or cover.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make a double-hand throw, head-butt, headlock/weapon lock, push or throw power attack against that target.
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- This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
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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.
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- When this model misses and attack roll for a combined ranged attack, it can reroll that attack roll. Each attack roll can be rerolled only once as a result of Combined Arms.
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- This model can participate in combined melee attacks with other models in its unit (p. 62).
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- This model can participate in combined ranged attacks with other models in its unit (p. 62).
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- Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon.
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- 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.
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- This model is not a living model, never flees, and automatically passes command checks. All warjack models have this advantage.
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- A model hit by this attack suffers the Corrosion continuous effect (p. 69).
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- A model hit by this attack suffers the Fire continuous effect (p. 69).
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- When a warjack is hit by this weapon, it suffers 1 damage point to its first available Cortex system box.
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- Place a 3" AOE anywhere completely within this weapon's RNG. The canter point of the AOE must be in this model's LOS, ignoring intervening models. A model entering or ending its activation in the AOE suffers a damage roll with POW equal to the POW of this weapon. The AOE remains in play for one round or until this model is destroyed or removed from play.
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- On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged.
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- On a critical hit, if the attack hit a small-based non-warlock/warcaster model the model hit is removed from play.
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- On a critical hit, the model hit by this attack suffers the Corrosion continuous effect(p. 69).
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- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.
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- 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.
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- On a critical hit, the model hit by this attack suffers the Fire continuous effect (p.69).
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- On a critical hit, the model hit byu this weapon loses Tough, cannot heal or be healed, and cannot transfer damage for one round.
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- On a critical hit, the model hit is knocked down.
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- On a critical hit, after the attack is resolved this model can make one additional attack against the model hit.
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- 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.
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- On a critical hit, the model hit loses its initial attacks and cannot make special attacks for one round.
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- If this model attack with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
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- This weapon causes cold damage (p.68).
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- This weapon causes corrosion damage (p. 68).
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- This weapon causes electrical damage (p. 68).
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- This weapon causes fire damage (p. 68).
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- While this model is B2B with one or more models in its unit, it gains +2 ARM.
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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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- 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.
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- If this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed any distance directly toward this model. After the damaged model is moved, this model can make one normal melee attack against the model pushed. After resolving this melee attack, this model can make additional melee attacks during its combat action.
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- While mounted, this model has base SPD 8 and base ARM 17. While dismounted, it has base SPD 6, base ARM 15.
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- 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.
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- 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.
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- When this model forfeits its movement to gain the aiming bonus it can also make one additional ranged attack this activation.
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- This model gains +2 DEF against melee attack rolls.
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- When this attack hits an enemy model with 1 or more focus or fury points on it, that model loses 1 focus or fury point and this model gains 1 focus point.
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- When a warjack or warbeast is hit by this weapon it is knocked down.
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- 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.
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- This model ignores cloud effects (p. 69) and forests (p. 87) when determining line of sight. This model ignores concealment (p. 57) and Stealth when making attacks.
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- This model never flees (p. 85). All warcaster models have this advantage.
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- This model cannot be targeted by ranged or magic attacks while knocked down.
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- While its Field Generator system is crippled, this model loses Stealth and cannot make Death Shadow attacks.
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- Models in this model's battlegroup gain the ability listed above.
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- 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.
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- When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continous effect.
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- When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
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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 listed type, this model gains +2 to attack rolls and gains an additional damage die.
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- This model can advance through terrain and obstacles without penalty and can advance through obstructions and other models if it has enough movement to move completely past them. This model ignores intervening models when declaring its charge target.
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- When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model up to the distance the slammed model was moved.
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- This model gains +2 DEF against ranged attack rolls and does not suffer blast damage.
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- During its activation, this model can spend focus to gain abilities. It gains one ability per focus point spent. Force Gate abilities last for one round.
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-Broadcast Power – Allocate 1 focus point to each friendly myrmidon within 3˝ of this model. A myrmidon can be allocated only 1 focus point per round as a result of Broadcast Power.
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-Distortion Field – This model gains +2 DEF and Poltergeist. (When an enemy model misses a model with Poltergeist with an attack, immediately after the attack is resolved you can choose to push the enemy model d3˝ directly away from the model with Poltergeist.)
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-Repulsor Field – When this model is hit with a melee attack, after the attack is resolved the attacking model is pushed 1˝ directly away from this model.
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- An enemy model hit by this weapon can be pushed up to 3" in any direction.
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- When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
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- When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.
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- This model gains +1 ARM for each sould token currently on it.
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- This model can make power attack slams without spending focus or being forced. Models slammed bu this model are moved an additional 2".
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- When a model is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.
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- While knocked down, this model is not automatically hit by melee attacks and its DEF is not reduced.
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- 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.
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- 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.
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- This model can add this weapon's POW to its head-butt and slam powe attack damage rolls.
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- If this model attacks with this weapon during its activation, it cannot attack with another melee weapon that activation. If this model attacked with another melee weapon this activation, it cannot attack with this weapon.
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- 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.
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
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- 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.
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- This model does not suffer cold damage (p. 68).
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- This model does not suffer corrosion damage and is immune to the Corrosion continuous effect (p. 68).
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- This model does not suffer electrical damage (p. 68).
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- This model does not suffer fire damage and is immune to the Fire continuous effect (p. 68).
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- This model can move through rough terrain and obstacles without penalty. It can move through obstructions and other models if it has enough movement to move completely past them. Other models, including slammed, pushed, or thrown models, can move through this model without effect if they have enough movement to move completely past it. This model does not count as an intervening model. This model suffers damage and effects only from magical weapons, magic attacks, animi, spells, and feats and is immune to continous effects. This model cannot be move by a slam. When this model makes a melee or ranged attack, before the attack roll is made it loses Incorporeal for one round.
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- Friendly X models/units in this model's command range never flee and immediately rally.
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- You gain +1 to the starting roll determining the order of deployment and play.
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- 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".
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- While B2B with a friendly Faction warjack, this model gains +2 DEF and ARM and cannot be kocked down.
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- This model gains +2 ARM for each warjack it controls B2B with it. When this model is directly hti by an enemy ranged or magic attack, you can choose to have onbe of those warjacks become the target and automatically be hit by the attack instead.
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- This model is not a warcaster but has the following warcaste special rules: Battlegroup Commander, Control Area, Focus Manipulation, Power Field, and Spellcaster.
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- When a model is hit by an attack with this weapon, it is knocked down.
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- This weapon can be used only to make charge attacks. When this model charges, this weapon gains Reach until the charge is resolved.
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- This model and friendly warrior models B2B with it cannot be knocked down.
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- This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking wiht whis model and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation.
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- This model must be B2B with a friendly living Faction Warrior model to make an attacks with this weapon.
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- Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability.
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- This weapon is a magical weapon (p. 68).
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- 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.
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- This model can attempt to repair friendly non-Faction warjacks and battle engines.
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- This model will work for Cryx.
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- This model will work for Cygnar.
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- This model will work for the Four Star Contract.
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- This model will work for Khador.
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- This model will work for Protectorate.
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- This model will work for Retribution.
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- This model will work for the Talion charter contract.
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- If you can have two or more warlocks in your army, this model and warjacks in its battlegroup can take the place of a Skorne warlock. This model counts toward the maximum number of warlocks allowed in an army and counts as a warlock for FA.
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- This model will work for the Blindwater Congregation pact.
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- This model will work for the Thornfall Alliance pact.
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- This model will work for Circle.
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- This model will work for Skorne.
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- This model will work for Trollbloods.
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- 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.
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- Myrmidons have two damage tracks: a set of boxes representing their force fields and another representing their damage grids.Mark the field boxes before marking the damage grids.The G Boxes of a myrmidon'sdamage grid represent its Field Generator.Once per turn during its activation, a myrmidon can spend 1 focus point to remove d3 damage points from its field damage track unless its Field Generator is crippled.
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- This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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- An attack with this weapon can be made only once per game.
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- 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.
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- 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".
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- A living model hit by this weapon has its base DEF reduced to 7 and cannot run or charge. Paralysis lasts for one round.
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- This model cannot be targeted by free strikes.
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- This model can advance through rough terrain (p. 86) without penalty and can charge and make slam and trample power attacks across obstacles (p. 87).
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- 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.
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- 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.
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- Gains an additional die on this weapon's damage rolls against living models.
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- When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack.
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- This model gains +2 to charge attack rolls with this weapon.
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- This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
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- Gain an additional die on attack and damage rolls with this weapon against models with an enemy upkeep spell on them.
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- 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.
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- When this model destroys one or more enemy models with a melee attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Quick Work do not count against a weapon's ROF.
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- While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
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- Friendly Faction models can ignore this model when determining LOS.
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- 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.
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- This model can make 3 initial attacks with this weapon during its combat action, ignoring ROF.
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- This weapon has a 2" melee range (p. 50).
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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 upkeep spells on models in its battlegroup without spending focus.
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- When included in a Retribution army, this model is a Retribution model instead of a Mercenary model.
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- This model can control and reactivate only friendly Mercenary Rhulic warjacks.
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- This model can have only Mercenary Rhulic warjacks in its battlegroup and can reactivate only frienldy Mercenary Rhulic warjacks.
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- 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.
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- When this model is missed by an enemy melee attack, immediately after the attack is resolved it can make one normal melee attack against the attacking model.
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- This model cannot be targeted by enemy spells.
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- Take control of a living enemy non-warcaster, non-warlock warrior model B2B with this model. You can immediately make a full advance with the enemy model followed by a normal melee attack, then Seduction expires. The nemey model cannot be targeted by free strikes duringt his movement.
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- 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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- This weapon is a shield that gives the model a cumulative +2 ARM bonus; for example, a model with two of them gains a bonus of +4 ARM. A model does not gain this bonus while the weapon system with the shield is crippled or being held in a weapon lock or when resolving damage that originates in its back arc.
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- 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.
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- 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.
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- 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.
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- A model directly hit by this weapon cannot cast spells for one round.
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- When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. Instead of rolling damage on a ranged attack, this model can inflict 1 damage point. A model that participates in a combined ranged attack loses Sniper until the attack is resolved.
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- 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.
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- This model does not generate a soul token when it is destroyed.
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- This model can be included in the listed warcaster's theme forces. It can also be bonded to the listed warcaster.
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- This model cannot be targeted by spells.
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- 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.
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- 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.
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- This model is a standard bearer (p. 70).
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- 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.
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- This model can forfeit its movement to give this weapon +4 RNG this activation and gain the aiming bonus.
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- 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.
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- 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.
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- When this model makes a melee attack during its activation, its fron arc extends to 360 degrees, and it can make one melee attack against each model in its LOS that is in its melee range.
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- When this model destroys an enemy model whit a normal ranged attack, immediately after the attack is resolved it can advance up to 2".
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- 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.
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- Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
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- 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.
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- This model is a terrifying entity (p. 84). Enemy models/units in the melee range of this model or with this model in their melee range must pass a command check or flee.
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- This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
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- Add this model's STR to the POW of this ranged attack.
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- When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled, and is knocked down.
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- Gain an additional damage die against knocked down targets.
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- This model ignores conceleament, Camouflage, and Stealth.
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- This model is not a living model and never flees.
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- While engaging an enemy model, this model gains +2 ARM.
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- This model can make melee and ranged attacks during the same combat action. When this model makes its initial attacks, it can make both its initial ranged and melee attacks.
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- When attacking with this weapon, add and additional die to its damage rolls.
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- If a model in this model's battlegroup in its control area is hit by an enemy magic attack, immediately after the attack is resolved one model in this model's battlegroup in its control area can make a full advance and make one normal attack.
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\ No newline at end of file
diff --git a/backups/Skorne_Exigence 221217112118111.cat b/backups/Skorne_Exigence 221217112118111.cat
deleted file mode 100644
index 908a3f6..0000000
--- a/backups/Skorne_Exigence 221217112118111.cat
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- Once during its activation, this model can spend 1 fury point to use one of the following effects. Enemy models suffer these effects while within 4" of this model +1" per fury point on it. These effects lasts for one round.
-- Gnawing Pain - Affected enemy warbeasts suffer -2 to their damage rolls.
-- Maddening - Affected enemy warbeasts suffer -2 THR.
-- Spiritual Affliction - Affected enemy warbeasts lose their animi. Affected enemy warjacks lose the Arc Node advantage and cannot be allocated focus.
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- While this model is in a friendly warlock's control area during the warlock's activation, the warlock can move fury points from himself to this model. This model can have up to 5 fury points at a time. While this model is in a friendly Faction warlock's control area, the warlock can leach fury from this model as if it were a warbeast.
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- At the beginning of this mdoel's activation, it can spend one soul token to gain +2" movement this activation.
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- While this model is in its warlock's control area, its warlock can spend soul tokens on it to upkeep spells at one token per spell upkept.
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- This model must be in its warlock's control area to make the Spell Slave special action. When it does, it casts one of its warlock's spells with a COST of 3 or less. The warlock is considered to have cast that spell but this model is its point of origin. When making a magic attack roll, this model uses its warlock's FURY. This model cannot cast spells with a RNG of SELF or CTRL.
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- This model has concealment. Living enemy models suffer -2 to attack rolls within 2" of this model. Swarm lasts for one round.
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- Target friendly warbeast gains Snacking. Heightenend Metabolism lasts for one turn. (When a model with Snacking boxes a living model with a melee attack, the model with Snacking can heal d3 damage points. If the model heals, the boxed model is removed from play.)
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- For one round, friendly living Faction trooper models destroyed while in Makeda's control area return to play during your next Maintenance Phase with one unmarked damage box. Place returned models in Makeda's control area in formation and within 3" of another model in their units. Returned models forfeit their normal movment the turn they are placed.
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- This model gains a cumulative +1 STR and ARM for each living enemy model it destroys with a melee attack during its activation. This bonus lasts for one round.
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- Friendly Skorne models/units in this model's command range never flee and immediately rally.
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- Target friendly model gains Sprint. Lightning Strike lasts for one turn. (At the end of its activation, if a model with Sprint destroyed one or more enemy models with melee attacks this activation it can make a full advance.)
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- Target friendly model gains Bushwhack. Lurker lasts for one turn. (During its activation, a model with Bushwhack can make its combat action before its normal movement. If it does, it must make a full advance as its normal movement this activation.)
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- The base DEF of a living model hit by this attack becomes 7, and the model hit cannot run or charge for one round.
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- This model gains +2 DEF and ARM against ranged attacks. While within 2" of this model, friendly models gain +2 DEF and ARM against ranged attacks and enemy models suffer -2 DEF. Paralytic Aura lasts for one round.
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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 attacks rolls and gains an additional damage die.
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- Target friendly knocked down Faction model immediately stands up.
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- On a hit, before rolling damage you can decide to knock down both this model and the model it hit. If both models are knocked down, this damage roll is boosted.
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- Once per activation, immediately after resolving an attack in which it destroyed a living enemy model with this weapon, this model can cast a spell with COST 3 or less without spending fury.
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- Non-amphibiou enemy models currently in Barnabas's control area are knocked down.
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- This model has concealment. Living enemy models suffer -2 to attack rolls within 2" of this model. Swarm lasts for one round.
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- Target friendly warbeast's melee weapons gain Beat Back. Train Wreck lasts for one turn. (Immediately after a normal attack with a weapon with Beat Back 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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- While in this model's command range, friendly Titan non-Bronzeback warbeasts automatically pass THR checks.
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- Target friendly Faction model gains +2 ARM. If a warjack or warbeast hits the affected model with a melee attack, the attacking model suffers d3 damage points immediately after the attack has been resolved unless the affected model was destroyed or removed from play by the attack. Spiny Growth lasts for one round.
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- When a living enemy model is boxed by this attack, it heals 1 damage point. For the rest of the turn, this model can channel spells through the enemy model if it is in this model's control area and is not engaged. At the end of the turn, the enemy model is destroyed.
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- When an attack with this weapon hits, this model can suffer 1 damage point to gain an additional die on the damage roll against the model hit. Life Trader can be used once per attack.
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- Each time a Friendly model destroys an enemy model while the friendly model is in Calaban's contorl area, Calaban gains 1 fury point. Immediately after resolving an attack in which a model in Calaban's control area destroys one or more enemy models, Calaban can boost attack and damage rolls on spells cast as a result of Death Harvest. Death Harvest lasts for one turn.
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- This attachment can be added to a Cataphract Cetrati unit.
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- While this model is in play, models in its unit gain Spell Ward. (A model with Spell Ward cannot be targeted by spells.)
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- Models in this unit gain Precision Strike. (When a model with Precision Strike damages a warjack or warbeast with a melee attack, choose which column or branch suffers the damage.)
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- Target friendly model's ranged weapons gain Snipe. Far Strike lasts for one turn. (An attack with a Snipe weapon gains +4 RNG.)
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- If this model forfeits its movement during its activation to gain the aiming bonus, it ignores Stealth that activation.
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- This model can boost attack and damage rolls after rolling.
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- Enemy upkeep spells and animi on target friendly model/unit expire.
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- RNG 3. Target friendly Faction warlock. If the warlock is in range, when he casts a spell and is its point of origin, the spell gain s+2 RNG. Spells with RNG SEKF, SP, or CTRL are not affected. Craft Talisman lasts for one turn.
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- This model can use the animus of any friendly Faction warbeast in its command range as if the animus were its own.
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- While within 10" of this model, enemy models must pay double fury and focus points to cast or upkeep spells. Arcane Suppression lasts for one round.
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- While this model is in Mordikaar's control area, it gains Dark Shroud. (While in the melee range of a model with Dark Shroud, enemy models suffer -2 ARM.)
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- A friendly Faction warlock with this model in its control area can upkeep one spell without spending focus.
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- Once per round when a living enemy model warrior model is boxed while within 2" of this model, remove the boxed model from play and replace it with a Void Spirit model.
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- This model can be included in Mordikaar's theme forces. It can also be bonded to Mordikaar.
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- While in Rasheth's control area, living enemy models suffer -2 STR and ARM. When a living model is destroyed in his control area, Rasheth heals 1 damage point. Plague Wind lasts for one round.
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- Each time this weapon is used to make an attack, choose one of the following abilities:
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-• Anesthesia - A living model damaged by an attack with this weapon becomes stationary for one round.
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-• Brain Damage - A model damaged by an attack with this weapon cannot cast spells, upkeep spells, or use an animus for one round.
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-• Mind Control Serum - If a living enemy non-warcaster, non-warlock model is damaged by an attack with this weapon, immediately after the attack is resolved take control of the model. You can immediately make a full advance with it followed by a normal melee attack, then Mind Control Serum expires. The enemy model cannot be targeted by free strikes during this movement.
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- Do not make damage rolls to resolve attacks made with this weapon. A living model hit by this weapon automatically suffers 1 damage point. This weapon cannot damage non-living models.
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- When a living model is hit by this attack, add its current STR to the damage roll.
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- This model ignores LOS when making attacks with this weapon. When resolving attacks with this weapon, ignore concealment and cover.
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- RNG 5. Target friendly Faction model. If the model is in range, it gains Eyeless Sight and its weapons gain Magical Weapon for one turn.
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- During its activation, you can remove soul tokens from this model and place them on friendly Faction models in this model's command range that have the Soul Guardian ability. A model cannot have more than three soul tokens as a result of Spirit Guide.
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- • Arcane Bolt (*Attack) - Arcane Bolt is RNG 12, POW 11 magic attack.
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-• Bone Magic (*Action or Attack) - This model casts the animus of one friendly destroyed warbeast as a spell with out spending fury points. This model Cannot cast an animus with a RNG of SELF. This model must make a special attack to cast an offensive spell. Other spells are cast by making a specail action.
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-• Craft Tailsman (*Action) - Target a friendly warlock within 3" of a model in this unit that is in formation. If the warlock is in range, when he casts a spell and is its point of origin, the spell gains +2 RNG. Spells with RNG SELF, SP, or CTRL are not affected. Craft Tailsman lasts for one turn.
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- • Hand of Glory (*Attack)
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- • Dominate Undead (*Attack)
-• Sacrificial Strike (*Action)
-• Zombify (*Action)
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- When an enemy model advances and ends its movement in this model's command range, this model can make one normal melee or ranged attack targeting that model, then Counterblast expires. Counterblast lasts for one round.
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- When it destroys a living enemy model with this weapon, immediately after the attack is resolved this model heals d3 damage points.
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- If one or more friendly Faction warrior models were destroyed or removed from play by enemy attacks while within 5" of this model during your opponent's last turn, after resolving continuous effects during your Maintenance Phase, this model can make a full advance followed by one normal melee attack.
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- While in Helga's control area, when a friendly Faction model hits an enemy model with a normal melee attack, the enemy model can be slammed d6" directly away from the attacking model. The POW of the slam damage roll is equal to the STR of the attacking model. Grand Finale lasts for one turn.
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- Models in this model's battlegroup gain Gang Fighter. (When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, a model with Gang Fighter gains +2 to melee attack and melee damage rolls.)
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- When it begins its activation in the command range of a friendly Ancestral Guardian model, this model gains +2" movement this activation.
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- This model gains Retaliatory Strike. Ornery expires after the affected model makes a Retaliatory Strike attack. Ornery lasts for one round. (When a model with Retaliatory Strike is hit by a melee attack made by an enemy model during your opponent's turn, after the attack is resolved it can immediately make one normal melee attack against that enemy model.)
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- When a living or undead enemy non-warlock, non-warcaster warrior model is boxed by an attack while in Jaga-Jaga's control area this turn, you can take control of it. If you do, the model becomes a friendly Faction Undead solo, gains Dark Shroud, heals 1 damage point, and can immediately make a full advance. During this movement, the model cannot be targeted by free strikes. The model cannot activate and is removed from from play when Legion of Death expires. Legion of Death lasts for one round. (While in the melee range of a model with Dark Shroud, enemy models suffers -2 ARM.)
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- Immediately remove any number of soul tokens, fury points, and focus points from non-warlock, non-warcaster models in Hexeris' control area. For each soul token or focus or fury point removed, place one fury point on Hexeris. Hexeris cannot exceed his current FURY in fury points as a result of Arcane Reaver.
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- When a living enemy model is destroyed in this model's control area, a model in this model's battlegroup in its control area can heal 1 damage point.
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- One non-character warbeast in Hexeris' battlegroup can begin the game bonded to him. Hexeris can channel spells through the bonded warbeast while it is in his command range.
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- While in Morghoul's control area, friendly Faction models gain +2 DEF and Evasive. Assassination Run lasts for one round. (A model with Evasive cannot be targeted by free strikes. It can advance up to 2" immediately after an enemy ranged attack that missed it is resolved unless it was missed while advancing.)
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- Friendly Paingiver models gain Perfect Balance.
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- This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation it makes a Both Barrels attack.
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- While in Carver's control area, friendly Farrow models gain Overtake and an additional die on melee damage rolls. Hog Heaven lasts for one turn. (When a model with Overtake destroys one or more enemy warrior models with a normal melee attack, after the attack is resolved the model with Overtake can immediately advance up to 1".)
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- Friendly Farrow Brigand models gain Combined Ranged Attack.
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- This model can reave fury points from enemy warbeasts destroyed in its control area if it is closer to the warbeast than all other models that could reave its fury.
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- When a living or undead enemy model is boxed by an atack while in Hexeris' control area, take control of it. The model becomes a friendly Undead model. If it is a trooper, it becomes a solo. The model can immediately advance up to 3" and can make one normal melee attack, then remove the model from play. When making this attack, ignore the effects of lost aspects on affected warbeasts. The model cannot be targeted by free strikes during this movement. Dark Dominion lasts for one turn.
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- Once per activation, immediately after resolving an attack in which it destroyed a living enemy model with this weapon, this model can cast a spell with COST 3 or less without spending fury.
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- When a model in Makeda's battlegroup destroyes one or more enemy models in her control area with an attack, either Makeda can gain 1 fury popint or 1 fury point can be removed from a model in her battlegroup that is in her control area. Dance of Death lasts for one turn.
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- Friendly Skorne models/units in this model's command range never flee and immediately rally.
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- This unit is made up of Makeda and 2 Exalted Guardians.
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- When an enemy model advances and ends its movment in this model's command range, this model can make one normal melee or ranged attack targeting that model, then Counterblast expires. Counterblast lasts for one round.
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- Immediately apply up to 1 damage point to each aspect of warbeasts in Naaresh's battlegroup that are currently in h is control area. Naaresh heals 1 damage point for each damage point applied. For one round, while in Naaresh's control area, warbeasts in his battlegroup gain +1 STR and ARM for each of their damaged aspects.
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- This model can upkeep spells by suffering 1 damage point per spell instead of spending fury.
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- This model is automatically hit by melee attacks made by friendly models.
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- When this model suffers damage from an attack, it gains one blood token. For each blood token on this model, it gains +1 STR and ARM. This model can have up to five blood tokens at a time. Remove all blood tokens from this model at the start of your Control Phase.
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- While in Morghoul's control area, enemy models cannot spend focus, be forced, or have damage transferred to them. Pan & Suffering lasts for one round.
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- Make 2d3 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 its first melee attack during its activation, it makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
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- This weapon gains an additional die on attack rolls against small-based models.
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- Gain an additional damge die against knocked down targets.
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- Refer to page 122.
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- After all friendly models end their activations this turn, this model can make a full advance. Fate Walker lasts for one turn.
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- While in Makeda's control area, Molik Karn gains +1 FURY.
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- While in this model's command range, friendly Cyclops models can use its current CMD and THR in place of their own current values.
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- When an enemy model targets this model with an attack and the attack roll results in a hit, you can immediately force this model to cause the enemy model to reroll the attack roll.
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- * Ancillary Attack (* Action) - RNG 5. Target friendly Faction warbeast. If the warbeast is in range, it immediately makes one normal melee or ranged attack. A warbeast can make an Ancillary Attack special action only once per turn.
-* Influence (* Action) - Influence is a RNG 10 magic attack. Take control of target enemy non-warcaster, non-warlock warrior model hit. The model immediately makes on normal melee attack, then Influence expires.
-* Puppet Master (* Action or Attack) - Puppet Master is a RNG 10 spell. When it targets an enemy model/unit, it is a magic attack. You can have one affected model reroll one or more dice of your choice rolled for a command check, attack, or damage roll, then Puppet Master expires. Puppet Master lasts for one round.
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- When it hits a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast.
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- A warbeast can be affected by only one Beast Manipulation special action each turn.
-- Condition (* Action) - RNG 3. Target friendly Faction warbeast. If the warbeast is in range, place any number of fury points on or remove any number of fury points from it.
-- Enrage (* Action) - RNG 3. Target friendly Faction warbeast. If the warbeast is in range, it gains +2 STR and must charge or make a slam or trample power attack without being forced during its next activation. Enrage lasts for one turn.
-- Medicate (* Action) - RNG 3. Target friendly Faction warbest. If the warbeast is in range, it heals d3 damage points. A warbeast can be affected by Medicate only once per turn.
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- Friendly Paingiver Bloodrunner trooper models gain +2 to attack rolls while this model is in their LOS.
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- If a model in this unit damages one or more enemy models with a melee attack during its combat action, at the end of its combat action you can place one model in the unit in formation anywhere within 1" of another model in this unit.
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- This attack causes no damage. A warrior model hit suffers -2 DEF and for one round cannot advance while within this model's melee range.
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- This model and friendly Minion models in its command range cannot be knocked down.
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- A Minion model/unit can be affected by only one Slave Driver special action each turn.
-- Pain Driver (* Action) - RNG 3. Target friendly non-warlock Minion warrior model/unit. If the model is in range, it gains +2 STR for one round.
-- Temper Flesh (* Action) - RNG 3. Target friendly Minion warrior model/unit. If the model/unit is in range, it gains Fearless and Tough for one round.
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- While this model is in play, models in this unit gain Side Step. (When a model with Side Step hits with an initial attack or a special attack, after the attack is resolved it can advance 2". It cannot be targeted by free strikes during this movement.)
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- Once per game during this unit's activation, this model can use Perfect Strike. During this activation, when making melee attacks, models in this unit can deal 1 damage point instead of making a damage roll.
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- Models in this unit gain Ranged attacks. (Friendly Faction models can ignore models with ranked attacks when determing LOS.)
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- This attachment can be added to a Praetorian Swordsmen unit.
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- • Arcane Interference
-• Energy Siphon
-• Paralysis
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- Target friendly Faction warbeast gains Hyper Aggressive for one round. (When a model with Hyper Aggressive suffers damage from an enemy attack anytime except while it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model.)
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- Target friendly model gains Girded. Bomb Shelter lasts for one round. (A model with Girded does not suffer blast damage. Friendly models B2B with it do not suffer blast damage.)
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- During this model's activation, immediately after resolving an attack in which it boxed a living enemy model, this model can use Drag Below. The boxed model is removed from play and this model can immediately make a full advance and then perform a Dig In special action, then its activation ends.
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- This model gains Take Down. Slaughterhouse lasts for one turn. (Models disabled by a melee attack made by a model with Take Down cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.)
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- When this model makes a melee atack against an enemy model within the melee range of the type indicated, this model gains +2 to attack rolls and gains an additional damage die.
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- When target friendly warbeast makes a special attack, its attack rolls are boosted. Amuck lasts for one round.
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- When a model hits this model with a free strike attack, immediately after the attacks is resolved the attacking model suffers d6 damage points.
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- Target friendly model gains Sprint. Lightning Strike lasts for one turn. (At the end of its activation, if a model with Sprint destroyed one or more enemy models with melee attacks this activation it can make a full advance.)
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- While within 3" of this model, enemy models treat open terrain as rough terrain.
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- This model gains an additional die on melee damage rolls against living models. 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. Pig Farm lasts for one round.
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- Models in target friendly warbeast pack immediately Dig In. While affected by Dig In, a model gains cover, does not suffer blast damage, and does not block LOS. A model remains dug in until it moves, is placed, or is engaged. A model cannot di into solid rock or man-made constructions.
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- This model gains a +1 cumulative bonus to melee attack and damage rolls for each Aradus wabeast or other model in this unit engaging the model it is attacking.
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- When you decide to make initial atacks with this weapon at the beginning of this model's combat action, roll d3+1. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
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- This atack has base STR 6 and base POW 4, for P+S 10.
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- This atack has base STR 6 and base POW 4, for P+S 10.
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- When this model is damaged by an enemy attack it gains one rage token. This model can have up to three rage tokens at a time. For each rage token on this model when it declares a melee atack, it gains +1 to the damage roll. During its activation, this model can spend rage tokens to boost Club Tail melee attack or Club Tail damage rolls at one token per boost.
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- Refer to page 88.
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- When a living model is hit by this attack, add its current STR to the damage roll.
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- Center a 4" AOE cloud effect on this model. Living models entering or ending their activation in the AOE suffer 1 point of damage. The AOE remains in play for one round.
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- This model does not start the game in play. When a friendly Ancestral Guardian is destroyed while in Zaal's control area, replace the Ancestral Guardian with a Kovaas unless there is alrady a friendly Kovaas in play. If the Ancestral Guardin had sould tokens on it a tthe time it was destroyed, plave up to three of those osul tokens on the Kovaas replacing it. Effects on the destroyed Ancestral Guardian expire. The Kovaas cannot activate the turn it is put in play.
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- This model gains one soul token when a living enemy model is destroyed within 2" of it. 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.
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- Zaal gains a number of acestral rage tokens equal to the number of friendly Faction warrior models that have been destroyed and not returned to play since the start of the game. While in Zaal's control area, friendly Faction models can spend ancestral rage tokens on Zaal to boost melee attack or melee damage rolls. At the end of the turn, remove unspent acestral rage tokens from Zaal.
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- When a friendly living Faction warrior model is destroyed in this model's control area and generates a soul, you choose which eligiible model gains the sould, regardless of the proximity of other models. Enemy models never gain soul tokens for friendly living Faction warrior models destroyed in this model's control area.
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- This model can transfer damage to friendly Ancestral Guardians.
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- Once per turn during its activation, this model can spend 1 fury point to give each Ancestral Guardian currently in its control area one soul token.
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- While in Makeda's control area, friendly Faction models gain boosted melee attack rolls and cannot be knocked down or targeted by free strikes. Instruments of War lasts for one round.
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- Friendly Praetorian Swordsmen models gain Vengeance. (During your Maintenance Phase, if one or more models in a unit with Vengeance were destroyed or removed form play by enemy atacks during your opponent's last turn, each model in the unit can advance 3" and make one normal melee attack.)
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- Friendly Skorne models/units in this model's command range never flee and immediately rally.
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- Once per turn, when a friendly living Faction trooper model is disabled in this model's command range, this model can spend 1 fury point for the disabled model to heal 1 damage point.
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- If this weapon hits an enemy model with an equal or smaller base, immediately after the attack is resolved the hit model can be pushed any distance directly toward this model.
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- Target friendly Faction model's melee weapons gain Reach. Elasticity lasts for one turn.
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- When target friendly model is damaged by an enemy melee atack, after the attack is resolved the enemy model is pushed 3" directly away from the affected model, then Bump expires. Bump lasts for one round.
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- This model cannot be knocked down or placed. It can move or be moved only during its normal movement.
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- This model can be included in Xerxis' theme forces. It can also be bonded with Xerxis.
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- Target friendly warbeast gains +2" movement and Pathfinder. Rush lasts for one turn.
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- Enemy warbeast and warjack models in this model's melee range can only advance directly toward it. Locker lasts for one round.
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- When this model is slammed, reduce the slam distance rolled by 3. If the total slam distance is 0 or less, this model is not knocked down. This model is not knocked down when it suffers collateral damage.
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- During this model's activation, it can use one of the following plans. A friendly Faction model / unit can be affected by only one plan each turn.
--Overcome - RNG 5. Target friendly Faction warrior model/unit . If the model/unit is in range, it gains Pathfinder for one turn.
-- Press Forward - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains +2 SPD when making a full advance this turn.
-- Reveille - Knocked down friendly Faction models in this model's command range immediately stand up. Models that were knocked down this turn are not affected by Reveille.
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- Friendly Skorne models/ units in this model's command range never flee and immediately rally.
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- When calculating damage from this attack, halve the base ARM stats of models hit that have medium or larger bases. This attack gains +2 to damage rolls against models with small bases.
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- Friendly Praetorian Ferox trooper models gain +2 to attack rolls while this model is in their LOS.
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- While in Xerxis' control area, friendly Faction models gain an additional die on their melee damage rolls. While in Xerxis' control area and B2B with another friendly Faction model, friendly Faction models gain +2 ARM. Total Annihilation lasts for one round.
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- During this model's activation, it can use one of the following plans. A friendly Faction model/unit can be affected by ony one plan each turn.
-- Overcome - RGN 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn.
-- Press Forward - RNG 5. Target friendly fAction warrior model/unit. If the model/unit is in range, it gains +2 SPD when making a full advance this turn.
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- Once per round, when this model is directly hit by a ranged or magic attack during your opponent's turn, you can choose to have another model in this model's battlegroup within 2" of this model that is not incorporeal, knocked down, or stationary to be directly hit instead. The chosen model is automatically hti and suffers all damage and effects.
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- Attacks made with this weapon cannot target any model within 8" of it.
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- Make d3 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. Strafe counts as one attack for ROF.
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- Once per game while in formation, this model can use Extended Fire during its unit's activation. This activation, models in htis unit gain +4 RNG to their ranged attacks.
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- While this model is in play, after all models in its unit have completed their actions, each can advance up to 3".
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- If this attack directly hits a target center a 3" AOE on the target. Models in the AOE suffer Continuous Effect: Corrosion.
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- This model rolls an additional die this weapon's damage rolls against non-living models.
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- While in Mordikaar's control area, friendly Faction models gain +3 DEF and Poltergeist. Void Wind lasts for one round.
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- This model gains one soul token for each living enemy model destroyed within 2" of it. After this model leaches during your next Control Phase, replace each soul token on it with 1 fury point.
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- If a model is boxed by an attack made with this weapon, center a 3" AOE cloud effect on the boxed model and then remove that model from play. The AOE remains in play for one round. Enemy models in the AOE when it was put in play are h it and suffer a POW 12 fire damage roll. Enemy models entering or ending their activation in the AOE suffer a POW 12 fire damage roll. Eruption of Ash damage rolls cannot be boosted.
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- This model gains an additional die on melee damage rolls against living models. When a living model is destroyed within 3" of this model, it never generates a soul token.
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- Target friendly model can charge without being forced. When the affected model destroys an enemy model with a charge attack, after the attack is resolved it can advance up to 1" and make an additional melee attack. Massacre lasts for one turn.
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- When it destroys a living enemy model with this weapon, immediately after the attck is resolved this model heals d3 damage points.
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- This model cannot be targeted by ranged or magic attacks and does not block LOS. Submerge lasts for one round.
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- This model is included in any army that includes Wrong Eye. If Wrong Eye is destoryed or removed from play, remove this model from play. This model is part of Wrong Eye's battlegroup.
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- Snapjaw is bonded to Wrong Eye. When Snapjaw boxes a living model with a melee attack in Wrong Eye's control area, the model is removed from play and either Snapjaw or Wrong Eye heals d3 damage points.
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- All models are in Xerxis' control area. Friendly Faction models/units gain an additional die on attack and damage rolls. Discard one die form each roll. Hand of the Ancients lasts for one turn.
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- One non-character warbeast in Xerxis' battlegroup can begin the game bonded to him. Once per turn during his activation, Xerxis can cast the bonded warbeast's animus as a spell without spending fury.
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- Target friendly warbeast gains +2 SPD and STR for one round but suffers d3 damage points.
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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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- While in this model's control area, friendly warbeasts gain Hyper Aggressive. (When a model with Hyper Aggressive suffers damage from an enemy attack anytime except whil it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model.)
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- Place 1 fury point on each enemy warbeast currently in this model's control area. This spell can only be cast once per turn.
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- Magical bolts of energy streak toward the target model.
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- Target friendly Faction model/unit gains whiplash. (When an enemy model misses a model with Whiplash with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. The model with Whiplash is the point of origin for alll these attacks.)
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- Target friendly model/unit gains concealment. Living enemy models suffer -2 to attack rolls while within 2" of an affected model.
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- If target model is h it, it and the d6 nearest enemy models within 5" of it suffer s POW 10 fire damage roll.
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- Target warbeast in this model's battlegroup can use its animus once during its activation without being forced. A warbeast that uses its animus as a result of Awakened Spirit cannot also be forced to use its animus that activation.
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- A warlock leaching from target warbeast suffers 1 damage point for each fury point leached. The affected warbeast cannot be healed or have damage transferred to it and loses Regnerate.
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- Enemy upkeep spells on target friendly model/unit expire. Affected models cannot be targeted by enemy spells or animi.
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- While in this model's control area, models in its battlegroup cannot be knocked down and gain +3 ARM but suffer -2 DEF. Batten Down the Hatches lasts for one round.
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- While in this model's control area, models in its battlegroupgain Counter Charge. (When an enemy model advances and ends its movement within 6" of a model with Counter Charge and its LOS, the model with Counter Charge can immediately charge it. If it does, it cannot make another counter charge until after your next turn. A model cannot make a coutner charge while engaged.)
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- Target friendly Faction warrior model/unit gains Fearless and gains an additional die on melee damage rolls for one round.
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- On a hit, you can immediately advance target enemy non-warcaster/non-warlock model up to 3". Affected models cannot be targeted by free strikes during this movement. A model can move only once per turn as a result of Befuddle.
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- Target enemy warrior model/unit suffers -2 DEF. When a friendly Faction model destroys one or more affected m odels with a melee or ranged attack during its activation, immediately after the attack is resolved it can make one additional melee or ranged attack regardless of ROF. Attacks gained from Black Spot cannot generate additional attacks from Black Spot.
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- When Bleed destroys a living enemy model, this model heals d3 damage points.
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- Target friendly warrior model/unit gains an additional die on melee damage rolls but suffers -2 DEF.
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- Target enemy model suffers -2 ARM. This model can transfer damage from an enemy attack to the affected model one time, then Blood Mark expires.
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- When this spell boxes a living or undead non-warcaster, non-warlock enemy warrior model, you can immediately 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.
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- During its activation, target friendly model can charge without spending focus or being forced and gains +2" movement and Pathfinder when it charges. Boundless Charge lasts for one turn.
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- Models hit suffer a POW 12 corrosion damage roll. The AOE is a cloud effect that remains in play for one round. Models entering or ending their activation in the AOE suffer 1 point of corrosion damage.
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- Target frienldy model gains +2 DEF against ranged attack rolls and Dodge. (A model with Dodge can advance up to 2" immdeiately 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.)
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- Friendly models gain +2 to attack and damge rolls against target enemy model/unit.
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- Friendly Faction models gain +2 to melee attack rolls against enemy models in this model's control area. Carnage lasts for one round.
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- Target friendly model/unit gains +2 to melee attack rolls against living models. When an affected model boxes a living model with a melee attack, the boxed model is removed from play and this model heals d3 damage points.
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- For one round, enemy models lose the Arc Node advantage while in this model's control area.
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- Target model/unit suffers -2 SPD, STR, DEF , and ARM and cannot run or make special attacks.
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- Target friendly Faction model/unit gains Pathfinder and Hunter. (A model with Hunter ignores forests, concealment, and cover when determining LOS or making a ranged attack.)
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- This model immediately makes a full advance. It cannot be targeted b y free strikes during this movement. At the end of this movement, this model can make one melee attack against each model in its LOS that is in its melee range. Cyclone can be cast only once per turn.
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- While in this model's control area, friendly Faction warrior models cannot be targeted by free strikes. This model and friendly Faction warrior models activating in its control area gain +1 SPD. Dash lasts for one round.
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- When Deadweight destroys an enemy living or undead model, choose an enemy model within 2" of the destroyed model. The chosen model must forfeit either its movement or its action during its next activation, as its controller chooses.
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- Target friendly unit gains +2 MAT and vengeance. (During your Maintenance Phase, if one or more models in a unit with Vengeance were destroyed or removed from play by enemy attacks during your opponent's last turn, each model in the unit can advance 3" and make one normal melee attack.)
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- Target friendly Faction model/unit gains +2 ARM and Undead.
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- Target friendly Faction model/unit gains +2 DEF and ARM.
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- While in this model's control area, friendly Faction warrior models gain +2 ARM against ranged and magic attack damage rolls. Deflection lasts for one round.
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- Target enemy warrior model/unit cannot make ranged attacks and suffers -2 DEF and MAT for one round.
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- Immediately after this attack is resolved, this model can advance up to 2" for each enemy model destroyed by the attack.
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- This model gains +2 SPD, +4 STR, and +4 MAT for one round.
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- Warbeasts in this model's battlegroup beginning their activations in its contgrol area gain +2 movement. This model gians +2 ARM while one or more warbeasts in its battlegroup are within 3" of it.
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- Choose a friendly living non-warlock/warcaster Faction model in this model's control area. Make a SP 6 magic attack using the chosen model as the attack's point of origin. Models hit suffer a damage roll with a POW equal to 5+ the base STR of the chosen model. After the spell is resolved, remove the chosen model from play.
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- When target friendly model makes a normal attack with a non-spray ranged weapon, the weapon gains Magical Weapon. If the weapon was AOE - it becomes AOE 3. An affected model cannot participate in a combined ranged attack. Models in the AOE other than the model that was directly hit suffer blast damage but do not suffer any other effects of the attack. Explosivo expires immediately after resolving target model's next ranged attack. Explosivo lasts for one turn.
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- This model immediately make one normal 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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- When a living enemy model is boxed by Flesh Eater, it is removed from play and this model or a living warbeast in its battlegroup in its control area heals d3 damage points.
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- Models damaged by Force Blow are knocked down.
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- Target friendly living Faction warbeast gains +2 STR and DEF.
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- Target friendly Faction model/unit can reroll its missed attack rolls. Each attack roll can be rerolled only once as a result of Fortune.
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- Frost Hammer causes Cold damage. On a critical hit, a model becomes Stationary for one round unless it has Immunity: Cold.
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- Target friendly model/unit gains +2 to melee damage rolls but suffers -1 DEF.
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- Target friendly model/unit gains Ghostly for one turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. An affected model cannot be targeted by free strikes.)
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- Target friendly Faction model gains +2 DEF and Poltergeist. (When an enemy model misses the model with Poltergeist with and attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from the model with Poltergeist.)
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- Center a 5" AOE on this model. Each other model in the AOE is hit and suffers a POW 13 damage roll. Each enemy model damaged by Ground Zero is pushed d6" directly away from this model in the order you choose.
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- While in this model's control area, models in its battlegroup gain boosted ranged attack rolls for one turn.
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- When an enemy attack destroys or removes from play one or more friendly Faction models within 5" of target warbeast in this model's battlegroup, after the attack is resolved the affected warbeast can charge an enemy model, then Hallowed Avenger expires.
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- A model/unit hit by Hellfire must pass a command check or flee.
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- Target friendly living Faction warrior model/unit gains Tough and Undead. This model gains one soul token when an affected model is destroyed by an enemy attack, continuous effect, or collateral damage.
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- Target model in this model's battlegroup gains boosted ranged attack damage rolls.
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- Target friendly model/unit gains +2 to melee attack damage rolls. Affected model gain Critical Fire on their normal melee attacks.
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- Take control of target enemy non-warcaster, non-warlock warrior model. The model immediately makes one normal melee attack, then Influence expires.
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- While in this model's control area, enemy models treat open terrain as rough terrain. Inhospitable Ground lasts for one round.
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- Target friendly Faction model/unit gains +2 ARM and Fearless.
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- Target friendly warrior model/unit gains +3 DEF but suffers -1 SPD.
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- Friendly FAction models beginning a charge in this model's control area gain Pathfinder. Warbeasts in th is model's battlegroup beginning their activations in this model's control area can charge or make slam power attacks against enemy models without being forced. Killing Ground lasts for one turn.
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- Enemy models pay double the focus or fury point cost to cast or upkeep spells while in this model's control area.
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- Target friendly/unit gains an additional die on its melee attack and melee damage rolls. If an affected model makes a melee attack, it is destroyed at the end of the turn.
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- Immediately after this model ends its normal movement, target warbeast in its battlegroup can advance up to 3" toward it.
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- A model damaged by Lock the Target cannot run, charge, or be placed for one round.
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- Place a 5" AOE completely in this model's control area. While a model is within the AOE, models in this model's battlegroupignore forests and cloud effects when drawing LOS to it and ignore Stealth when attacking it.
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- If the target friendly Faction model's next normal ranged attack directly hits, after resolving the attack choose a model within 4" of the model hit. The chosen model sufers an unboostable POW 12 magic damage roll. The point of origin for this damage is the model hit. After resolving this damage roll, Magic Bullet expires. Magic Bullet lasts for one turn.
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- While within 2" of this model, enemy models suffer -2 DEF and ARM.
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- Target enemy model/unit suffers -2 DEF and loses Incorporeal and Stealth and cannot gain those abilities while affected by Marked for Death. Friendly Faction models can target an affected model regardless of LOS.
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- Target friendly Faction model/unit gains Apparition. (During your Control Phase, place models with Apparition anywhere completely within 2" of their current locations. If Mirage affects a unit, only models in formation can be placed.)
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- Models in this model's battlegroup currently in its control area gain +2 SPD and Pathfinder for one turn.
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- Target warjack suffers 1 point of fire damage to each column on its damage grid.
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- Target enemy model/unit suffers -2 DEF and ARM and cannot be healed. Mortality lasts for one round.
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- While in this model's control area, friendly models gain Knockdown on their melee weapons. Mosh Put lasts for one turn. (When a model is hit with an attack by a weapon with Knockdown, it is knocked down.)
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- An enemy warbeast damaged by Muzzle cannot advance toward this model for one round.
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- The force of this attack blasts apart the earth itself.
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- Target friendly model/unit gains Stealth.
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- Target model/unit suffers -3 ARM and this model gains +1 ARM.
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- When an enemy model is damaged by Perdition, immediately after the attack is resolved one warbeast in th is model's battlegroup that is currently in this model's battlegroup that is currently in this model's control area can make a full advance toward the nearest enemy model. A model can advance as a result of Perdition only once per turn.
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- Choose a friendly Faction warbeast in this model's control area. Target an enemy model within 8" of the chosen warbeast and make a magice attack against it. The chosen warbeast is the attack's point of origin. If the enemy model is hit, it suffers a damage roll with a POW equal to the warbeast's base STR.
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- When an enemy model casts a spell or uses an animus while in this model's control area, the enemy model suffers 1 damage point and this model heals 1 damage point.
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- Each model in this model's battlegroup currently in its control area immediately heals d3+1 damage points. This spell can only be cast once per turn.
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- Continuous effects, animi, and upkeep spells in this model's control area immediately expires.
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- If target enemy model/unit advances during its normal movement, immediately after ending this movement one model in this model’s battlegroup that is in its control area can make a full advance.
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- While B2B with target friendly Faction model/unit, enemy models suffer -2 DEF and cannot advance except to change facing.
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- Target friendly model/unit gains +2 SPD and +2 DEF against ranged and magic attack rolls.
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- Take control of target enemy non-character warbeast. You can make one full advance with the warbeast and can then make one normal attack with it, then Rampager expires. While the warbeast is affected by Rampager, it cannot be forced and you cannot use its animus. Rampager can be cast only once per round.
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- When target friendly Faction model hits an enemy model with an attack during its activation, immediately after its combat action ends the affected can make a full advance. It cannot be targeted by free strikes during this movement.
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- When target friendly Faction model is targeted by an enemy ranged attack, after the attack is resolved the affected model can make one normal melee or ranged attack, then Return Fire expires. Return Fire lasts for one round.
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- Return one destroyed friendly Faction Grunt to play with one unmarked damage box. It must be placed in this model's control area in formation and within 3" of another model in its unit.
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- The AOE is rough terrain and remains in play for one round.
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- Friendly Faction non-warlock models activating in this model's control area gain +2" movment this turn.
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- Place a wall template anywhere completely in this model's control area where it does not touch a model's base, an obstruction, or an obstacle. The wall is a linear obstacle that provides cover.
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- Target friendly Faction model/unit gains +5 SPD when making a full advance but cannot make ranged attacks.
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- Target friendly model/unit's melee weapons gain Grievous Wonds. (When a model is hit by a weapon with Grievous Wunds, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.)
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- Target frienldy model's/unit's ranged weapons gain +4 RNG.
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- Target friendly Faction model/unit gains concealment and Immunity: Cold.
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- Remove up to 1 fury point from each frienldy living Faction warbeast currently in this model's control area. Soothing Song can only be cast once per turn.
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- Target warbeast in this model's battlegroup automatically passes threshold checks. This model can channel spells through the affected warbeast.
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- When a living non-soulless model is boxed by Soulfire, this model gains 1 fury point and the boxed model is removed from play.
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- While within this model's control area, friendly Faction model/unit' weapons gain Magical Weapon and Blessed. Spellpiercer lasts for one round. (When making an attack with a weapon with Blessed, ignore spell effects that add to a model's ARM or DEF.)
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- While in this model's control area enemy models gaion an additional die on attack rolls. Discard the highest die of each roll. Star-Crossed lasts for one round.
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- A model damaged by Stranglehold forfeits either its movement or its action during its next activation, as its controller chooses.
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- An enemy warbesat damaged by Sunder Spirit loses its animus for one round.
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- Enemy warbeasts/warjacks that advance more than 1" and end their normal movement in this model's control area suffer d3 damage points.
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- Target friendly Faction model gains +2 DEF and cannot be knocked down. While within 3" of the affected model, friendly Faction models also gain +2 DEF and cannot be knocked down.
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- Place a 5" AOE anywhere completely in this model's control area where it does not touch a model's base. The AOE is shallow water and remains in play for one round. While completely in a Swamp Pit AOE, a model with Amphibious cannot be targeted by ranged attacks.
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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 within this model's control area, models in its battlegroup gain +2 on melee attack and damage rolls against models within melee range of another model in this model's battlegroup.
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- Place target model completely within 2" of its current location. When Telekinesis targets and enemy model, it is and offensive spell and requires a magic attack roll. A model can be affected by Telekinesis only once per turn.
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- When a model is damaged by Torment, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.
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- Venom causes corrosion damage. Models hit suffer the Corrosion continuous effect.
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- The next time target friendly Faction model is directly hit by an attack, it suffers no damage roll from the attack, then Vision expires.
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- Choose one of target enemy warbeast's aspects. That aspect suffers the effects of being lost for one round. A warbeast cannot be destroyed as a result of Voodoo Doll.
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- Damage rolls against enemy models in this model's melee range are automatically boosted.
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- When a friendly Faction model in this model's control area destroys one or more enemy models with a melee or ranged atack during its activation, immediately after the attack is resolved, one warbeast in this model' battlegroup that is in its control area can advance up to 3". A warbeast can advance only once per turn as a result of Warpath.
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- When an enemy model advances and ends its movement within 6" of this model, choose a warbeast in this model's battlegroup that is in its control area. That warbeast can immediately make a full advance and then can make one normal melee or ranged attack targeting the enemy model. The attack and damage rolls against that model are boosted. After the attack is resolved, Watcher expires.
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- Target friendly model/unit gains Camouflage and Pathfinder. (A model with Camouflage gains an additional +2 DEF when benefiting from concealment or cover.)
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- Target friendly living warbeast in this model's battlegroup can run, charge, or make slam or trample power attacks without being forced and gains boosted melee attack rolls.
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- This model cannot make ranged attacks, and non-magical ranged attacks targeting it automatically miss. While completely within 3" of this model, models cannot make ranged attacks and non-magical ranged attacks targeting them automatically miss. Wind Wall lasts for one round.
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- This model is a terrifying entity. Models and units-friendly and enemy-within 3" of this model must pass a command check or flee
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- This model can be forced during its activation to gain +2 STR for one turn but suffers d3 damage points.
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- You can choose not to deploy this unit 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 all models in this unit formation within 3" of the chosen table edge.
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- This model ignores the effect of deep and shallow water and can move through them without penalty, While completely in deep water, it cannot be targeted by ranged or magic attacks and can make attacks only against other models in deep water. While completely in deep water, this model does not block LOS.
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- When this model's melee damage roll fails to exceed the ARM of the living model it his, that model suffers 1 damage point.
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- During your Control Phase, place this model anywhere completely within 2" of its current location.
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- When making attacks, ignore focus points overboosting the target's Power Field and spell effects adding to its ARM or DEF.
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- If its warlock is in this model's command range during your Control Phase, the warlock can upkeep one spell without spending fury.
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- When an enemy model casts a spell or uses an animus while in this model's command range, after the spell is cast the enemy model suffers 1 damage point and this model heals 1 damage point.
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- When this model hits another model with an attack, upkeep spells and animi on the model hit expire and its loses the focus points on it. When this model hits a warjack with an attack, that warjack suffers Disruption. (A warjack suffering Disruption loses its forucs points and cannot be allocated forcus or channel spells for one round.)
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- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
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- When calculating damage from this weapon, halve the base ARM stats of models hit that have medium or larger bases. This weapon gains +2 to damage rolls against models with small bases.
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- Before the start of the game, attach this model to a friendly faction warlock for the rest of the game. Each warlock can have only one model attached to it.
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- When a model hits this model with a free strike attack, immediately after the attack is resolved the attacking model suffers d6 damage points.
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- When this model is destroyed, each living warbeast B2B with it heals d3 damage points.
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- This model is a battle engine and is not a warrior model.
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- When a model in this unit is damaged by an enemy attack, after the attack is resolved models in this unit gain +2 STR and ARM and Pathfinder for one round.
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- RNG 3. Target friendly warrior model/unit. If the model/unit is in range, it gains boosted attack rolls against warbeasts for one turn.
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- 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.
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- Once per game during its activation, this model can use Binge Drinking. this model is knocked down.
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- This model gains +2 DEF against ranged attack rolls
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- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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- When a model is hit by an attack with this weapon, it suffers Blind for one round. (A blind model cannot make ranged or magic attacks, suffers -4 MAT and DEF, cannot run or charge, and must forfeit either its movement or action during its next activation.)
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- When an enemy warbeast misses this model with a melee attack, immediately after the attack is resolved this model can mak one normal melee attack the warbeast.
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- When it charges living warrior models without being forced.
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- Refer to page 90.
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- This model gains +2 to charge attack damage rolls with this weapon.
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- This weapon has an integral buckler that gives the model a cumulative +1 ARM bonus. A model does not gain this bonus while the location the buckler is in is being held in a weapon lock or when resolving damage that orgiinates in its back arc.
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- When this model 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 this model frenzies, if it would charge a model, it targets that model with a slam power attack instead. If it cannot, it frenzies normally.
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- Gain +1 to damage rolls with this weapon against models with medium bases and +2 to damage rolls against model with large bases.
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- This model gains an additional +2 DEF when benefiting from concealment or cover.
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- This model gains +4 ARM against free strike damage rolls and ranged attack damage rolls.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make a double-hand throw, head-butt, headlock/weapon lock, push, or throw power attack against that target.
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- This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
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- When a friendly warbeast frenzies in this model's control area, the warbeast can forfeit its activation.
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- This model's front arc extends to 360°.
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- 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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- During a combat action it did not make a charge attack, this model can make one melee attack with its Mount.
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- Thi model can participate in combined melee attacks with other models in its unit.
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- This model can participate in combined ranged attacks with other models in its unit.
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- Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon.
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- A friendly faction model or unit in this model's command range can replace its current CMD with the current CMD of the commander when making command checks.
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- This model is included in any army that includes Rorsh. If Rorsh is Destroyed or removed from play, remove this model is part of Rorsh's battlegroupl.
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- This model gains a cumulative +1 on magic attack rolls for each other model in this unit that is within 1" of it.
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- This model is not a living model, never flees, and automatically passes comand checks.
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- A model hit by this attack suffers the Corrosion continuous effect.
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- A model hit by this atack suffers the Fire continuous effect.
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- 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.
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- When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. it cannot make another counter charge until after your next turn. This model cannot make a counter charge while engaged.
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- On a critical hit, gain an additional die onthis weapon's damage roll against the model directly hit.
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- On a critical hit, if the attack hit small-based non-warlock/warcaster model the model hit is removed from play.
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- On a critical hit, the model hit by this attack suffers the Corrosion continuous effect.
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- on a critical hit, the model hit by this attack suffers the Fire continuous effect.
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- On a critical hit, th model hit becomes stationary for one round unless it has Immunity: Cold.
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- On a critical hit, the model hit is knocked down.
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- On a critical hit against a living model, the model hit has its base DEF reduced to 7 and cannot run or charge for one round.
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- 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 rollw ith 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.
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- refer to page 86.
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- If this model attacks with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
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- This weapon causes cold damage
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- This weapon causes corrosion damage.
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- This weapon causes electrical damage.
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- This weapon causes fire damage.
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- Once per activation, this model can channel a spell through a friendly warrior model in its control area. Once a spell is cast this way, the model it was channeled through suffers d3 damage points.
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- While this model is B2B with one or more models in its unit, it gains +2 ARM.
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- Once per turn, when an enemy model advances in this model's melee range, this model can immediately make one normal melee attack against it.
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- This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. The model cannot dig into solid rock or man-made construction. This model can begin the game dug in.
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- When this model hits a warbeast with a melee attack, roll an additional damage die.
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- 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.
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- This model can make two additional attacks for each fury point to spend to make additional attacks with this weapon.
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- 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.
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- If this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed any distance directly toward this model. After the damaged model is mdoed, this model can make one normal melee attack against the model pushed. After resolving this melee attack, this model can make additional melee attacks during its combat action.
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- While mounted, this model has base SPD 8 and base ARM 17. While dismounted, it has base SPD 6, base ARM 15, and loses Jump, Pathfinder, and Steady.
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- Refer to page 88.
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- Refer to page 88.
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- Refer to page 88.
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- Refer to page 88.
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- Refer to page 88.
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- This model gains +4 DEF against melee and ranged attack rolls made by warbeasts. Warbeasts cannot target this model with free strikes.
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- Friendly Farrow Brigand models gain Combined Ranged Attack.
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- This model cannot be targeted by free strikes. This model can advance up to 2" immediately after an enemy ranged attack that missed it is resolved unless it was missed while advancing.
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- This model ignores cloud effects and forests when determining line of sight. This model ignores concealment and stealth.
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- This model can be included only in a battlegroup controlled by a Minion Farrow warlock.
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- This model can have only Minion Farrow warbeasts in its battlegroup.
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- This model never flees.
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- This models cannot be targeted by ranged or magic attacks while knocked down.
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- Models in this model's battlegroup gain Aggressive. (A model with Aggressive can run or charge without spending focus or being forced.)
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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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- This model can advance through terrain and obstacles without penalty and can advance through obstructions and other models if it has enough movemnt to move completely past them. This model ignores intervening models when declaring its charge target.
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- When this model slams an enemy, immediately after the slam is resolved this model can advance directly toward the slammed model up to the distance the slammed model was moved.
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- When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.
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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 gargantuan
- A gargantuan 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 gargantuan with a ranged or magic attack does not suffer the target in melee attack roll penalty. If a ranged or magic attack misses a gargantuan in melee, that miss is not rerolled against another model. It misses completely.
-- Predeployment
- Gargantuans must be placed before normal deployment. If both players have models to predeploy, they predeploy their models in standard deployment order.
-- Massive
- A gargantuan cannot be slammed, pushed, thrown, knocked down, or made stationary.
-- Gargantuan movement
- A gargantuan can only advance during its normal movement and cannot be placed.
-- Pathfinder
- All gargantuans have Pathfinder
-- Controlling a gargantuan
- Gargantuans must be assigned to a battlegroup, and your opponent can never take control of your gargantuan by any means.
-- Great Beast
- A gargantuan can never gain Advance Deployment, Incorporeal, or Stealth.
-- Ranged attacks while in melee
- A gargantuan can make ranged attacks while in melee. A gargantuan never suffers the firing in melee penalty when targeting a model it is in melee with. A gargantuan cannot gain the aiming bonus when engaged.
-- Gargantuan melee range
- Gargantuan melee weapons and gargantuan melee attacks have a 2" melee range unless otherwise noted. This includes all power attacks made by a gargantuan.
-- Gargantuan power attacks
- A gargantuan can make all the power attacks available to a warbeast along with two additional attacks available only to gargantuans: 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 gargantuan. 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.
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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 five soul tokens at a time. During it activation, this model can spend osul tokens to gain additional attacks or boost attack or damage rolls at one token per attack or boost.
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- This model can have only Minion Gatorman warbeasts in its battlegroup.
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- This model gains +1 ARM for each soul token currently on it.
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- This model does not require LOS in order to target friendly models with spells. This model ignores LOS when making ranged and magic attacks. This model ignores concealment and cover when resolving ranged attacks.
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- This model does not suffer blast damage. Friendly models B2B with it do not suffer blast damage.
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- This model can make slam power attacks without spending focus or being forced. Models slammed by this model are moved an additional 2".
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- During its activation, this model can spend corpse token to heal damage. For each corpse token spent remove d3 damage from this model.
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- This model is a gunfighter. The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
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- The first time this model is disabled by an enemy attack, it heals all damage and is knocked down.
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- This model can add this weapon's POW to its head-butt and slam power attack damage rolls.
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- This model gains a corpse token each time it destroys a living enemy model with a melee attack. This model can have up to three corpse tokens at a time. It can spend corpse tokens during its activation to boost an attack or damage roll or to make an additional melee attack at one token per boost or additional attack.
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- While this model is in its warlock's control area, the warlock can force, leach, reave, heal, and transfer damage to the warbeasts in its battlegroup that are in this model's command range.
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
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- After deployment but before the first player's turn, choose an enemy model/unit to be this unit's prey, 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 removed from play, choose another model/unit as the prey.
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- When this model suffers damage from an enemy attack anytime except while it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model.
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- This model automatically heals d3 damage points at the start each of its activations.
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- This model does not suffer cold damage.
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- This model does not suffer corrosion damage and is immune to the Corrosion continuous effect.
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- This model does not suffer electrical damage.
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- This model does not suffer fire damage and is immune to the fire continuous effect.
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- This model suffers -4 to attack rolls with this weapon.
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- This model can move through rough terrain and obstacles without penalty. It can move through obstructions and other models if it has enough movement to move completely past them.
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- When it hits a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast.
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- Opponents cannot take control of this model.
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- Friendly Farrow models/units in this model's command range never and immediately rally.
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- When an enemy model targets this model with an attack and the attack roll result in a hit
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- 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.
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- After using its normal movement to make a full advance but before performing an action, you can place this model anywhere completely within 5" of its current location. Any effects that prevent it from charging also prevent it from using Jump.
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- When a model is hit by an attack with this weapon, it is knocked down.
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- This model cannot make power attacks.
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- 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.
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- When it destroys a living enemy model with this weapon, immediately after the attack is resolved this model heals d3 damage points.
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- This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking with this weapon and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activatoin.
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- The only warbeast thta can be in this model's battlegroup is Skarath.
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- This model can reroll missed attack rolls with this weapon. Each attack roll can be rerolled onlhy once as a result of Luck.
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- A magical weapon can damage and affect models with the Incorporeal ability.
-Attacks made with magical weapons are not magic attacks.
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- Once per turn during its activation this model can remove 1 fuy point from warbeast in its battlegroup that is in its control area and add 1 fury point to its own current total. The warbeast suffers d3 damage points.
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- This model can charge living warrior models without being forced.
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- 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.
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- These models will work for Cryx.
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- This model will work for Cygnar.
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- This model will work for Khador.
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- This model will work for Protectorate.
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- These models will work for Retribtion.
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- These models will work for Searforge Commission.
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- This model will work for Blindwater Congregation pact.
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- This model will work for Thornfall Alliance Pact.
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- When this model hits a warbeast with an attack, the warbeast suffers d6 points of damage to a branch of your choice.
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- This model is an Officer. The Officer is the unit commander of its unit.
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- This weapon is an Open Fist. A warbeast's Open Fist enables it to make certain power attacks. A warbeast with an Open Fist can make arm lock, headlock, and throw power attacks; a warbeast with two Open Fists can also make double-hand throw power attacks.s
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- 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".
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- While damaged this model can charge or make power attacks without being forced.
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- This model cannot be targeted by free strikes.
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- This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.
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- After hitting a warjack or warbeast with this model's melee attack, you can choose to have it suffer 1 damage point instead of a normal damage roll.
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- This model cannot be targeted by combined melee attacks, combined ranged attacks, or free strikes. Models do not gain back strikes bonuses against this model. When knocked down, this model can stand up during its activation without forfeiting its movement or action if it is able to forfeit its movement or action to stand up.
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- If this model is destroyed by an enemy attack or if Rorsh is destroyed or removed from play by an enemy attack, before this model is removed from the table it can advance up to 3" and make one melee attack it ignores the effects of lost aspects. It cannot be targeted b free strikes during this movement.
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- Instead of making a normal damage roll on a hit, this model throws the model hit as if it had hit with and passed the STGR check of a throw power attack. The thrown model suffers a damage roll with POW equal to the POW of this weapon. The POW of collateral damage is equal to the POW of this weapon.
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- Gain an additional die on this weapon's damage rolls against living models.
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- When an enemy model misses this model with an attack, immediately after the attacks is resolved you can choose to push the enemy model d3" directly away from this model.
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- This model can make trample power attacks.
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- This model gains +2 to charge attack rolls with this weapon.
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- The Leader of this unit can recite one of the following prayers each turn anytime during its unit's activation. Each model in this unit gains the benefits listed.
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-• Heroic Call - Affected models gain Fearless and Tough for one round.
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-• Hog Wild - Affected models can make one ranged attack this activation before this unit makes its normal movement. After their normal movement, models in this unit that make combat actions can only make melee attacks this activation.
-
-• March - Affected models gain Pathfinder for one turn.
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- The Leader of this unit can recite one of the following prayers each turn anytime during its unit's activation. Each model in this unit gains the benefits listed.
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-• Cold Blood - Affected models can reroll missed attack rolls against living models this turn. Each roll can be rerolled only once as a result of Cold Blood.
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-• Dirge of Mists - Affected models gain +1 DEF and terror for one round.
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-• March - Affected models gain Pathfinder for one turn.
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- After deployment but before the first player's turn, choose an enemy model/unit to be this model/unit's prey. this model gains +2 to attack and damage rolls against its prey. When this model begins its activation within 10" of its prey. it gains +2" movement that activation. When the prey is destroyed or removed from play, choose another model/unit to be the prey.
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- This model can use the animus of any friendly Faction non-character warbeast in its command range as if th animus were its own.
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- This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
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- If this weapon hits an enemy model with an equal or smaller base, immediately after the attack is resolved the h it model can be pushed any distance directly toward this model.
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- Once during your opponent's turn, when an enemy model within 10" of this model that is in its LOS targets this model with ranged attack, this model can make a ranged attck against the enemy model before it makes its attack roll. If this model's ranged attack hits, the enem model suffers no damage but its attack automatically misses.
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- While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
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- Friendly Faction models can ignore this model when determining LOS.
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- This weapon has a 2" melee range (p. 50).
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- When declaring and resolving attacks with this weapon, this model's front arc extends to 360 degrees.
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- RNG 5. Target friendly warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn.
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- After all models in this unit have completed their actions, each can advance up to 3".
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- This model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.
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- This model gains Pathfinder during activations it charges.
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- This model can make ride-by attacks.
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- At the beginning of your Control Phase, before leaching, you can remove 1 fury point from a friendly Faction warbeast within 1" of this model.
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- This model cannot make slam or trample power attacks and cannot be knocked down.
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- 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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- This weapon is a shield that gives the model a cumulative +2 ARM bonus.
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- Once per round, when a friendly model is directly ht 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.
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- For one orund, each affected model gains a +4 ARM bonus while B2B with another affected model in its unit. This bonus does not apply to damage originatin in the model's back arc. Models in this unit can begin the game affected by Shield Wall.
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- When this model hits with an initial attack or a special attack, it can advance 2" after the attack is resolved. This model cannot be targeted by free strikes during this movement.
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- 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.
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- When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. Instead of rolling damage on a ranged attack, this model can inflict 1 damage point. A model that participates in a ranged attack loses Sniper until that attack is resolved.
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- If Brine is outside this model's control area during your Control Phase, before you models leach fury Brine can make a full advance directly toward 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. 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.
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- This model cannot be targeted by spells.
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- 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.
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- This model is a standard bearer.
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- Ranged and magic attacks declared against this model when the point of origin of the attack is greater than 5" away automatically miss.
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- Refer to page 88.
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- Refer to page 88.
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- During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
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- When this model destroys an enemy model with a normal ranged attack, immediately after the attack is resolved it can advanced up to 2".
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- Models in this unit gain Relentless Charge. (Models with Relentless Charge gain Pathfinder during activations they charge.)
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- Models in this unit gain Set Defence. (A model in the front arc of a model with Set Defence suffers -2 on charge, slam power attack, and impact attack rolls against the model with Set Defence.)
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- Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
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- Other friendly Faction models gain +2 to magic attack rolls against enemy models within 5" of this model.
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- This model is a terrifying entity. Enemy models/units in the melee range of this model or with this model in their melee range must pass a command check or flee.
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- When it destroys a living enemy model with a melee attack, remove the enemy model from play, and this model gains a corpse token. This model can have up to three corpse tokens at a time. During its activation, this model can spend corpse tokens to boost attack or damage rolls at one token per boost.
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- This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
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- Add this model's STR to the POW of this ranged attack.
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- If this model destroys a living enemy model with a normal melee attack, this model's activation ends immediately after the attack is resolved and you can remove 1 fury point from this model.
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- When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled and is knocked down.
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- While in this model's command range, friendly Faction warrior models gain Unyielding. (While engaging an enemy model, a model with Unyielding gains +2 ARM.)
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- This model is not a living model and never flees.
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- While engaging an enemy model, this model gains +2 ARM.
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- This model gains boosted attack and damage rolls against Legion or Blighted models.
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- During your Maintenance Phase, if one or more models in this unit were destroyed or removed from play by enemy attacks during your opponent's last turn, each model in the unit can advance 3" and make one normal melee attack.
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- If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers the Corrosion continuous effect unless this model was destroyed or removed from play by the attack.
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- 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.
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- When attacking with this weapon, add an additional die to its damage rolls.
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- This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
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- While knocked down, this model can make
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\ No newline at end of file
diff --git a/backups/Skorne_Exigence_(2014) 221217105901308.cat b/backups/Skorne_Exigence_(2014) 221217105901308.cat
deleted file mode 100644
index 908a3f6..0000000
--- a/backups/Skorne_Exigence_(2014) 221217105901308.cat
+++ /dev/null
@@ -1,15336 +0,0 @@
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- Once during its activation, this model can spend 1 fury point to use one of the following effects. Enemy models suffer these effects while within 4" of this model +1" per fury point on it. These effects lasts for one round.
-- Gnawing Pain - Affected enemy warbeasts suffer -2 to their damage rolls.
-- Maddening - Affected enemy warbeasts suffer -2 THR.
-- Spiritual Affliction - Affected enemy warbeasts lose their animi. Affected enemy warjacks lose the Arc Node advantage and cannot be allocated focus.
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- While this model is in a friendly warlock's control area during the warlock's activation, the warlock can move fury points from himself to this model. This model can have up to 5 fury points at a time. While this model is in a friendly Faction warlock's control area, the warlock can leach fury from this model as if it were a warbeast.
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- At the beginning of this mdoel's activation, it can spend one soul token to gain +2" movement this activation.
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- While this model is in its warlock's control area, its warlock can spend soul tokens on it to upkeep spells at one token per spell upkept.
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- This model must be in its warlock's control area to make the Spell Slave special action. When it does, it casts one of its warlock's spells with a COST of 3 or less. The warlock is considered to have cast that spell but this model is its point of origin. When making a magic attack roll, this model uses its warlock's FURY. This model cannot cast spells with a RNG of SELF or CTRL.
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- This model has concealment. Living enemy models suffer -2 to attack rolls within 2" of this model. Swarm lasts for one round.
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- Target friendly warbeast gains Snacking. Heightenend Metabolism lasts for one turn. (When a model with Snacking boxes a living model with a melee attack, the model with Snacking can heal d3 damage points. If the model heals, the boxed model is removed from play.)
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- For one round, friendly living Faction trooper models destroyed while in Makeda's control area return to play during your next Maintenance Phase with one unmarked damage box. Place returned models in Makeda's control area in formation and within 3" of another model in their units. Returned models forfeit their normal movment the turn they are placed.
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- This model gains a cumulative +1 STR and ARM for each living enemy model it destroys with a melee attack during its activation. This bonus lasts for one round.
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- Friendly Skorne models/units in this model's command range never flee and immediately rally.
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- Target friendly model gains Sprint. Lightning Strike lasts for one turn. (At the end of its activation, if a model with Sprint destroyed one or more enemy models with melee attacks this activation it can make a full advance.)
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- Target friendly model gains Bushwhack. Lurker lasts for one turn. (During its activation, a model with Bushwhack can make its combat action before its normal movement. If it does, it must make a full advance as its normal movement this activation.)
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- The base DEF of a living model hit by this attack becomes 7, and the model hit cannot run or charge for one round.
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- This model gains +2 DEF and ARM against ranged attacks. While within 2" of this model, friendly models gain +2 DEF and ARM against ranged attacks and enemy models suffer -2 DEF. Paralytic Aura lasts for one round.
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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 attacks rolls and gains an additional damage die.
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- Target friendly knocked down Faction model immediately stands up.
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- On a hit, before rolling damage you can decide to knock down both this model and the model it hit. If both models are knocked down, this damage roll is boosted.
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- Once per activation, immediately after resolving an attack in which it destroyed a living enemy model with this weapon, this model can cast a spell with COST 3 or less without spending fury.
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- Non-amphibiou enemy models currently in Barnabas's control area are knocked down.
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- This model has concealment. Living enemy models suffer -2 to attack rolls within 2" of this model. Swarm lasts for one round.
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- Target friendly warbeast's melee weapons gain Beat Back. Train Wreck lasts for one turn. (Immediately after a normal attack with a weapon with Beat Back 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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- While in this model's command range, friendly Titan non-Bronzeback warbeasts automatically pass THR checks.
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- Target friendly Faction model gains +2 ARM. If a warjack or warbeast hits the affected model with a melee attack, the attacking model suffers d3 damage points immediately after the attack has been resolved unless the affected model was destroyed or removed from play by the attack. Spiny Growth lasts for one round.
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- When a living enemy model is boxed by this attack, it heals 1 damage point. For the rest of the turn, this model can channel spells through the enemy model if it is in this model's control area and is not engaged. At the end of the turn, the enemy model is destroyed.
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- When an attack with this weapon hits, this model can suffer 1 damage point to gain an additional die on the damage roll against the model hit. Life Trader can be used once per attack.
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- Each time a Friendly model destroys an enemy model while the friendly model is in Calaban's contorl area, Calaban gains 1 fury point. Immediately after resolving an attack in which a model in Calaban's control area destroys one or more enemy models, Calaban can boost attack and damage rolls on spells cast as a result of Death Harvest. Death Harvest lasts for one turn.
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- This attachment can be added to a Cataphract Cetrati unit.
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- While this model is in play, models in its unit gain Spell Ward. (A model with Spell Ward cannot be targeted by spells.)
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- Models in this unit gain Precision Strike. (When a model with Precision Strike damages a warjack or warbeast with a melee attack, choose which column or branch suffers the damage.)
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- Target friendly model's ranged weapons gain Snipe. Far Strike lasts for one turn. (An attack with a Snipe weapon gains +4 RNG.)
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- If this model forfeits its movement during its activation to gain the aiming bonus, it ignores Stealth that activation.
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- This model can boost attack and damage rolls after rolling.
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- Enemy upkeep spells and animi on target friendly model/unit expire.
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- RNG 3. Target friendly Faction warlock. If the warlock is in range, when he casts a spell and is its point of origin, the spell gain s+2 RNG. Spells with RNG SEKF, SP, or CTRL are not affected. Craft Talisman lasts for one turn.
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- This model can use the animus of any friendly Faction warbeast in its command range as if the animus were its own.
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- While within 10" of this model, enemy models must pay double fury and focus points to cast or upkeep spells. Arcane Suppression lasts for one round.
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- While this model is in Mordikaar's control area, it gains Dark Shroud. (While in the melee range of a model with Dark Shroud, enemy models suffer -2 ARM.)
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- A friendly Faction warlock with this model in its control area can upkeep one spell without spending focus.
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- Once per round when a living enemy model warrior model is boxed while within 2" of this model, remove the boxed model from play and replace it with a Void Spirit model.
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- Opponents cannot take control of this model.
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- This model can be included in Mordikaar's theme forces. It can also be bonded to Mordikaar.
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- While in Rasheth's control area, living enemy models suffer -2 STR and ARM. When a living model is destroyed in his control area, Rasheth heals 1 damage point. Plague Wind lasts for one round.
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- Each time this weapon is used to make an attack, choose one of the following abilities:
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-• Anesthesia - A living model damaged by an attack with this weapon becomes stationary for one round.
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-• Brain Damage - A model damaged by an attack with this weapon cannot cast spells, upkeep spells, or use an animus for one round.
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-• Mind Control Serum - If a living enemy non-warcaster, non-warlock model is damaged by an attack with this weapon, immediately after the attack is resolved take control of the model. You can immediately make a full advance with it followed by a normal melee attack, then Mind Control Serum expires. The enemy model cannot be targeted by free strikes during this movement.
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- Do not make damage rolls to resolve attacks made with this weapon. A living model hit by this weapon automatically suffers 1 damage point. This weapon cannot damage non-living models.
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- When a living model is hit by this attack, add its current STR to the damage roll.
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- This model ignores LOS when making attacks with this weapon. When resolving attacks with this weapon, ignore concealment and cover.
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- RNG 5. Target friendly Faction model. If the model is in range, it gains Eyeless Sight and its weapons gain Magical Weapon for one turn.
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- During its activation, you can remove soul tokens from this model and place them on friendly Faction models in this model's command range that have the Soul Guardian ability. A model cannot have more than three soul tokens as a result of Spirit Guide.
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- • Arcane Bolt (*Attack) - Arcane Bolt is RNG 12, POW 11 magic attack.
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-• Bone Magic (*Action or Attack) - This model casts the animus of one friendly destroyed warbeast as a spell with out spending fury points. This model Cannot cast an animus with a RNG of SELF. This model must make a special attack to cast an offensive spell. Other spells are cast by making a specail action.
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-• Craft Tailsman (*Action) - Target a friendly warlock within 3" of a model in this unit that is in formation. If the warlock is in range, when he casts a spell and is its point of origin, the spell gains +2 RNG. Spells with RNG SELF, SP, or CTRL are not affected. Craft Tailsman lasts for one turn.
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- • Hand of Glory (*Attack)
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- • Dominate Undead (*Attack)
-• Sacrificial Strike (*Action)
-• Zombify (*Action)
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- When an enemy model advances and ends its movement in this model's command range, this model can make one normal melee or ranged attack targeting that model, then Counterblast expires. Counterblast lasts for one round.
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- When it destroys a living enemy model with this weapon, immediately after the attack is resolved this model heals d3 damage points.
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- If one or more friendly Faction warrior models were destroyed or removed from play by enemy attacks while within 5" of this model during your opponent's last turn, after resolving continuous effects during your Maintenance Phase, this model can make a full advance followed by one normal melee attack.
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- While in Helga's control area, when a friendly Faction model hits an enemy model with a normal melee attack, the enemy model can be slammed d6" directly away from the attacking model. The POW of the slam damage roll is equal to the STR of the attacking model. Grand Finale lasts for one turn.
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- Models in this model's battlegroup gain Gang Fighter. (When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, a model with Gang Fighter gains +2 to melee attack and melee damage rolls.)
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- When it begins its activation in the command range of a friendly Ancestral Guardian model, this model gains +2" movement this activation.
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- This model gains Retaliatory Strike. Ornery expires after the affected model makes a Retaliatory Strike attack. Ornery lasts for one round. (When a model with Retaliatory Strike is hit by a melee attack made by an enemy model during your opponent's turn, after the attack is resolved it can immediately make one normal melee attack against that enemy model.)
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- When a living or undead enemy non-warlock, non-warcaster warrior model is boxed by an attack while in Jaga-Jaga's control area this turn, you can take control of it. If you do, the model becomes a friendly Faction Undead solo, gains Dark Shroud, heals 1 damage point, and can immediately make a full advance. During this movement, the model cannot be targeted by free strikes. The model cannot activate and is removed from from play when Legion of Death expires. Legion of Death lasts for one round. (While in the melee range of a model with Dark Shroud, enemy models suffers -2 ARM.)
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- Immediately remove any number of soul tokens, fury points, and focus points from non-warlock, non-warcaster models in Hexeris' control area. For each soul token or focus or fury point removed, place one fury point on Hexeris. Hexeris cannot exceed his current FURY in fury points as a result of Arcane Reaver.
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- When a living enemy model is destroyed in this model's control area, a model in this model's battlegroup in its control area can heal 1 damage point.
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- One non-character warbeast in Hexeris' battlegroup can begin the game bonded to him. Hexeris can channel spells through the bonded warbeast while it is in his command range.
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- While in Morghoul's control area, friendly Faction models gain +2 DEF and Evasive. Assassination Run lasts for one round. (A model with Evasive cannot be targeted by free strikes. It can advance up to 2" immediately after an enemy ranged attack that missed it is resolved unless it was missed while advancing.)
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- Friendly Paingiver models gain Perfect Balance.
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- This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation it makes a Both Barrels attack.
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- While in Carver's control area, friendly Farrow models gain Overtake and an additional die on melee damage rolls. Hog Heaven lasts for one turn. (When a model with Overtake destroys one or more enemy warrior models with a normal melee attack, after the attack is resolved the model with Overtake can immediately advance up to 1".)
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- Friendly Farrow Brigand models gain Combined Ranged Attack.
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- This model can reave fury points from enemy warbeasts destroyed in its control area if it is closer to the warbeast than all other models that could reave its fury.
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- When a living or undead enemy model is boxed by an atack while in Hexeris' control area, take control of it. The model becomes a friendly Undead model. If it is a trooper, it becomes a solo. The model can immediately advance up to 3" and can make one normal melee attack, then remove the model from play. When making this attack, ignore the effects of lost aspects on affected warbeasts. The model cannot be targeted by free strikes during this movement. Dark Dominion lasts for one turn.
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- Once per activation, immediately after resolving an attack in which it destroyed a living enemy model with this weapon, this model can cast a spell with COST 3 or less without spending fury.
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- When a model in Makeda's battlegroup destroyes one or more enemy models in her control area with an attack, either Makeda can gain 1 fury popint or 1 fury point can be removed from a model in her battlegroup that is in her control area. Dance of Death lasts for one turn.
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- Friendly Skorne models/units in this model's command range never flee and immediately rally.
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- This unit is made up of Makeda and 2 Exalted Guardians.
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- When an enemy model advances and ends its movment in this model's command range, this model can make one normal melee or ranged attack targeting that model, then Counterblast expires. Counterblast lasts for one round.
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- Immediately apply up to 1 damage point to each aspect of warbeasts in Naaresh's battlegroup that are currently in h is control area. Naaresh heals 1 damage point for each damage point applied. For one round, while in Naaresh's control area, warbeasts in his battlegroup gain +1 STR and ARM for each of their damaged aspects.
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- This model can upkeep spells by suffering 1 damage point per spell instead of spending fury.
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- This model is automatically hit by melee attacks made by friendly models.
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- When this model suffers damage from an attack, it gains one blood token. For each blood token on this model, it gains +1 STR and ARM. This model can have up to five blood tokens at a time. Remove all blood tokens from this model at the start of your Control Phase.
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- While in Morghoul's control area, enemy models cannot spend focus, be forced, or have damage transferred to them. Pan & Suffering lasts for one round.
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- Make 2d3 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 its first melee attack during its activation, it makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
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- This weapon gains an additional die on attack rolls against small-based models.
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- Gain an additional damge die against knocked down targets.
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- Refer to page 122.
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- After all friendly models end their activations this turn, this model can make a full advance. Fate Walker lasts for one turn.
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- While in Makeda's control area, Molik Karn gains +1 FURY.
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- While in this model's command range, friendly Cyclops models can use its current CMD and THR in place of their own current values.
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- When an enemy model targets this model with an attack and the attack roll results in a hit, you can immediately force this model to cause the enemy model to reroll the attack roll.
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- * Ancillary Attack (* Action) - RNG 5. Target friendly Faction warbeast. If the warbeast is in range, it immediately makes one normal melee or ranged attack. A warbeast can make an Ancillary Attack special action only once per turn.
-* Influence (* Action) - Influence is a RNG 10 magic attack. Take control of target enemy non-warcaster, non-warlock warrior model hit. The model immediately makes on normal melee attack, then Influence expires.
-* Puppet Master (* Action or Attack) - Puppet Master is a RNG 10 spell. When it targets an enemy model/unit, it is a magic attack. You can have one affected model reroll one or more dice of your choice rolled for a command check, attack, or damage roll, then Puppet Master expires. Puppet Master lasts for one round.
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- When it hits a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast.
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- A warbeast can be affected by only one Beast Manipulation special action each turn.
-- Condition (* Action) - RNG 3. Target friendly Faction warbeast. If the warbeast is in range, place any number of fury points on or remove any number of fury points from it.
-- Enrage (* Action) - RNG 3. Target friendly Faction warbeast. If the warbeast is in range, it gains +2 STR and must charge or make a slam or trample power attack without being forced during its next activation. Enrage lasts for one turn.
-- Medicate (* Action) - RNG 3. Target friendly Faction warbest. If the warbeast is in range, it heals d3 damage points. A warbeast can be affected by Medicate only once per turn.
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- Friendly Paingiver Bloodrunner trooper models gain +2 to attack rolls while this model is in their LOS.
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- If a model in this unit damages one or more enemy models with a melee attack during its combat action, at the end of its combat action you can place one model in the unit in formation anywhere within 1" of another model in this unit.
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- This attack causes no damage. A warrior model hit suffers -2 DEF and for one round cannot advance while within this model's melee range.
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- A Minion model/unit can be affected by only one Slave Driver special action each turn.
-- Pain Driver (* Action) - RNG 3. Target friendly non-warlock Minion warrior model/unit. If the model is in range, it gains +2 STR for one round.
-- Temper Flesh (* Action) - RNG 3. Target friendly Minion warrior model/unit. If the model/unit is in range, it gains Fearless and Tough for one round.
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- While this model is in play, models in this unit gain Side Step. (When a model with Side Step hits with an initial attack or a special attack, after the attack is resolved it can advance 2". It cannot be targeted by free strikes during this movement.)
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- Once per game during this unit's activation, this model can use Perfect Strike. During this activation, when making melee attacks, models in this unit can deal 1 damage point instead of making a damage roll.
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- Models in this unit gain Ranged attacks. (Friendly Faction models can ignore models with ranked attacks when determing LOS.)
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- This attachment can be added to a Praetorian Swordsmen unit.
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-• Energy Siphon
-• Paralysis
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- Target friendly Faction warbeast gains Hyper Aggressive for one round. (When a model with Hyper Aggressive suffers damage from an enemy attack anytime except while it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model.)
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- Target friendly model gains Girded. Bomb Shelter lasts for one round. (A model with Girded does not suffer blast damage. Friendly models B2B with it do not suffer blast damage.)
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- During this model's activation, immediately after resolving an attack in which it boxed a living enemy model, this model can use Drag Below. The boxed model is removed from play and this model can immediately make a full advance and then perform a Dig In special action, then its activation ends.
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- This model gains Take Down. Slaughterhouse lasts for one turn. (Models disabled by a melee attack made by a model with Take Down cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.)
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- When this model makes a melee atack against an enemy model within the melee range of the type indicated, this model gains +2 to attack rolls and gains an additional damage die.
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- When target friendly warbeast makes a special attack, its attack rolls are boosted. Amuck lasts for one round.
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- When a model hits this model with a free strike attack, immediately after the attacks is resolved the attacking model suffers d6 damage points.
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- Target friendly model gains Sprint. Lightning Strike lasts for one turn. (At the end of its activation, if a model with Sprint destroyed one or more enemy models with melee attacks this activation it can make a full advance.)
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- While within 3" of this model, enemy models treat open terrain as rough terrain.
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- This model gains an additional die on melee damage rolls against living models. 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. Pig Farm lasts for one round.
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- Models in target friendly warbeast pack immediately Dig In. While affected by Dig In, a model gains cover, does not suffer blast damage, and does not block LOS. A model remains dug in until it moves, is placed, or is engaged. A model cannot di into solid rock or man-made constructions.
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- This model gains a +1 cumulative bonus to melee attack and damage rolls for each Aradus wabeast or other model in this unit engaging the model it is attacking.
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- When you decide to make initial atacks with this weapon at the beginning of this model's combat action, roll d3+1. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
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- This atack has base STR 6 and base POW 4, for P+S 10.
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- This atack has base STR 6 and base POW 4, for P+S 10.
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- When this model is damaged by an enemy attack it gains one rage token. This model can have up to three rage tokens at a time. For each rage token on this model when it declares a melee atack, it gains +1 to the damage roll. During its activation, this model can spend rage tokens to boost Club Tail melee attack or Club Tail damage rolls at one token per boost.
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- Refer to page 88.
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- When a living model is hit by this attack, add its current STR to the damage roll.
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- Center a 4" AOE cloud effect on this model. Living models entering or ending their activation in the AOE suffer 1 point of damage. The AOE remains in play for one round.
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- This model does not start the game in play. When a friendly Ancestral Guardian is destroyed while in Zaal's control area, replace the Ancestral Guardian with a Kovaas unless there is alrady a friendly Kovaas in play. If the Ancestral Guardin had sould tokens on it a tthe time it was destroyed, plave up to three of those osul tokens on the Kovaas replacing it. Effects on the destroyed Ancestral Guardian expire. The Kovaas cannot activate the turn it is put in play.
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- This model gains one soul token when a living enemy model is destroyed within 2" of it. 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.
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- Zaal gains a number of acestral rage tokens equal to the number of friendly Faction warrior models that have been destroyed and not returned to play since the start of the game. While in Zaal's control area, friendly Faction models can spend ancestral rage tokens on Zaal to boost melee attack or melee damage rolls. At the end of the turn, remove unspent acestral rage tokens from Zaal.
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- When a friendly living Faction warrior model is destroyed in this model's control area and generates a soul, you choose which eligiible model gains the sould, regardless of the proximity of other models. Enemy models never gain soul tokens for friendly living Faction warrior models destroyed in this model's control area.
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- This model can transfer damage to friendly Ancestral Guardians.
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- Once per turn during its activation, this model can spend 1 fury point to give each Ancestral Guardian currently in its control area one soul token.
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- While in Makeda's control area, friendly Faction models gain boosted melee attack rolls and cannot be knocked down or targeted by free strikes. Instruments of War lasts for one round.
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- Friendly Praetorian Swordsmen models gain Vengeance. (During your Maintenance Phase, if one or more models in a unit with Vengeance were destroyed or removed form play by enemy atacks during your opponent's last turn, each model in the unit can advance 3" and make one normal melee attack.)
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- Friendly Skorne models/units in this model's command range never flee and immediately rally.
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- Once per turn, when a friendly living Faction trooper model is disabled in this model's command range, this model can spend 1 fury point for the disabled model to heal 1 damage point.
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- If this weapon hits an enemy model with an equal or smaller base, immediately after the attack is resolved the hit model can be pushed any distance directly toward this model.
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- Target friendly Faction model's melee weapons gain Reach. Elasticity lasts for one turn.
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- When target friendly model is damaged by an enemy melee atack, after the attack is resolved the enemy model is pushed 3" directly away from the affected model, then Bump expires. Bump lasts for one round.
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- This model cannot be knocked down or placed. It can move or be moved only during its normal movement.
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- This model can be included in Xerxis' theme forces. It can also be bonded with Xerxis.
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- Target friendly warbeast gains +2" movement and Pathfinder. Rush lasts for one turn.
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- Enemy warbeast and warjack models in this model's melee range can only advance directly toward it. Locker lasts for one round.
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- When this model is slammed, reduce the slam distance rolled by 3. If the total slam distance is 0 or less, this model is not knocked down. This model is not knocked down when it suffers collateral damage.
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- During this model's activation, it can use one of the following plans. A friendly Faction model / unit can be affected by only one plan each turn.
--Overcome - RNG 5. Target friendly Faction warrior model/unit . If the model/unit is in range, it gains Pathfinder for one turn.
-- Press Forward - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains +2 SPD when making a full advance this turn.
-- Reveille - Knocked down friendly Faction models in this model's command range immediately stand up. Models that were knocked down this turn are not affected by Reveille.
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- Friendly Skorne models/ units in this model's command range never flee and immediately rally.
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- When calculating damage from this attack, halve the base ARM stats of models hit that have medium or larger bases. This attack gains +2 to damage rolls against models with small bases.
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- Friendly Praetorian Ferox trooper models gain +2 to attack rolls while this model is in their LOS.
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- While in Xerxis' control area, friendly Faction models gain an additional die on their melee damage rolls. While in Xerxis' control area and B2B with another friendly Faction model, friendly Faction models gain +2 ARM. Total Annihilation lasts for one round.
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- During this model's activation, it can use one of the following plans. A friendly Faction model/unit can be affected by ony one plan each turn.
-- Overcome - RGN 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn.
-- Press Forward - RNG 5. Target friendly fAction warrior model/unit. If the model/unit is in range, it gains +2 SPD when making a full advance this turn.
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- Once per round, when this model is directly hit by a ranged or magic attack during your opponent's turn, you can choose to have another model in this model's battlegroup within 2" of this model that is not incorporeal, knocked down, or stationary to be directly hit instead. The chosen model is automatically hti and suffers all damage and effects.
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- Attacks made with this weapon cannot target any model within 8" of it.
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- Make d3 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. Strafe counts as one attack for ROF.
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- Once per game while in formation, this model can use Extended Fire during its unit's activation. This activation, models in htis unit gain +4 RNG to their ranged attacks.
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- While this model is in play, after all models in its unit have completed their actions, each can advance up to 3".
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- If this attack directly hits a target center a 3" AOE on the target. Models in the AOE suffer Continuous Effect: Corrosion.
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- This model rolls an additional die this weapon's damage rolls against non-living models.
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- While in Mordikaar's control area, friendly Faction models gain +3 DEF and Poltergeist. Void Wind lasts for one round.
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- This model gains one soul token for each living enemy model destroyed within 2" of it. After this model leaches during your next Control Phase, replace each soul token on it with 1 fury point.
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- If a model is boxed by an attack made with this weapon, center a 3" AOE cloud effect on the boxed model and then remove that model from play. The AOE remains in play for one round. Enemy models in the AOE when it was put in play are h it and suffer a POW 12 fire damage roll. Enemy models entering or ending their activation in the AOE suffer a POW 12 fire damage roll. Eruption of Ash damage rolls cannot be boosted.
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- This model gains an additional die on melee damage rolls against living models. When a living model is destroyed within 3" of this model, it never generates a soul token.
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- Target friendly model can charge without being forced. When the affected model destroys an enemy model with a charge attack, after the attack is resolved it can advance up to 1" and make an additional melee attack. Massacre lasts for one turn.
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- When it destroys a living enemy model with this weapon, immediately after the attck is resolved this model heals d3 damage points.
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- This model cannot be targeted by ranged or magic attacks and does not block LOS. Submerge lasts for one round.
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- This model is included in any army that includes Wrong Eye. If Wrong Eye is destoryed or removed from play, remove this model from play. This model is part of Wrong Eye's battlegroup.
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- Snapjaw is bonded to Wrong Eye. When Snapjaw boxes a living model with a melee attack in Wrong Eye's control area, the model is removed from play and either Snapjaw or Wrong Eye heals d3 damage points.
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- All models are in Xerxis' control area. Friendly Faction models/units gain an additional die on attack and damage rolls. Discard one die form each roll. Hand of the Ancients lasts for one turn.
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- One non-character warbeast in Xerxis' battlegroup can begin the game bonded to him. Once per turn during his activation, Xerxis can cast the bonded warbeast's animus as a spell without spending fury.
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- Target friendly warbeast gains +2 SPD and STR for one round but suffers d3 damage points.
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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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- While in this model's control area, friendly warbeasts gain Hyper Aggressive. (When a model with Hyper Aggressive suffers damage from an enemy attack anytime except whil it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model.)
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- Place 1 fury point on each enemy warbeast currently in this model's control area. This spell can only be cast once per turn.
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- Magical bolts of energy streak toward the target model.
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- Target friendly Faction model/unit gains whiplash. (When an enemy model misses a model with Whiplash with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. The model with Whiplash is the point of origin for alll these attacks.)
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- Target friendly model/unit gains concealment. Living enemy models suffer -2 to attack rolls while within 2" of an affected model.
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- If target model is h it, it and the d6 nearest enemy models within 5" of it suffer s POW 10 fire damage roll.
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- Target warbeast in this model's battlegroup can use its animus once during its activation without being forced. A warbeast that uses its animus as a result of Awakened Spirit cannot also be forced to use its animus that activation.
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- A warlock leaching from target warbeast suffers 1 damage point for each fury point leached. The affected warbeast cannot be healed or have damage transferred to it and loses Regnerate.
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- Enemy upkeep spells on target friendly model/unit expire. Affected models cannot be targeted by enemy spells or animi.
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- While in this model's control area, models in its battlegroup cannot be knocked down and gain +3 ARM but suffer -2 DEF. Batten Down the Hatches lasts for one round.
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- While in this model's control area, models in its battlegroupgain Counter Charge. (When an enemy model advances and ends its movement within 6" of a model with Counter Charge and its LOS, the model with Counter Charge can immediately charge it. If it does, it cannot make another counter charge until after your next turn. A model cannot make a coutner charge while engaged.)
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- Target friendly Faction warrior model/unit gains Fearless and gains an additional die on melee damage rolls for one round.
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- On a hit, you can immediately advance target enemy non-warcaster/non-warlock model up to 3". Affected models cannot be targeted by free strikes during this movement. A model can move only once per turn as a result of Befuddle.
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- Target enemy warrior model/unit suffers -2 DEF. When a friendly Faction model destroys one or more affected m odels with a melee or ranged attack during its activation, immediately after the attack is resolved it can make one additional melee or ranged attack regardless of ROF. Attacks gained from Black Spot cannot generate additional attacks from Black Spot.
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- When Bleed destroys a living enemy model, this model heals d3 damage points.
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- Target friendly warrior model/unit gains an additional die on melee damage rolls but suffers -2 DEF.
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- Target enemy model suffers -2 ARM. This model can transfer damage from an enemy attack to the affected model one time, then Blood Mark expires.
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- When this spell boxes a living or undead non-warcaster, non-warlock enemy warrior model, you can immediately 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.
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- During its activation, target friendly model can charge without spending focus or being forced and gains +2" movement and Pathfinder when it charges. Boundless Charge lasts for one turn.
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- Models hit suffer a POW 12 corrosion damage roll. The AOE is a cloud effect that remains in play for one round. Models entering or ending their activation in the AOE suffer 1 point of corrosion damage.
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- Target frienldy model gains +2 DEF against ranged attack rolls and Dodge. (A model with Dodge can advance up to 2" immdeiately 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.)
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- Friendly models gain +2 to attack and damge rolls against target enemy model/unit.
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- Friendly Faction models gain +2 to melee attack rolls against enemy models in this model's control area. Carnage lasts for one round.
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- Target friendly model/unit gains +2 to melee attack rolls against living models. When an affected model boxes a living model with a melee attack, the boxed model is removed from play and this model heals d3 damage points.
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- For one round, enemy models lose the Arc Node advantage while in this model's control area.
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- Target model/unit suffers -2 SPD, STR, DEF , and ARM and cannot run or make special attacks.
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- Target friendly Faction model/unit gains Pathfinder and Hunter. (A model with Hunter ignores forests, concealment, and cover when determining LOS or making a ranged attack.)
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- This model immediately makes a full advance. It cannot be targeted b y free strikes during this movement. At the end of this movement, this model can make one melee attack against each model in its LOS that is in its melee range. Cyclone can be cast only once per turn.
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- While in this model's control area, friendly Faction warrior models cannot be targeted by free strikes. This model and friendly Faction warrior models activating in its control area gain +1 SPD. Dash lasts for one round.
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- When Deadweight destroys an enemy living or undead model, choose an enemy model within 2" of the destroyed model. The chosen model must forfeit either its movement or its action during its next activation, as its controller chooses.
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- Target friendly unit gains +2 MAT and vengeance. (During your Maintenance Phase, if one or more models in a unit with Vengeance were destroyed or removed from play by enemy attacks during your opponent's last turn, each model in the unit can advance 3" and make one normal melee attack.)
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- Target friendly Faction model/unit gains +2 ARM and Undead.
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- Target friendly Faction model/unit gains +2 DEF and ARM.
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- While in this model's control area, friendly Faction warrior models gain +2 ARM against ranged and magic attack damage rolls. Deflection lasts for one round.
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- Target enemy warrior model/unit cannot make ranged attacks and suffers -2 DEF and MAT for one round.
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- Immediately after this attack is resolved, this model can advance up to 2" for each enemy model destroyed by the attack.
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- This model gains +2 SPD, +4 STR, and +4 MAT for one round.
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- Warbeasts in this model's battlegroup beginning their activations in its contgrol area gain +2 movement. This model gians +2 ARM while one or more warbeasts in its battlegroup are within 3" of it.
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- Choose a friendly living non-warlock/warcaster Faction model in this model's control area. Make a SP 6 magic attack using the chosen model as the attack's point of origin. Models hit suffer a damage roll with a POW equal to 5+ the base STR of the chosen model. After the spell is resolved, remove the chosen model from play.
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- When target friendly model makes a normal attack with a non-spray ranged weapon, the weapon gains Magical Weapon. If the weapon was AOE - it becomes AOE 3. An affected model cannot participate in a combined ranged attack. Models in the AOE other than the model that was directly hit suffer blast damage but do not suffer any other effects of the attack. Explosivo expires immediately after resolving target model's next ranged attack. Explosivo lasts for one turn.
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- This model immediately make one normal 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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- When a living enemy model is boxed by Flesh Eater, it is removed from play and this model or a living warbeast in its battlegroup in its control area heals d3 damage points.
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- Models damaged by Force Blow are knocked down.
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- Target friendly living Faction warbeast gains +2 STR and DEF.
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- Target friendly Faction model/unit can reroll its missed attack rolls. Each attack roll can be rerolled only once as a result of Fortune.
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- Frost Hammer causes Cold damage. On a critical hit, a model becomes Stationary for one round unless it has Immunity: Cold.
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- Target friendly model/unit gains +2 to melee damage rolls but suffers -1 DEF.
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- Target friendly model/unit gains Ghostly for one turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. An affected model cannot be targeted by free strikes.)
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- Target friendly Faction model gains +2 DEF and Poltergeist. (When an enemy model misses the model with Poltergeist with and attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from the model with Poltergeist.)
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- Center a 5" AOE on this model. Each other model in the AOE is hit and suffers a POW 13 damage roll. Each enemy model damaged by Ground Zero is pushed d6" directly away from this model in the order you choose.
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- While in this model's control area, models in its battlegroup gain boosted ranged attack rolls for one turn.
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- When an enemy attack destroys or removes from play one or more friendly Faction models within 5" of target warbeast in this model's battlegroup, after the attack is resolved the affected warbeast can charge an enemy model, then Hallowed Avenger expires.
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- A model/unit hit by Hellfire must pass a command check or flee.
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- Target friendly living Faction warrior model/unit gains Tough and Undead. This model gains one soul token when an affected model is destroyed by an enemy attack, continuous effect, or collateral damage.
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- Target model in this model's battlegroup gains boosted ranged attack damage rolls.
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- Target friendly model/unit gains +2 to melee attack damage rolls. Affected model gain Critical Fire on their normal melee attacks.
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- Take control of target enemy non-warcaster, non-warlock warrior model. The model immediately makes one normal melee attack, then Influence expires.
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- While in this model's control area, enemy models treat open terrain as rough terrain. Inhospitable Ground lasts for one round.
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- Target friendly Faction model/unit gains +2 ARM and Fearless.
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- Target friendly warrior model/unit gains +3 DEF but suffers -1 SPD.
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- Friendly FAction models beginning a charge in this model's control area gain Pathfinder. Warbeasts in th is model's battlegroup beginning their activations in this model's control area can charge or make slam power attacks against enemy models without being forced. Killing Ground lasts for one turn.
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- Enemy models pay double the focus or fury point cost to cast or upkeep spells while in this model's control area.
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- Target friendly/unit gains an additional die on its melee attack and melee damage rolls. If an affected model makes a melee attack, it is destroyed at the end of the turn.
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- Immediately after this model ends its normal movement, target warbeast in its battlegroup can advance up to 3" toward it.
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- A model damaged by Lock the Target cannot run, charge, or be placed for one round.
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- Place a 5" AOE completely in this model's control area. While a model is within the AOE, models in this model's battlegroupignore forests and cloud effects when drawing LOS to it and ignore Stealth when attacking it.
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- If the target friendly Faction model's next normal ranged attack directly hits, after resolving the attack choose a model within 4" of the model hit. The chosen model sufers an unboostable POW 12 magic damage roll. The point of origin for this damage is the model hit. After resolving this damage roll, Magic Bullet expires. Magic Bullet lasts for one turn.
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- While within 2" of this model, enemy models suffer -2 DEF and ARM.
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- Target enemy model/unit suffers -2 DEF and loses Incorporeal and Stealth and cannot gain those abilities while affected by Marked for Death. Friendly Faction models can target an affected model regardless of LOS.
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- Target friendly Faction model/unit gains Apparition. (During your Control Phase, place models with Apparition anywhere completely within 2" of their current locations. If Mirage affects a unit, only models in formation can be placed.)
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- Models in this model's battlegroup currently in its control area gain +2 SPD and Pathfinder for one turn.
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- Target warjack suffers 1 point of fire damage to each column on its damage grid.
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- Target enemy model/unit suffers -2 DEF and ARM and cannot be healed. Mortality lasts for one round.
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- While in this model's control area, friendly models gain Knockdown on their melee weapons. Mosh Put lasts for one turn. (When a model is hit with an attack by a weapon with Knockdown, it is knocked down.)
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- An enemy warbeast damaged by Muzzle cannot advance toward this model for one round.
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- The force of this attack blasts apart the earth itself.
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- Target friendly model/unit gains Stealth.
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- Target model/unit suffers -3 ARM and this model gains +1 ARM.
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- When an enemy model is damaged by Perdition, immediately after the attack is resolved one warbeast in th is model's battlegroup that is currently in this model's battlegroup that is currently in this model's control area can make a full advance toward the nearest enemy model. A model can advance as a result of Perdition only once per turn.
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- Choose a friendly Faction warbeast in this model's control area. Target an enemy model within 8" of the chosen warbeast and make a magice attack against it. The chosen warbeast is the attack's point of origin. If the enemy model is hit, it suffers a damage roll with a POW equal to the warbeast's base STR.
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- When an enemy model casts a spell or uses an animus while in this model's control area, the enemy model suffers 1 damage point and this model heals 1 damage point.
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- Each model in this model's battlegroup currently in its control area immediately heals d3+1 damage points. This spell can only be cast once per turn.
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- Continuous effects, animi, and upkeep spells in this model's control area immediately expires.
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- If target enemy model/unit advances during its normal movement, immediately after ending this movement one model in this model’s battlegroup that is in its control area can make a full advance.
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- While B2B with target friendly Faction model/unit, enemy models suffer -2 DEF and cannot advance except to change facing.
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- Target friendly model/unit gains +2 SPD and +2 DEF against ranged and magic attack rolls.
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- Take control of target enemy non-character warbeast. You can make one full advance with the warbeast and can then make one normal attack with it, then Rampager expires. While the warbeast is affected by Rampager, it cannot be forced and you cannot use its animus. Rampager can be cast only once per round.
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- When target friendly Faction model hits an enemy model with an attack during its activation, immediately after its combat action ends the affected can make a full advance. It cannot be targeted by free strikes during this movement.
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- When target friendly Faction model is targeted by an enemy ranged attack, after the attack is resolved the affected model can make one normal melee or ranged attack, then Return Fire expires. Return Fire lasts for one round.
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- Return one destroyed friendly Faction Grunt to play with one unmarked damage box. It must be placed in this model's control area in formation and within 3" of another model in its unit.
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- The AOE is rough terrain and remains in play for one round.
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- Friendly Faction non-warlock models activating in this model's control area gain +2" movment this turn.
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- Place a wall template anywhere completely in this model's control area where it does not touch a model's base, an obstruction, or an obstacle. The wall is a linear obstacle that provides cover.
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- Target friendly Faction model/unit gains +5 SPD when making a full advance but cannot make ranged attacks.
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- Target friendly model/unit's melee weapons gain Grievous Wonds. (When a model is hit by a weapon with Grievous Wunds, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.)
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- Target frienldy model's/unit's ranged weapons gain +4 RNG.
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- Target friendly Faction model/unit gains concealment and Immunity: Cold.
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- Remove up to 1 fury point from each frienldy living Faction warbeast currently in this model's control area. Soothing Song can only be cast once per turn.
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- Target warbeast in this model's battlegroup automatically passes threshold checks. This model can channel spells through the affected warbeast.
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- When a living non-soulless model is boxed by Soulfire, this model gains 1 fury point and the boxed model is removed from play.
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- While within this model's control area, friendly Faction model/unit' weapons gain Magical Weapon and Blessed. Spellpiercer lasts for one round. (When making an attack with a weapon with Blessed, ignore spell effects that add to a model's ARM or DEF.)
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- While in this model's control area enemy models gaion an additional die on attack rolls. Discard the highest die of each roll. Star-Crossed lasts for one round.
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- A model damaged by Stranglehold forfeits either its movement or its action during its next activation, as its controller chooses.
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- An enemy warbesat damaged by Sunder Spirit loses its animus for one round.
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- Enemy warbeasts/warjacks that advance more than 1" and end their normal movement in this model's control area suffer d3 damage points.
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- Target friendly Faction model gains +2 DEF and cannot be knocked down. While within 3" of the affected model, friendly Faction models also gain +2 DEF and cannot be knocked down.
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- Place a 5" AOE anywhere completely in this model's control area where it does not touch a model's base. The AOE is shallow water and remains in play for one round. While completely in a Swamp Pit AOE, a model with Amphibious cannot be targeted by ranged attacks.
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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 within this model's control area, models in its battlegroup gain +2 on melee attack and damage rolls against models within melee range of another model in this model's battlegroup.
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- Place target model completely within 2" of its current location. When Telekinesis targets and enemy model, it is and offensive spell and requires a magic attack roll. A model can be affected by Telekinesis only once per turn.
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- When a model is damaged by Torment, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.
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- Venom causes corrosion damage. Models hit suffer the Corrosion continuous effect.
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- The next time target friendly Faction model is directly hit by an attack, it suffers no damage roll from the attack, then Vision expires.
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- Choose one of target enemy warbeast's aspects. That aspect suffers the effects of being lost for one round. A warbeast cannot be destroyed as a result of Voodoo Doll.
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- Damage rolls against enemy models in this model's melee range are automatically boosted.
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- When a friendly Faction model in this model's control area destroys one or more enemy models with a melee or ranged atack during its activation, immediately after the attack is resolved, one warbeast in this model' battlegroup that is in its control area can advance up to 3". A warbeast can advance only once per turn as a result of Warpath.
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- When an enemy model advances and ends its movement within 6" of this model, choose a warbeast in this model's battlegroup that is in its control area. That warbeast can immediately make a full advance and then can make one normal melee or ranged attack targeting the enemy model. The attack and damage rolls against that model are boosted. After the attack is resolved, Watcher expires.
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- Target friendly model/unit gains Camouflage and Pathfinder. (A model with Camouflage gains an additional +2 DEF when benefiting from concealment or cover.)
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- Target friendly living warbeast in this model's battlegroup can run, charge, or make slam or trample power attacks without being forced and gains boosted melee attack rolls.
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- This model cannot make ranged attacks, and non-magical ranged attacks targeting it automatically miss. While completely within 3" of this model, models cannot make ranged attacks and non-magical ranged attacks targeting them automatically miss. Wind Wall lasts for one round.
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- This model is a terrifying entity. Models and units-friendly and enemy-within 3" of this model must pass a command check or flee
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- This model can be forced during its activation to gain +2 STR for one turn but suffers d3 damage points.
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- You can choose not to deploy this unit 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 all models in this unit formation within 3" of the chosen table edge.
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- This model ignores the effect of deep and shallow water and can move through them without penalty, While completely in deep water, it cannot be targeted by ranged or magic attacks and can make attacks only against other models in deep water. While completely in deep water, this model does not block LOS.
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- When this model's melee damage roll fails to exceed the ARM of the living model it his, that model suffers 1 damage point.
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- During your Control Phase, place this model anywhere completely within 2" of its current location.
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- When making attacks, ignore focus points overboosting the target's Power Field and spell effects adding to its ARM or DEF.
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- If its warlock is in this model's command range during your Control Phase, the warlock can upkeep one spell without spending fury.
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- When an enemy model casts a spell or uses an animus while in this model's command range, after the spell is cast the enemy model suffers 1 damage point and this model heals 1 damage point.
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- When this model hits another model with an attack, upkeep spells and animi on the model hit expire and its loses the focus points on it. When this model hits a warjack with an attack, that warjack suffers Disruption. (A warjack suffering Disruption loses its forucs points and cannot be allocated forcus or channel spells for one round.)
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- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
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- When calculating damage from this weapon, halve the base ARM stats of models hit that have medium or larger bases. This weapon gains +2 to damage rolls against models with small bases.
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- Before the start of the game, attach this model to a friendly faction warlock for the rest of the game. Each warlock can have only one model attached to it.
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- When a model hits this model with a free strike attack, immediately after the attack is resolved the attacking model suffers d6 damage points.
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- When this model is destroyed, each living warbeast B2B with it heals d3 damage points.
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- This model is a battle engine and is not a warrior model.
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- When a model in this unit is damaged by an enemy attack, after the attack is resolved models in this unit gain +2 STR and ARM and Pathfinder for one round.
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- RNG 3. Target friendly warrior model/unit. If the model/unit is in range, it gains boosted attack rolls against warbeasts for one turn.
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- 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.
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- Once per game during its activation, this model can use Binge Drinking. this model is knocked down.
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- This model gains +2 DEF against ranged attack rolls
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- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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- When a model is hit by an attack with this weapon, it suffers Blind for one round. (A blind model cannot make ranged or magic attacks, suffers -4 MAT and DEF, cannot run or charge, and must forfeit either its movement or action during its next activation.)
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- When an enemy warbeast misses this model with a melee attack, immediately after the attack is resolved this model can mak one normal melee attack the warbeast.
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- When it charges living warrior models without being forced.
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- Refer to page 90.
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- This model gains +2 to charge attack damage rolls with this weapon.
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- This weapon has an integral buckler that gives the model a cumulative +1 ARM bonus. A model does not gain this bonus while the location the buckler is in is being held in a weapon lock or when resolving damage that orgiinates in its back arc.
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- When this model 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 this model frenzies, if it would charge a model, it targets that model with a slam power attack instead. If it cannot, it frenzies normally.
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- Gain +1 to damage rolls with this weapon against models with medium bases and +2 to damage rolls against model with large bases.
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- This model gains an additional +2 DEF when benefiting from concealment or cover.
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- This model gains +4 ARM against free strike damage rolls and ranged attack damage rolls.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make a double-hand throw, head-butt, headlock/weapon lock, push, or throw power attack against that target.
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- This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
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- When a friendly warbeast frenzies in this model's control area, the warbeast can forfeit its activation.
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- This model's front arc extends to 360°.
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- 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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- During a combat action it did not make a charge attack, this model can make one melee attack with its Mount.
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- Thi model can participate in combined melee attacks with other models in its unit.
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- This model can participate in combined ranged attacks with other models in its unit.
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- Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon.
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- A friendly faction model or unit in this model's command range can replace its current CMD with the current CMD of the commander when making command checks.
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- This model is included in any army that includes Rorsh. If Rorsh is Destroyed or removed from play, remove this model is part of Rorsh's battlegroupl.
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- This model gains a cumulative +1 on magic attack rolls for each other model in this unit that is within 1" of it.
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- This model is not a living model, never flees, and automatically passes comand checks.
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- A model hit by this attack suffers the Corrosion continuous effect.
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- A model hit by this atack suffers the Fire continuous effect.
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- 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.
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- When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. it cannot make another counter charge until after your next turn. This model cannot make a counter charge while engaged.
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- On a critical hit, gain an additional die onthis weapon's damage roll against the model directly hit.
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- On a critical hit, if the attack hit small-based non-warlock/warcaster model the model hit is removed from play.
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- On a critical hit, the model hit by this attack suffers the Corrosion continuous effect.
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- on a critical hit, the model hit by this attack suffers the Fire continuous effect.
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- On a critical hit, th model hit becomes stationary for one round unless it has Immunity: Cold.
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- On a critical hit, the model hit is knocked down.
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- On a critical hit against a living model, the model hit has its base DEF reduced to 7 and cannot run or charge for one round.
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- 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 rollw ith 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.
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- refer to page 86.
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- If this model attacks with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
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- This weapon causes cold damage
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- This weapon causes corrosion damage.
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- This weapon causes electrical damage.
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- This weapon causes fire damage.
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- Once per activation, this model can channel a spell through a friendly warrior model in its control area. Once a spell is cast this way, the model it was channeled through suffers d3 damage points.
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- While this model is B2B with one or more models in its unit, it gains +2 ARM.
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- Once per turn, when an enemy model advances in this model's melee range, this model can immediately make one normal melee attack against it.
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- This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. The model cannot dig into solid rock or man-made construction. This model can begin the game dug in.
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- When this model hits a warbeast with a melee attack, roll an additional damage die.
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- 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.
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- This model can make two additional attacks for each fury point to spend to make additional attacks with this weapon.
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- 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.
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- If this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed any distance directly toward this model. After the damaged model is mdoed, this model can make one normal melee attack against the model pushed. After resolving this melee attack, this model can make additional melee attacks during its combat action.
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- While mounted, this model has base SPD 8 and base ARM 17. While dismounted, it has base SPD 6, base ARM 15, and loses Jump, Pathfinder, and Steady.
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- Refer to page 88.
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- Refer to page 88.
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- Refer to page 88.
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- Refer to page 88.
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- Refer to page 88.
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- This model gains +4 DEF against melee and ranged attack rolls made by warbeasts. Warbeasts cannot target this model with free strikes.
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- Friendly Farrow Brigand models gain Combined Ranged Attack.
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- This model cannot be targeted by free strikes. This model can advance up to 2" immediately after an enemy ranged attack that missed it is resolved unless it was missed while advancing.
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- This model ignores cloud effects and forests when determining line of sight. This model ignores concealment and stealth.
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- This model can be included only in a battlegroup controlled by a Minion Farrow warlock.
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- This model can have only Minion Farrow warbeasts in its battlegroup.
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- This model never flees.
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- This models cannot be targeted by ranged or magic attacks while knocked down.
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- Models in this model's battlegroup gain Aggressive. (A model with Aggressive can run or charge without spending focus or being forced.)
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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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- This model can advance through terrain and obstacles without penalty and can advance through obstructions and other models if it has enough movemnt to move completely past them. This model ignores intervening models when declaring its charge target.
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- When this model slams an enemy, immediately after the slam is resolved this model can advance directly toward the slammed model up to the distance the slammed model was moved.
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- When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.
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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 gargantuan
- A gargantuan 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 gargantuan with a ranged or magic attack does not suffer the target in melee attack roll penalty. If a ranged or magic attack misses a gargantuan in melee, that miss is not rerolled against another model. It misses completely.
-- Predeployment
- Gargantuans must be placed before normal deployment. If both players have models to predeploy, they predeploy their models in standard deployment order.
-- Massive
- A gargantuan cannot be slammed, pushed, thrown, knocked down, or made stationary.
-- Gargantuan movement
- A gargantuan can only advance during its normal movement and cannot be placed.
-- Pathfinder
- All gargantuans have Pathfinder
-- Controlling a gargantuan
- Gargantuans must be assigned to a battlegroup, and your opponent can never take control of your gargantuan by any means.
-- Great Beast
- A gargantuan can never gain Advance Deployment, Incorporeal, or Stealth.
-- Ranged attacks while in melee
- A gargantuan can make ranged attacks while in melee. A gargantuan never suffers the firing in melee penalty when targeting a model it is in melee with. A gargantuan cannot gain the aiming bonus when engaged.
-- Gargantuan melee range
- Gargantuan melee weapons and gargantuan melee attacks have a 2" melee range unless otherwise noted. This includes all power attacks made by a gargantuan.
-- Gargantuan power attacks
- A gargantuan can make all the power attacks available to a warbeast along with two additional attacks available only to gargantuans: 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 gargantuan. 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.
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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 five soul tokens at a time. During it activation, this model can spend osul tokens to gain additional attacks or boost attack or damage rolls at one token per attack or boost.
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- This model can have only Minion Gatorman warbeasts in its battlegroup.
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- This model gains +1 ARM for each soul token currently on it.
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- This model does not require LOS in order to target friendly models with spells. This model ignores LOS when making ranged and magic attacks. This model ignores concealment and cover when resolving ranged attacks.
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- This model does not suffer blast damage. Friendly models B2B with it do not suffer blast damage.
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- This model can make slam power attacks without spending focus or being forced. Models slammed by this model are moved an additional 2".
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- During its activation, this model can spend corpse token to heal damage. For each corpse token spent remove d3 damage from this model.
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- This model is a gunfighter. The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
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- The first time this model is disabled by an enemy attack, it heals all damage and is knocked down.
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- This model can add this weapon's POW to its head-butt and slam power attack damage rolls.
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- This model gains a corpse token each time it destroys a living enemy model with a melee attack. This model can have up to three corpse tokens at a time. It can spend corpse tokens during its activation to boost an attack or damage roll or to make an additional melee attack at one token per boost or additional attack.
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- While this model is in its warlock's control area, the warlock can force, leach, reave, heal, and transfer damage to the warbeasts in its battlegroup that are in this model's command range.
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
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- After deployment but before the first player's turn, choose an enemy model/unit to be this unit's prey, 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 removed from play, choose another model/unit as the prey.
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- When this model suffers damage from an enemy attack anytime except while it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model.
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- This model automatically heals d3 damage points at the start each of its activations.
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- This model does not suffer cold damage.
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- This model does not suffer corrosion damage and is immune to the Corrosion continuous effect.
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- This model does not suffer electrical damage.
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- This model does not suffer fire damage and is immune to the fire continuous effect.
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- This model suffers -4 to attack rolls with this weapon.
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- This model can move through rough terrain and obstacles without penalty. It can move through obstructions and other models if it has enough movement to move completely past them.
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- When it hits a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast.
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- Opponents cannot take control of this model.
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- Friendly Farrow models/units in this model's command range never and immediately rally.
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- When an enemy model targets this model with an attack and the attack roll result in a hit
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- 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.
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- After using its normal movement to make a full advance but before performing an action, you can place this model anywhere completely within 5" of its current location. Any effects that prevent it from charging also prevent it from using Jump.
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- When a model is hit by an attack with this weapon, it is knocked down.
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- This model cannot make power attacks.
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- 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.
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- When it destroys a living enemy model with this weapon, immediately after the attack is resolved this model heals d3 damage points.
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- This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking with this weapon and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activatoin.
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- The only warbeast thta can be in this model's battlegroup is Skarath.
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- This model can reroll missed attack rolls with this weapon. Each attack roll can be rerolled onlhy once as a result of Luck.
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- A magical weapon can damage and affect models with the Incorporeal ability.
-Attacks made with magical weapons are not magic attacks.
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- Once per turn during its activation this model can remove 1 fuy point from warbeast in its battlegroup that is in its control area and add 1 fury point to its own current total. The warbeast suffers d3 damage points.
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- This model can charge living warrior models without being forced.
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- 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.
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- These models will work for Cryx.
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- This model will work for Cygnar.
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- This model will work for Khador.
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- This model will work for Protectorate.
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- These models will work for Retribtion.
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- These models will work for Searforge Commission.
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- This model will work for Blindwater Congregation pact.
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- This model will work for Thornfall Alliance Pact.
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- When this model hits a warbeast with an attack, the warbeast suffers d6 points of damage to a branch of your choice.
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- This model is an Officer. The Officer is the unit commander of its unit.
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- This weapon is an Open Fist. A warbeast's Open Fist enables it to make certain power attacks. A warbeast with an Open Fist can make arm lock, headlock, and throw power attacks; a warbeast with two Open Fists can also make double-hand throw power attacks.s
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- 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".
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- While damaged this model can charge or make power attacks without being forced.
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- This model cannot be targeted by free strikes.
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- This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.
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- After hitting a warjack or warbeast with this model's melee attack, you can choose to have it suffer 1 damage point instead of a normal damage roll.
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- This model cannot be targeted by combined melee attacks, combined ranged attacks, or free strikes. Models do not gain back strikes bonuses against this model. When knocked down, this model can stand up during its activation without forfeiting its movement or action if it is able to forfeit its movement or action to stand up.
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- If this model is destroyed by an enemy attack or if Rorsh is destroyed or removed from play by an enemy attack, before this model is removed from the table it can advance up to 3" and make one melee attack it ignores the effects of lost aspects. It cannot be targeted b free strikes during this movement.
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- Instead of making a normal damage roll on a hit, this model throws the model hit as if it had hit with and passed the STGR check of a throw power attack. The thrown model suffers a damage roll with POW equal to the POW of this weapon. The POW of collateral damage is equal to the POW of this weapon.
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- Gain an additional die on this weapon's damage rolls against living models.
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- When an enemy model misses this model with an attack, immediately after the attacks is resolved you can choose to push the enemy model d3" directly away from this model.
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- This model can make trample power attacks.
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- This model gains +2 to charge attack rolls with this weapon.
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- The Leader of this unit can recite one of the following prayers each turn anytime during its unit's activation. Each model in this unit gains the benefits listed.
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-• Heroic Call - Affected models gain Fearless and Tough for one round.
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-• Hog Wild - Affected models can make one ranged attack this activation before this unit makes its normal movement. After their normal movement, models in this unit that make combat actions can only make melee attacks this activation.
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-• March - Affected models gain Pathfinder for one turn.
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- The Leader of this unit can recite one of the following prayers each turn anytime during its unit's activation. Each model in this unit gains the benefits listed.
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-• Cold Blood - Affected models can reroll missed attack rolls against living models this turn. Each roll can be rerolled only once as a result of Cold Blood.
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-• Dirge of Mists - Affected models gain +1 DEF and terror for one round.
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-• March - Affected models gain Pathfinder for one turn.
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- After deployment but before the first player's turn, choose an enemy model/unit to be this model/unit's prey. this model gains +2 to attack and damage rolls against its prey. When this model begins its activation within 10" of its prey. it gains +2" movement that activation. When the prey is destroyed or removed from play, choose another model/unit to be the prey.
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- This model can use the animus of any friendly Faction non-character warbeast in its command range as if th animus were its own.
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- This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
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- If this weapon hits an enemy model with an equal or smaller base, immediately after the attack is resolved the h it model can be pushed any distance directly toward this model.
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- Once during your opponent's turn, when an enemy model within 10" of this model that is in its LOS targets this model with ranged attack, this model can make a ranged attck against the enemy model before it makes its attack roll. If this model's ranged attack hits, the enem model suffers no damage but its attack automatically misses.
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- While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
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- Friendly Faction models can ignore this model when determining LOS.
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- This weapon has a 2" melee range (p. 50).
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- When declaring and resolving attacks with this weapon, this model's front arc extends to 360 degrees.
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- RNG 5. Target friendly warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn.
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- After all models in this unit have completed their actions, each can advance up to 3".
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- This model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.
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- This model gains Pathfinder during activations it charges.
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- This model can make ride-by attacks.
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- At the beginning of your Control Phase, before leaching, you can remove 1 fury point from a friendly Faction warbeast within 1" of this model.
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- This model cannot make slam or trample power attacks and cannot be knocked down.
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- 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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- This weapon is a shield that gives the model a cumulative +2 ARM bonus.
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- Once per round, when a friendly model is directly ht 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.
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- For one orund, each affected model gains a +4 ARM bonus while B2B with another affected model in its unit. This bonus does not apply to damage originatin in the model's back arc. Models in this unit can begin the game affected by Shield Wall.
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- When this model hits with an initial attack or a special attack, it can advance 2" after the attack is resolved. This model cannot be targeted by free strikes during this movement.
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- 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.
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- When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. Instead of rolling damage on a ranged attack, this model can inflict 1 damage point. A model that participates in a ranged attack loses Sniper until that attack is resolved.
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- If Brine is outside this model's control area during your Control Phase, before you models leach fury Brine can make a full advance directly toward 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. 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.
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- This model cannot be targeted by spells.
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- 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.
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- This model is a standard bearer.
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- Ranged and magic attacks declared against this model when the point of origin of the attack is greater than 5" away automatically miss.
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- Refer to page 88.
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- Refer to page 88.
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- During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
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- When this model destroys an enemy model with a normal ranged attack, immediately after the attack is resolved it can advanced up to 2".
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- Models in this unit gain Relentless Charge. (Models with Relentless Charge gain Pathfinder during activations they charge.)
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- Models in this unit gain Set Defence. (A model in the front arc of a model with Set Defence suffers -2 on charge, slam power attack, and impact attack rolls against the model with Set Defence.)
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- Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
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- Other friendly Faction models gain +2 to magic attack rolls against enemy models within 5" of this model.
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- This model is a terrifying entity. Enemy models/units in the melee range of this model or with this model in their melee range must pass a command check or flee.
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- When it destroys a living enemy model with a melee attack, remove the enemy model from play, and this model gains a corpse token. This model can have up to three corpse tokens at a time. During its activation, this model can spend corpse tokens to boost attack or damage rolls at one token per boost.
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- This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
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- Add this model's STR to the POW of this ranged attack.
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- If this model destroys a living enemy model with a normal melee attack, this model's activation ends immediately after the attack is resolved and you can remove 1 fury point from this model.
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- When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled and is knocked down.
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- While in this model's command range, friendly Faction warrior models gain Unyielding. (While engaging an enemy model, a model with Unyielding gains +2 ARM.)
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- This model is not a living model and never flees.
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- While engaging an enemy model, this model gains +2 ARM.
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- This model gains boosted attack and damage rolls against Legion or Blighted models.
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- During your Maintenance Phase, if one or more models in this unit were destroyed or removed from play by enemy attacks during your opponent's last turn, each model in the unit can advance 3" and make one normal melee attack.
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- If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers the Corrosion continuous effect unless this model was destroyed or removed from play by the attack.
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- 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.
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- When attacking with this weapon, add an additional die to its damage rolls.
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- This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
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- While knocked down, this model can make
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\ No newline at end of file
diff --git a/backups/Trollbloods_Exigence 221217112118973.cat b/backups/Trollbloods_Exigence 221217112118973.cat
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index 29c4d45..0000000
--- a/backups/Trollbloods_Exigence 221217112118973.cat
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- This model gains +2 to charge attack rolls with this weapon.
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- A model damaged by an attack with this weapon cannot cast spells, upkeep spells, or use an animus for one round.
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- This model is attached to Borka Kegslayer for the rest o the game. Each warlock can have only one model attached to it.
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- This model is included in any army that includes Borka Kegslayer. If Kegslayer is destroyed or removed from play, remove this model from play. This model is part of the Kegslayer's battlegroup.
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- If this model i sdestroyed by an enemy attack, during your next Maintenance Phase one friendly Faction model/unit can advance 3" and make one nromal melee attack.
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- If this model is B2B with Borka Kegslayer, Borka Kegslayer gains 2 fury points and Stumbling Drunk. Stumbling Drunk lasts for one round. (A model with Stumbling Drunk cannot be knocked down. If it is hit by an enemy attack anytime except while it is advancing, after the attack is resolved it is pushed d3" in a direction determined by the deviation template, then you can choose its facing.)
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- Friendly Faction models beginning a charge, slam power attack, or trample power attack in Kegslayer's control area gain +2" movement. Warbeasts in Kegslayer's battlegroup beginning their activations in his control area can make power attacks without beign forced and roll an additional die on power attack damage rolls and collateral damage rolls. Barrom Blitz lasts for one turn.
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- At the end of its activation, if this model destroyed one or more enemy models with ranged attacks that activation, it can make a full advance.
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- While in this model's command range, friendly Trollkin Highwaymen models gain Opportunist. (While a moidel with Opportunist is completely within the back arc of an enemy model, it gains an additional die on its attack and damage rolls against that enemy model.)
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- While B2B with Lug, this model can transfer damage to Lug without spending fury.
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- The only warbeast that can be in this model's battlegroup is Lug.
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- This model is included in any army tht includes Brun Cragback. If Cragback is destroyed or removed from play, remove this model from play. This model is part of Cragback's battlegroup.
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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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- This model is bonded to Brun Cragback. While it is within 3" of Cragback and is not stationary, Cragback cannot be targeted by free strikes and gains +2 DEF against melee attacks, and models do not gain back strike bonuses while attacks Cragback.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediatley make a double-hand throw, head-butt, headlock/weapon lock, push, or throw power attack against that target.
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- Each time a Friendly model destroys an enemy model while the friendly model is in Calaban's contorl area, Calaban gains 1 fury point. Immediately after resolving an attack in which a model in Calaban's control area destroys one or more enemy models, Calaban can boost attack and damage rolls on spells cast as a result of Death Harvest. Death Harvest lasts for one turn.
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- When a living enemy model is boxed by this attack, it heals 1 damage point. For the rest of the turn, this model can channel spells through the enemy model if it is in this model's control area and is not engaged. At the end of the turn, the enemy model is destroyed.
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- During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
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- When an attack with this weapon hits, this model can suffer 1 damage point to gain an additional die on the damage roll against the model hit. Life Trader can be used once per attack.
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- When attacking with this weapon, this model gains an additional die on damage rolls against damaged models.
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- When a friendly model rolls a 1 or 2 on an attack or damage roll wihile in Truthsayer's control area it can reroll the die. Each die can be rerolled once due to Good Omens. Good Omens lasts for one turn.
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- When a friendly Faction model makes an attack or damage roll during tis activation while in this model' control area, this model can spend 1 fury point to allow the model to reroll that roll. Each roll can be rerolled only once due to Fate Blessed.
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- On a critical hit, instead of suffering a normal damage roll, each model in the AOE is thrown d6" directly away from the attacker regardless of its base size. Roll only once for all of the affected models. Move models farthest from the attacker first. The model directly hit by the attack suffer a POW 14 damage roll. Other models hit by the attack suffers a POW 7 damage roll. The POW of collateral damage is equal to the POW of the damge roll suffered by the thrown model.
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- While in Gunnbjorn's control area, friendly Faction models gain cover, do not suffer blast damage, and cannot be knocked down. Fortification lasts for one round
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- Gain an additional die on this weapon's damage rolls against living models.
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- Add this model's STR to the POW of this ranged attack.
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- Gain an additional die on this weapon's damage rolls against living models.
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- This model is included in any army that includes Dahlia Hallyr. If Hallyr is destoryed or removed from play, remove this model from play. This model is part of Hallyr's battlegroup.
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- This model is bonded to Dahlia Hallyr. When this model frenzies in Hallyr's control range, you choose the frenzy target.
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- On a critical hit, if the attack hit small-based non-warlock/warcaster model the model hit is removed from play.
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- Enemy models currently within 2" of this model are immediately pushed 3" directly away from it in the order you choose.
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- Target friendly model gains Girded. Bomb Shelter lasts for one round. (A model with Girded does not suffer blast damage. Friendly models B2B with it do not suffer blast damage.)
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- Target friendly Faction models gains +3 STR. Rage lasts for one round.
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- Target friendly Faction model gains +2 to AOE ranged attack rolls. When the target model's AOE ranged attacks deviate, you can reroll the direction and/or distance of deviation. Each roll can be rerolled only once as a result of Bank Shot. Bank Shot lasts for one turn.
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- While Dozer & Smigg is in Gunnbjorn's control area, it gains boosted blast damage rolls.
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- This model can be included in Gunnbjorn's theme forces. It can also be bonded to Gunnbjorn.
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- Friendly Dire Troll Blitzer warbeasts gain +2 to attack rolls while this model is in their LOS.
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- Target friendly Faction model gains Elemental Communion. Transmute lasts for one round.
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- When this model hits with a normal melee attack with this weapon, it can replace the base POW of this weapon with the base POW of a melee weapon on a model in its melee range. After the attack is resolved, Adaption expires.
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- When this model hits with a normal melee attack with this weapon, it can replace the base POW of this weapon with the base POW of a melee weapon on a model in its melee range. After the attack is resolved, Adaption expires.
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- While within 2" of deep or shallow water, this model gains +2 DEF. While within 2" of an obstacle or obstruction, this model gains +2 ARM. If this model begins its activation within 2" of rough terrain, it gains +2 SPD this activation.
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- • Arcane Bolt (*Attack) - Arcane Bolt is RNG 12, POW 11 magic attack.
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-• Bone Magic (*Action or Attack) - This model casts the animus of one friendly destroyed warbeast as a spell with out spending fury points. This model Cannot cast an animus with a RNG of SELF. This model must make a special attack to cast an offensive spell. Other spells are cast by making a specail action.
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-• Craft Tailsman (*Action) - Target a friendly warlock within 3" of a model in this unit that is in formation. If the warlock is in range, when he casts a spell and is its point of origin, the spell gains +2 RNG. Spells with RNG SELF, SP, or CTRL are not affected. Craft Tailsman lasts for one turn.
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- This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking with this weapon and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activatoin.
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- While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
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- This model can make one of the following calls at any time during its activation. A friendly Faction model/unit can be affected by only one call each turn.
-- Overcome: RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn.
-- Reveille: Knocked down friendly Faction models in this model's command range immediately stand up. Models that were knocked down this turn are not affected by Reveille.
-- War Cry: RNG 5. Target friendly Faction warrior model/unit. If the model/unit is range, it gains +2 to mlee attack rolls this turn.
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- This model can make one of the following calls at any time during its activation. A friendly Faction model/unit can be affected by only one call each turn.
-- Overcome - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn.
-- Reveille - Knocked down friendly Faction models in this model's command range immediately stand up. Models that were knocked down this turn are not affected by Reveille.
-- War Cry - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains +2 to melee attack rolls this turn.
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- This model does not suffer damage or effects from impact attacks or collateral damage.
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- If one or more friendly Faction warrior models were destroyed or removed from play by enemy attacks while within 5" of this model during your opponent's last turn, after resolving continuous effects during your Maintenance Phase, this model can make a full advance followed by one normal melee attack.
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- While in this model's command range, friendly Fennblade models ignore other friendly Fennblade models when determining LOS. Friendly Fennblade models can advance through other friendly Fennblade models in this model's command range without effect if they have enough movement to move completely past them.
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- • Hand of Glory (*Attack)
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- • Dominate Undead (*Attack)
-• Sacrificial Strike (*Action)
-• Zombify (*Action)
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- Warbeasts in this model's battlegroup gain +2" of movement when charging a model damaged by this weapon this turn.
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- While in Grim's control area, enemy models suffer -3 DEF. Enemy models beginning their activations in Grim's control area suffer -3 SPD and cannot make special attacks. Spread the Net lasts for one round.
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- Friendly Faction models currently in Bloodsong's control area gain Fearless, can make one additional melee attack during their activations this turn, and can make a full advance at the end of this turn after all friendly models have ended their activations. During this movement, affected models cannot be targeted by free strikes. While in Bloodsong's control area, enemy models/units cannot give or receive orders and cannot cast spells. Affected friendly models are considered to have been affected by a Fell Call this turn. A friendly model/unit that has already been affected by a Fell Call this turn is not affected by Fell Chorus. Fell Chorus lasts for one round.
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- The model can make one of the following calls at any time during its activation. A friendly Faction model/unit can be affected by only one call each turn.
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-- Cacophony - While in this model's command range, enemy models/units cannot give or receive orders and cannot cast spells. Cacophony lasts for one round.
-- Heroic Ballad - RNG CMD. Target friendly non-warlock Faction model/unit. If the model/unit is in range, it gains Fearless and affected models can make one additional melee attack during their activations this turn. Heroic Ballad lasts for one round.
-- Hoof It - RNG CMD. Target friendly non-warlock Faction model/unit. If the model/unit is in range, affected models can make a full advance at the end of this turn after all friendly models have ended their activations. Affected models cannot be targeted by free strikes during this movement.
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- Each time this weapon is used to make an attack, choose one of the following abilities:
-- Crescendo - this weapon's base stats become AOE 4 and POW 12 for this attack. This attack's AOE remains in play for one round. Enemy models and non-Faction friendly models entering or ending their activations in the AOE suffer a POW 12 damage roll.
-- Quake - On a direct hit against and enemy model, all models hit are knocked down.
-- Sonic Eruption - This weapon's base stats become RNG 10, AOE -, and POW 12 for this attack.
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- This model can use each of this weapon's ammo types only once per activation.
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- While within Bloodsong's control area, friendly Faction models gain Hyper Aggressive and Unyielding. Call of Valor lasts for one round. (When a model with Hyper Aggressive suffers damage from an enemy attack anytime except while it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model.) (While engaging an enemy model, a model with Unyielding gains +2 ARM.)
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- Friendly Faction models/units in this model's command range never flee and immediately rally.
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- While in Helga's control area, when a friendly Faction model hits an enemy model with a normal melee attack, the enemy model can be slammed d6" directly away from the attacking model. The POW of the slam damage roll is equal to the STR of the attacking model. Grand Finale lasts for one turn.
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- Models in this model's battlegroup gain Gang Fighter. (When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, a model with Gang Fighter gains +2 to melee attack and melee damage rolls.)
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- Doomshaper and friendly Faction warbeasts in his battlegroup beginning their activations in his control area gain +3 SPD and can charge or make slam or trample power attacks without being forced. Scroll of Grimmr lasts for one turn.
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- Once per activation, this model can cast the animus of a Dire Troll warbeast in its battlegroup as a spell without spending fury.
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- This model automatically heals d3 damage points at the start of each of its activations.
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- Enemy models suffer d6 damage points for each focus or fury point they spend while in Doomshaper's control area. Enemy warbeasts suffer d6 damage points for each fury point they receive as a result of being forced while in Doomshaper's control area. If a model is destroyed as a result of this damage while casting a spell or using an animus, the spell or animus does not take effect. If a model is destroyed as a result of this damage while making an attack, the target model suffers no further damage or effects from the attack. Dhunia's Wrath lasts for one round.
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- When a warbeast in this model's battlegroup destroys one or more enemy models with a melee attack during its combat action, immediately after the attack is resolved this model can force hte warbeast to advance up to 2".
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- During your Control Phase, this model can upkeep one spell without spending focus or fury.
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- This model can use this ability once per game when a warbeast frenzies in its control area. When Scroll of the Will of Balazar is used, choose the frenzy target of the warbeast.
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- Warbeasts in this model's battlegroup can charge targets suffering the Fire continuous effect without being forced.
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- The only warbeasts that can be included in this model's battlegroup are Pyre Trolls and Slag Trolls. Reduce the point cost of Pyure Trolls and Slag Trolls in this model's battlegroup by 1.
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- Friendly Long Rider models gain Follow Up and Line Breaker.
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- Warbeasts in this model's battlegroup can charge enemy models hit by this weapon this turn without being forced.
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- This unit is made up of Grim, Muggs, and Krump.
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- This model is a pyg.
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- While this model is in play, after all models in its unit have completed their actions, each can advance up to 3".
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- This model is a pyg.
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- While this model is in play, models in this unit gain Circular Vision. (The front arc of a model with Circular Vision extends to 360 degrees.)
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- Place a 5" AOE in base contact with this model. The AOE remains in place for one round. Living and Undead models entering or ending their activations in the AOE suffer a POW 10 damage roll. Models that are damaged by Trapper are knocked down. Incorporeal models and models with Flight do not suffer the effects of Trapper.
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- When a living or undead enemy non-warlock, non-warcaster warrior model is boxed by an attack while in Jaga-Jaga's control area this turn, you can take control of it. If you do, the model becomes a friendly Faction Undead solo, gains Dark Shroud, heals 1 damage point, and can immediately make a full advance. During this movement, the model cannot be targeted by free strikes. The model cannot activate and is removed from from play when Legion of Death expires. Legion of Death lasts for one round. (While in the melee range of a model with Dark Shroud, enemy models suffers -2 ARM.)
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- While in this model's command range, friendly Runeshaper models gain Force Lock.
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- * Rock Hammer (*Attack) - Rock Hammer is a RNG 8, AOE 3, POW 14 magic attack. On a critical hit, models hit are knocked down.
-* Tectonic shift (*Action) - Choose a table edge. Enemy models currently within 3" of this model are pushed 3" directly toward the chosen table edge in the order you choose.
-* Wall of Stone (*Action) - Place a wall template anywhere completely within 5" of this model where it does not touch a model's base, an obstruction, or an obstacle. The wall is a linear obstacle that provides cover. Wall of Stone lasts for one round.
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- Place d3+3 4" AOE cloud effects anywhere completely in this model's control area. These AOEs do not block friendly Faction models' LOS.While in the AOE, friendly Faction models can advance through terrain and obstacles without penalty and can advance through obstructions and friendly models if they have enough movement to move completely past them. While in the AOE, living enemy models suffer -2 to attack rolls. Rolling Fog lasts for one round.
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- While this model is within 3" of it, the unit commander gains +3" to its command range.
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- 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 table instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.
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- While this model is in play, models in its unit gain Steady. (Models with Steady cannot be knocked down.)
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- Instead of suffering a normal damage roll, a small- or medium-based, non-incorpreal model hit by this attack is slammed d3" directly away from this model. The POW of the slam damage roll is equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to the STR of this model. In addition to suffering a normal damage roll, large-based models hit by this attack are knocked down.
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- 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 table instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.
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- The Leader of this unit can recite one of the following prayers each turn anytime during its unit's activation. Each model in this unit gains the benefits listed.
-- Fervor: Affected models gain +2 to attack and damage rolls this activation.
-- Swift Foot: Affected models gain +2" movement this activation.
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- While this model is in a friendly warlock's control area during the warlock's activation, the warlock can move fury points from himself to it. If this model is in a friendly warlock's control area, the warlock can leach fury points from it during your Control Phase. This model can have up to 1 fury point on it for each model currently in this unit. When a model in this unit is destroyed or removed from play, remove fury points from this model in excess of the number of models remaining in the unit. If this model is destroyed and replaced by a Grunt in its unit, place its fury points on the new Leader.
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- Once at any time during its unit's activation, this model can spend 1 fury point to use Protective Aura. When it does, for one round this model and friendly Faction models gain +2 ARM while within 4˝ of this model +1˝ per fury point on this model.
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- If this model is disabled by an enemy attack, you can choose a non-disabled model in this unit within 3" of this model to be destroyed. If another model is destroyed as a result of Self-Sacrifice, this model heals 1 damage point.
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- This attachment can be added to a Krielstone Bearer & Stone Scribes unit.
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- This model can use one of the following effects each turn anytime during its unit's activation:
-- Combat Warding - Continuous effects on friendly Faction models affected by this unit's Protective Aura expire. While affected by this unit's Protective Aura, a model is immune to continuous effects. Combat Warding lasts for one round.
-- Spirit Chaser - While within the area affected by this unit's Protective Aura this round, enemy models lose Incorporeal and Stealth.
-- Stone Strength - While within the area affected by this unit's Protective Aura this round, friendly Faction models gain +1 STR.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- • Hunter's Mark (*Attack) - Hunter's Mark is RNG 10 mgaic attack that causes no damage. Friendly models can charge or make a slam power attack against an enemy model hit by Hunter's Mark without being forced or spending forcus. A friendly model charging an enemy model hit b Hunter's Mark gains +2" of movement. Hunter's Mark lasts for one turn.
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-• Ice Bolt (*Action) - Ice Bolt is RNG 10 magic attack. A model hit suffers a POW 12 cold damge roll. On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold.
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-• Winter Storm (*Action) - Enemy models that begin their activation in this model's command range lose Eyeless Sight, Flight, and Pathfinder during their activations. Winter Storm lasts for one round.
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- On a critical hit, th model hit becomes stationary for one round unless it has Immunity: Cold.
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- While in Carver's control area, friendly Farrow models gain Overtake and an additional die on melee damage rolls. Hog Heaven lasts for one turn. (When a model with Overtake destroys one or more enemy warrior models with a normal melee attack, after the attack is resolved the model with Overtake can immediately advance up to 1".)
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- Friendly Farrow Brigand models gain Combined Ranged Attack.
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- This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation it makes a Both Barrels attack.
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- While in Ironhide's control area, friendly Faction models gain Overtake. Additionally, when a friendly Faction model destroys one or more enemy models with a melee attack while the enemy model i sin Ironhide's control area, the friendly model can make an additional melee attack. Crusher lasts for one turn. (When a model with Overtake destroys one or more enemey warrior models with a normal melee attack, after the attack is resolved this model can immediately advance up to 1".)
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- This model can use Scroll of Grindar's Perseverance once per game, when this model is directly hit by an attack. If this model uses the scroll, it suffers no damge roll from the attack. Declare use of the scroll after the model is hit but before the damage roll is made.
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- This model cannot be charged or slam power attacked by a warbeast that began the charge or slam power attack in this model's front arc. If a warbeast frenzies and would normally charge or slam Ironhide, it makes a full advance toward him instead.
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- This model gains 1 fury point each time it destroys a living enmey model with this weapon.
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- This model gains 1 fury point each time it destroys a living enmey model with this weapon.
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- Friendly Faction models currently in Ironhide's control area can immediately make one normal attack against each enemy model in melee range or one normal ranged attack ignoring ROF.
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- When this model would be damaged by an enemy melee or ranged attack, it does not suffer the damage and effects triggered by taking damage from the attack. Instead, remove one friendly Trollkin warrior model within 1" of this model from play. If there is not a friendly Trollkin warrior model within 1" of this model, it suffers the damage and effects of the attack normally.
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- When this model destroys one or more enemy models with an attack, immediately after the attack is resolved this model can spend 1 fury point to advance up to 1".
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- When this model makes its first melee attack during its activation, it makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
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- This weapon gains an additional die on attack rolls against small-based models.
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- Gain an additional damge die against knocked down targets.
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- Refer to page 122.
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- When target friendly warbeast makes a special attack, its attack rolls are boosted. Amuck lasts for one turn.
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- Once per activation, when a living enemy model is destroyed or removed from play as a result of a melee attack made by this model during its activation, immediately after that attack is resolved this model can make one normal ranged attack ignoring ROF.
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- When this model suffers damage from enemy attack anytime except during its activation, immediately after the attack has been resolved you can place a Troll Whelp model into B2B with this model if there is enough room for the Whelp's base.
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- Enemy animi within this model's command range expire. Enemy models cannot cast spells and enemy warbeasts lose their animi while in this model's command range. Runebreaker lasts for one round.
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- At the end of Mulg's combat action while in Doomshaper's control area, if the last model Mulg hit with a melee attack during its combat action is still in Mulg's melee range, Mulg can make one normal melee attack targeting that model.
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- When this model's controlling warlock is damaged by an enemy attack, immediately after the attack is resolved this model can make a full advance toward the enemy model. After moving this model can make one melee attack targeting the enemy model.
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- When this model is damaged by an enemy attack, it gains +2 SPD for one round.
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- A living model h it by this weapon has its base DEF reduced to 7 and cannot run or charge. Paralysis lasts for one round.
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- A living model h it by this weapon has its base DEF reduced to 7 and cannot run or charge. Paralysis lasts for one round.
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- This model gains Allure for one round. (Living enemy non-warcaster, non-warlock models that begin an advance within 5˝ of a model with Allure can advance only toward the nearest enemy model with Allure.)
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- This model can charge living warrior models without being forced.
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- This model gains +5 ARM against Fire damager. While suffering the Fire continuous effect, this model cannot be knocked down or made stationary and gains boosted attack and damage rolls.
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- This model gains +5 ARM against Fire damager. While suffering the Fire continuous effect, this model cannot be knocked down or made stationary and gains boosted attack and damage rolls.
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- Before this unit's normal movement, replace the unit commander with the tunneling marker, then remove the remaining models in this unit from the table. Remove those that were not in formation from play. Effects on models in this unit expire. Then move the tunneling marker up to 5". During your next Maintenance Phase, place models in this unit within 5" of the tunneling marker and remove it from the table. Models that cannot be placed are removed from play. This unit cannot receive the Tunneling order if it received it during its last activation.
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- Target friendly Faction model gains +2 to melee damage rolls and Immunity: Fire and its melee weapons gain Critical Fire. Flaming Fists lasts for one round.
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- If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers the Fire continuous effect unless this model was destroyed or removed from play by the attack.
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- • Arcane Interference
-• Energy Siphon
-• Paralysis
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- On a critical hit, the model hit is knocked down.
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- Target friendly living warbeast gains +2 STR and MAT for one round and automatically frenzies during your next Control Phase.
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- This model can be included in Borka's theme forces. It can also be bonded to Borka.
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- When it its a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast.
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- While this model is in play, models in its unit gain 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.)
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- Models in this unit gain Clear! (Ranged attacks against friendly models made by a model with Clear! automatically miss.)
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- Models in this unit gain Combined Melee Attack.
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- This model rolls an additional die on this weapon's damage rolls against non-living models.
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- Target friendly Faction model gains +2 to melee damage rolls and Immunity Corrosion, and its melee weapons gain Critical Corrosion. Acidic Touch lasts for one round.
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- When this model destroys a contruct with a melee damage attack, this model heals d6 damage points.
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- If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers the Corrosion continuous effect unless this model was destroyed or removed from play by the attack.
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- At the start of this unit's activation choose one of the following Fell Calls for this unit to make.
-- Call to Action - Knocked down models in this unit in formation immediately stand up.
-- 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 and is knocked down. Call of Defiance lasts for one round.
-- Fervor - Affected models gain +2 to attack and damage rolls this activation.
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- Models in this unit are never affected by fell calls made by other friendly models.
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- Models in this unit are never affected by fell calls made by other friendly models.
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- At the start of this unit's activation choose one of the following Fell Calls for this unit to make.
-- Call to Action - Knocked down models in this unit in formation immediately stand up.
-- 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 and is knocked down. Call of Defiance lasts for one round.
-- Fervor - Affected models gain +2 to attack and damage rolls this activation.
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- Models in this unit are never affected by fell calls made by other friendly models.
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- At the start of this unit's activation choose one of the following Fell Calls for this unit to make.
-- Call to Action - Knocked down models in this unit in formation immediately stand up.
-- 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 and is knocked down. Call of Defiance lasts for one round.
-- Fervor - Affected models gain +2 to attack and damage rolls this activation.
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- This model can tell one of the following stories anytime during its activation. When this model tells a story, choose a friendly Faction unit. The story affects this model and will affect the unit if it is currently in this model's command range. Stories last for one round. A unit can be affected by only one story each round.
-- Charge of the Trolls - An affected model gains +2 to melee attack and melee damage rolls against enemy models in the melee range of a friendly Faction warbeast.
-- Hero's Tragedy - When an enemy warrior model that destroyed one or more affected models with a melee attack during its activation ends its activation, it is knocked down.
-- Tale of Mist - Affected models gain concealment and Feign Death. (A model with Feign Death cannot be targeted by ranged or magic attacks while knocked down.)
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- When a model is hit with this weapon, lightning arcs from that model to d3 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 4" of the last model it arced to ignoring this model. Each model the lightning arcs to suffers a POW 10 electrical damage roll.
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- Target friendly Faction model gain Immunity: Electricity and its melee weapons gain Electro Leap. Lightning Fists lasts for one round. (When a model is hit with a weapon with Electro Leap, you can have lightning arc to the nearest model within 4" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll.
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- If this model is h it by a melee attack after the attack is resolved the warjack suffers Disruption unless this model was destroyed or removed from play by the attack. ( A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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- Refer to page 88.
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- This model has concealment. Living models suffer -2 to atack rolls while within 2" of this model. Swarm lasts for one round.
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- Target friendly warbeast gains +2" movement and Pathfinder. Rush lasts for one turn.
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- When target friendly model is damaged by an enemy melee attack, after the attack is resolved the enemy model is pushed 3" directly away from the affected model, then Bump expires. Bump lasts for one round.
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- When this model is slammed, reduce the slam distance rolled by 3. If the total slam distance is 0 or less, this model is not knocked down. This model is not knocked down when it suffers collateral damage.
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- Target friendly model's ranged weapons gain Snipe. Far Strike lasts for one turn. (An attack with a Snipe weapon gains +4 RNG.)
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- If this model is within 1" of a friendly Faction warbeast during the warbeast's activation, the warbeast can remove this model from play to heal d3 damage points.
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- Livng enemy models within 1" of this model suffer -1 to attack rolls.
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- While within 10" of a friendly Faction warbeast, this model gains Fearless.
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- If this model is within 1" of a friendly Faction warbeast at the beginning of your Control Phase, before leaching you can remove this model from play to remove any number of fury points from the warbeast.
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- This model does not have to be put into play at the start of the game. When a friendly Faction warbeast is damaged b y an enemy attack, immediately after the attack is resolved you can put one Troll Whelp that di not begin the game in play into play. You can place this model anywhere within 2" of the warbeast.
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- While in this model's command range, friendly Trollkin Champion models ignore other friendly Trollkin Champion models when determining LOS. Friendly Trollkin Champion models can advance through other friendly Trollkin Champion models in this model's command range without effect if they have enough movement to move completely past them.
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- This attachment can be added to a Trollkin Champion unit.
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- While this model is in play, models in its unit gain Overtake. (When a model with Overtake 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".)
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- Models in this unit gain Relentless Charge. (Models with Relentless Charge gain Pathfinder during activations they charge.)
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- 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.
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- Models in this unit gain Set Defense. (A model in the front arc of a model with Set Defense suffers -2 on charge, slam power attack, and impact attack rolls against the model with Set Defense.)
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- While this model is within 3" of it, the unit commander gains +3" to its command range.
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- If this model is destroyed or removed from play, you can choose a Grunt in htis 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 table instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.
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- This attachment can be added to a Trollkin Fennblades unit.
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- RNG 5. Target this model's warlock. If it is in range, once this turn when the warlock casts a spell, reduce its COST by 1.
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- This model can make a Power Glyphs special action only once per game while in its warlock's control area. This model immediately casts one of its warlock's spells with a COST of 3 or less. The warlock is considered to have cast the spell but this model is its point of origin. When making a magic attack roll, this model uses its warlock's FURY. This model cannot cast spells with a RNG of SELF or CTRL.
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- - Rock Hammer (* Attack) - Rock Hammer is a RNG 8, AOE 3, POW 14 magic attack. On a critical hit, models hit are knocked down.
-- Tremor (* Attack) - Tremor affects every model within 2" of this model and does not require a target. Make one magic attack roll. If the roll equals or exceeds the DEF of an affected model, it is knocked down. This attack roll cannot be rerolled. This model can make a Tremor special attack if it charges.
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- Before the start of the game, choose one friendly unit made up entirely of Trollkin models to be this model’s client. This model cannot have the same client as another Adjunct. If this model’s client unit has Advance Deployment, this model gains Advance Deployment.
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- Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action.
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- - Arcane Antidote (* Action) - RNG 5. Target this model or this model's client model/unit. If the target is in range, enemy upkeep spells on the target immediately expire.
-- Ice Bolt (* Attack) - Ice Bolt is a RNG 10 magic attack. A model hit suffers a POW 12 cold damage roll. On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold.
-- Winter Storm (* Action) - Enemy models that begin their activation in this model's command range lose Eyeless Sight, Flight, and Pathfinder during their activations. Winter Storm lasts for one round.
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- This model can make trample power attacks.
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- When a model in this unit is damaged b y an enemy attack, after the attack is resolved models in this unit gain +2 STR and ARM and Pathfinder for one round.
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- This model cannot be included in an army that includeds in an army that includes one or more models of th listed type.
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- If this model attacks with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
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- When a model is hit by n attack with this weapon, it is knocked down.
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- This model can reroll missed attack rolls with this weapon. Each attack roll can be rerolled onlhy once as a result of Luck.
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- Target friendly Faction model gains Immunity: Cold. When an enemy model without Immunity: Cold ends its activation within 2" of the target model, the enemy model becomes stationary for one round. Freezer lasts for one round.
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- If this model is hit by a melee attack, the attacking model becomes stationary for one round at the end of the attacking model's activation unless the attacking model has Immunity: Cold or this model was destroyed or mreoved from play by the end of the attacking model's activation.
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- When it destroys a living enemy model with this weapon, immediately after the attck is resolved this model heals d3 damage points.
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- This model is included in any army that includes Wrong Eye. If Wrong Eye is destoryed or removed from play, remove this model from play. This model is part of Wrong Eye's battlegroup.
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- Snapjaw is bonded to Wrong Eye. When Snapjaw boxes a living model with a melee attack in Wrong Eye's control area, the model is removed from play and either Snapjaw or Wrong Eye heals d3 damage points.
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- On a critical hit, the model hit is knocked down.
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- Place 1 fury point on each enemy warbeast currently in this model's control area. This spell can only be cast once per turn.
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- Magical bolts of energy streak toward the target model.
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- Enemy upkeep spells on target friendly model/unit expire. Affected models cannot be targeted by enemy spells or animi.
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- While in this model's control area, models in its battlegroupgain Counter Charge. (When an enemy model advances and ends its movement within 6" of a model with Counter Charge and its LOS, the model with Counter Charge can immediately charge it. If it does, it cannot make another counter charge until after your next turn. A model cannot make a coutner charge while engaged.)
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- On a hit, you can immediately advance target enemy non-warcaster/non-warlock model up to 3". Affected models cannot be targeted by free strikes during this movement. A model can move only once per turn as a result of Befuddle.
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- Target friendly warrior model/unit gains an additional die on melee damage rolls but suffers -2 DEF.
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- Target frienldy model gains +2 DEF against ranged attack rolls and Dodge. (A model with Dodge can advance up to 2" immdeiately 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.)
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- Friendly models gain +2 to attack and damge rolls against target enemy model/unit.
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- Friendly Faction models gain +2 to melee attack rolls against enemy models in this model's control area. Carnage lasts for one round.
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- Target friendly Faction model/unit gains Pathfinder and Hunter. (A model with Hunter ignores forests, concealment, and cover when determining LOS or making a ranged attack.)
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- This model immediately makes a full advance. It cannot be targeted b y free strikes during this movement. At the end of this movement, this model can make one melee attack against each model in its LOS that is in its melee range. Cyclone can be cast only once per turn.
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- While in this model's control area, friendly Faction warrior models cannot be targeted by free strikes. This model and friendly Faction warrior models activating in its control area gain +1 SPD. Dash lasts for one round.
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- When Deadweight destroys an enemy living or undead model, choose an enemy model within 2" of the destroyed model. The chosen model must forfeit either its movement or its action during its next activation, as its controller chooses.
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- Target friendly Faction model/unit gains +2 DEF and ARM.
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- Target enemy warrior model/unit cannot make ranged attacks and suffers -2 DEF and MAT for one round.
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- Warbeasts in this model's battlegroup beginning their activations in its contgrol area gain +2 movement. This model gians +2 ARM while one or more warbeasts in its battlegroup are within 3" of it.
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- When target friendly model makes a normal attack with a non-spray ranged weapon, the weapon gains Magical Weapon. If the weapon was AOE - it becomes AOE 3. An affected model cannot participate in a combined ranged attack. Models in the AOE other than the model that was directly hit suffer blast damage but do not suffer any other effects of the attack. Explosivo expires immediately after resolving target model's next ranged attack. Explosivo lasts for one turn.
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- Models damaged by Force Blow are knocked down.
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- Target friendly Faction model/unit can reroll its missed attack rolls. Each attack roll can be rerolled only once as a result of Fortune.
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- Frost Hammer causes Cold damage. On a critical hit, a model becomes Stationary for one round unless it has Immunity: Cold.
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- Target friendly model/unit gains Ghostly for one turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. An affected model cannot be targeted by free strikes.)
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- Target friendly Faction model gains +2 DEF and Poltergeist. (When an enemy model misses the model with Poltergeist with and attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from the model with Poltergeist.)
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- While in this model's control area, models in its battlegroup gain boosted ranged attack rolls for one turn.
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- When an enemy attack destroys or removes from play one or more friendly Faction models within 5" of target warbeast in this model's battlegroup, after the attack is resolved the affected warbeast can charge an enemy model, then Hallowed Avenger expires.
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- Target model in this model's battlegroup gains boosted ranged attack damage rolls.
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- While in this model's control area, enemy models treat open terrain as rough terrain. Inhospitable Ground lasts for one round.
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- Target friendly warrior model/unit gains +3 DEF but suffers -1 SPD.
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- Friendly FAction models beginning a charge in this model's control area gain Pathfinder. Warbeasts in th is model's battlegroup beginning their activations in this model's control area can charge or make slam power attacks against enemy models without being forced. Killing Ground lasts for one turn.
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- A model damaged by Lock the Target cannot run, charge, or be placed for one round.
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- Place a 5" AOE completely in this model's control area. While a model is within the AOE, models in this model's battlegroupignore forests and cloud effects when drawing LOS to it and ignore Stealth when attacking it.
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- If the target friendly Faction model's next normal ranged attack directly hits, after resolving the attack choose a model within 4" of the model hit. The chosen model sufers an unboostable POW 12 magic damage roll. The point of origin for this damage is the model hit. After resolving this damage roll, Magic Bullet expires. Magic Bullet lasts for one turn.
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- Target enemy model/unit suffers -2 DEF and loses Incorporeal and Stealth and cannot gain those abilities while affected by Marked for Death. Friendly Faction models can target an affected model regardless of LOS.
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- Target friendly Faction model/unit gains Apparition. (During your Control Phase, place models with Apparition anywhere completely within 2" of their current locations. If Mirage affects a unit, only models in formation can be placed.)
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- Target warjack suffers 1 point of fire damage to each column on its damage grid.
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- Target enemy model/unit suffers -2 DEF and ARM and cannot be healed. Mortality lasts for one round.
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- While in this model's control area, friendly models gain Knockdown on their melee weapons. Mosh Put lasts for one turn. (When a model is hit with an attack by a weapon with Knockdown, it is knocked down.)
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- An enemy warbeast damaged by Muzzle cannot advance toward this model for one round.
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- Choose a friendly Faction warbeast in this model's control area. Target an enemy model within 8" of the chosen warbeast and make a magice attack against it. The chosen warbeast is the attack's point of origin. If the enemy model is hit, it suffers a damage roll with a POW equal to the warbeast's base STR.
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- Continuous effects, animi, and upkeep spells in this model's control area immediately expires.
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- If target enemy model/unit advances during its normal movement, immediately after ending this movement one model in this model’s battlegroup that is in its control area can make a full advance.
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- Target friendly Faction model gains +2 to melee damage rolls and Immunity: Fire and its melee weapons gain Critical Fire. Flaming Fists lasts for one round.
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- If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers the Fire continuous effect unless this model was destroyed or removed from play by the attack.
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- Target friendly model/unit gains +2 SPD and +2 DEF against ranged and magic attack rolls.
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- Take control of target enemy non-character warbeast. You can make one full advance with the warbeast and can then make one normal attack with it, then Rampager expires. While the warbeast is affected by Rampager, it cannot be forced and you cannot use its animus. Rampager can be cast only once per round.
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- When target friendly Faction model hits an enemy model with an attack during its activation, immediately after its combat action ends the affected can make a full advance. It cannot be targeted by free strikes during this movement.
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- When target friendly Faction model is targeted by an enemy ranged attack, after the attack is resolved the affected model can make one normal melee or ranged attack, then Return Fire expires. Return Fire lasts for one round.
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- The AOE is rough terrain and remains in play for one round.
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- Place a wall template anywhere completely in this model's control area where it does not touch a model's base, an obstruction, or an obstacle. The wall is a linear obstacle that provides cover.
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- This model rolls an additional die on this weapon's damage rolls against non-living models.
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- Target friendly Faction model gains +2 to melee damage rolls and Immunity Corrosion, and its melee weapons gain Critical Corrosion. Acidic Touch lasts for one round.
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- When this model destroys a contruct with a melee damage attack, this model heals d6 damage points.
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- If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers the Corrosion continuous effect unless this model was destroyed or removed from play by the attack.
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- Target frienldy model's/unit's ranged weapons gain +4 RNG.
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- Target friendly Faction model/unit gains concealment and Immunity: Cold.
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- Remove up to 1 fury point from each frienldy living Faction warbeast currently in this model's control area. Soothing Song can only be cast once per turn.
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- While within this model's control area, friendly Faction model/unit' weapons gain Magical Weapon and Blessed. Spellpiercer lasts for one round. (When making an attack with a weapon with Blessed, ignore spell effects that add to a model's ARM or DEF.)
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- While in this model's control area enemy models gaion an additional die on attack rolls. Discard the highest die of each roll. Star-Crossed lasts for one round.
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- A model damaged by Stranglehold forfeits either its movement or its action during its next activation, as its controller chooses.
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- An enemy warbesat damaged by Sunder Spirit loses its animus for one round.
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- Target friendly Faction model gains +2 DEF and cannot be knocked down. While within 3" of the affected model, friendly Faction models also gain +2 DEF and cannot be knocked down.
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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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- When a friendly Faction model in this model's control area destroys one or more enemy models with a melee or ranged atack during its activation, immediately after the attack is resolved, one warbeast in this model' battlegroup that is in its control area can advance up to 3". A warbeast can advance only once per turn as a result of Warpath.
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- Target friendly model/unit gains Camouflage and Pathfinder. (A model with Camouflage gains an additional +2 DEF when benefiting from concealment or cover.)
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- Target friendly living warbeast in this model's battlegroup can run, charge, or make slam or trample power attacks without being forced and gains boosted melee attack rolls.
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- This model cannot make ranged attacks, and non-magical ranged attacks targeting it automatically miss. While completely within 3" of this model, models cannot make ranged attacks and non-magical ranged attacks targeting them automatically miss. Wind Wall lasts for one round.
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- This model is a terrifying entity. Models and units-friendly and enemy-within 3" of this model must pass a command check or flee
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- This model can be forced during its activation to gain +2 STR for one turn but suffers d3 damage points.
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- You can choose not to deploy this unit 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 all models in this unit formation within 3" of the chosen table edge.
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- This model ignores the effect of deep and shallow water and can move through them without penalty, While completely in deep water, it cannot be targeted by ranged or magic attacks and can make attacks only against other models in deep water. While completely in deep water, this model does not block LOS.
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- If its warlock is in this model's command range during your Control Phase, the warlock can upkeep one spell without spending fury.
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- When an enemy model casts a spell or uses an animus while in this model's command range, after the spell is cast the enemy model suffers 1 damage point and this model heals 1 damage point.
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- When this model hits another model with an attack, upkeep spells and animi on the model hit expire and its loses the focus points on it. When this model hits a warjack with an attack, that warjack suffers Disruption. (A warjack suffering Disruption loses its forucs points and cannot be allocated forcus or channel spells for one round.)
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- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
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- When calculating damage from this weapon, halve the base ARM stats of models hit that have medium or larger bases. This weapon gains +2 to damage rolls against models with small bases.
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- When calculating damage from this attack, halve the base ARM stats of models hit that have medium or larger bases. This attack gains +2 to damage rolls against models with small bases.
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- Affected models must charge or run. As part of a charge, after moving but before making its charge attack, an affected model can make on ranged attack targeting the model charged unless they were in melee with each other at the start of the affected 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 melee penalty. If the target is not in melee range after moving, the affected model must still make the ranged attack before its activation ends.
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- Before the start of the game, attach this model to a friendly faction warlock for the rest of the game. Each warlock can have only one model attached to it.
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- Make 2d3 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 a model hits this model with a free strike attack, immediately after the attack is resolved the attacking model suffers d6 damage points.
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- When this model is destroyed, each living warbeast B2B with it heals d3 damage points.
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- Huge Base.
-Front arc is divided into two 90 degree arcs of fire.
-A battle engine never gains the DEF bonus from concealment, cover, or elevation.
-Cloud effects and forest terrain do not block line of sight to a battle engine.
-A model targeting a battle engin with a ranged or magic attack does not suffer the target in melee attack roll penalty. If a ranged or magic attack misses a battle engine in melee, that miss is not rerolled against another model. It misses completely. A battle engine can be targeted by combined ranged attacks while it is in melee.
-Predeployment. Must be placed before normal deployment.
-Massive. A battle engine cannot be slammed, pushed, thrown, knocked down, or made stationary.
-Pathfinder.
-Servicable. Friendly Faction models with the Repair ability can attempt to repair damaged battle engines. To attempt repairs, the model with Repair must be in base-to-base contact with the damaged battle engine and make a skill check. If successful, remove d6 damage points from the battle engine.
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- RNG 3. Target friendly warrior model/unit. If the model/unit is in range, it gains boosted attack rolls against warbeasts for one turn.
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- This model can force friendly Faction warbeasts in its command range as if it were their controlling warlock.
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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.
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- Once per game during its activation, this model can use Binge Drinking. this model is knocked down.
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- This attack ignores the firing into melee penalty.
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- When an enemy warbeast misses this model with a melee attack, immediately after the attack is resolved this model can mak one normal melee attack the warbeast.
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- When it charges living warrior models without being forced.
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- Refer to page 90.
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- This model gains +2 to charge attack damage rolls with this weapon.
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- This weapon has an integral buckler that gives the model a cumulative +1 ARM bonus. A model does not gain this bonus while the location the buckler is in is being held in a weapon lock or when resolving damage that orgiinates in its back arc.
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- This model can make slam power attacks. A slammed model suffers a damage roll with POW equal to the current POW of this model's mount. The POW of collateral from a slam is equal to the current POW of the Mount. If this model makes a successful slam but moved less than 3", it makes an attack roll agtainst its target. If the target is hit, it suffers a damage roll with POW equal to the current POW of this model's Mount but is not slammed. After resolving a slam power attack, this model can make one normal melee attack.
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- Affected models can make slam power attacks and must run, charge, or make a slam power attack this activation. A slammed model suffers a damage roll with POW of this model's Mount. The POW of collateral damage from a slam is equal to the current POW of the Mount. If an affected model makes a successful slam but moved less than 3", it makes an attack roll against its target. If the target is hit, it suffers a damage roll with POW equal to the current POW of this model's Mount but is not slammed. After a model in this unit resolves a slam power attack, that model can make one normal melee attack.
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- When this model 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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- 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.
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- This model gains an additional +2 DEF when benefiting from concealment or cover.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make a double-hand throw, head-butt, headlock/weapon lock, push, or throw power attack against that target.
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- This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
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- When a friendly warbeast frenzies in this model's control area, the warbeast can forfeit its activation.
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- This model's front arc extends to 360°.
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- 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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- During a combat action it did not make a charge attack, this model can make one melee attack with its Mount.
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- Thi model can participate in combined melee attacks with other models in its unit.
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- This model can participate in combined ranged attacks with other models in its unit.
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- A friendly faction model or unit in this model's command range can replace its current CMD with the current CMD of the commander when making command checks.
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- This model is included in any army that includes Rorsh. If Rorsh is Destroyed or removed from play, remove this model is part of Rorsh's battlegroupl.
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- This model gains a cumulative +1 on magic attack rolls for each other model in this unit that is within 1" of it.
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- This model is not a living model, never flees, and automatically passes comand checks.
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- A model hit by this attack suffers the Corrosion continuous effect.
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- A model hit by this atack suffers the Fire continuous effect.
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- 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.
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- When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. it cannot make another counter charge until after your next turn. This model cannot make a counter charge while engaged.
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- On a Critical hit, gain an additional die on this weapon's damage roll against the model directly hit.
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- On a critical hit, if the attack hit a small-based non-warlock/warcaster model the model hit is removed from play.
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- On a critical hit, the model hit by this attack suffers the Corrosion continuous effect.
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- On a critical hit on a warjack, it suffers Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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- on a critical hit, the model hit by this attack suffers the Fire continuous effect.
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- On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold.
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- On a critical hit, the model hit by this weapon loses Tough, cannot heal or be h ealed, and cannot transfer damage for one round.
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- On a critical hit, the model hit is knocked down.
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- On a critical hit against an enemy model, it is knocked down and can be puished 1" directly away from this model. If it is pushed, this model can immediately advance directly toward the pushed model up to the distance that model was moved.
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- 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.
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- On a critical hit, the model hit loses its initial attacks and cannot make special attacks for one round.
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- refer to page 86.
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- If this model atacks with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
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- This weapon causes cold damage
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- This weapon causes corrosion damage.
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- This weapon causes electrical damage.
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- This weapon causes fire damage.
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- While this model is B2B with one or more models in its unit, it gains +2 ARM.
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- This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. The model cannot dig into solid rock or man-made construction. This model can begin the game dug in.
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- When this model hits a warbeast with a melee attack, roll an additional damage die.
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- 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.
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- 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.
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- If this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damged model can be pushed any distance directly toward this model. After the damged model is moved, this model can make one normal melee attack against the model pushed. After resolving this melee attack, this model can make additional melee attacks during its combat action.
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- While mounted, this model has base SPD 7 and base ARM 18. While dismounted, it has SPD 5 and base ARM 16 and loses Bull Rush and Follow Up.
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- Refer to page 88.
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- Refer to page 88.
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- Refer to page 88.
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- Refer to page 88.
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- Refer to page 88.
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- This model gains +4 DEF against melee and ranged attack rolls made by warbeasts. Warbeasts cannot target this model with free strikes.
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- Friendly Farrow Brigand models gain Combined Ranged Attack.
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- This model cannot be targeted by free strikes. This model can advance up to 2" immediately after an enemy ranged attack that missed it is resolved unless it was missed while advancing.
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- This model ignores cloud effects and forests when determining line of sight. This model ignores concealment and stealth.
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- This model can have only Minion Farrow warbeasts in its battlegroup.
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- This model never flees.
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- This models cannot be targeted by ranged or magic attacks while knocked down.
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- Models in this model's battlegroup gain Aggressive. (A model with Aggressive can run or charge without spending focus or being forced.)
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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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- This model can advance through terrain and obstacles without penalty and can advance through obstructions and other models if it has enough movemnt to move completely past them. This model ignores intervening models when declaring its charge target.
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- When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model up to the distance the slammed model was moved.
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- Enemy models in this model's melee range cannot advance except to change facing.
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- If this model forfeits its movement during its activation to gain the aiming bonus, it can make d3 initial attacks with this weapon during its combat action that activation, ignoring ROF.
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- When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
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- When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.
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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 gargantuan
- A gargantuan 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 gargantuan with a ranged or magic attack does not suffer the target in melee attack roll penalty. If a ranged or magic attack misses a gargantuan in melee, that miss is not rerolled against another model. It misses completely.
-- Predeployment
- Gargantuans must be placed before normal deployment. If both players have models to predeploy, they predeploy their models in standard deployment order.
-- Massive
- A gargantuan cannot be slammed, pushed, thrown, knocked down, or made stationary.
-- Gargantuan movement
- A gargantuan can only advance during its normal movement and cannot be placed.
-- Pathfinder
- All gargantuans have Pathfinder
-- Controlling a gargantuan
- Gargantuans must be assigned to a battlegroup, and your opponent can never take control of your gargantuan by any means.
-- Great Beast
- A gargantuan can never gain Advance Deployment, Incorporeal, or Stealth.
-- Ranged attacks while in melee
- A gargantuan can make ranged attacks while in melee. A gargantuan never suffers the firing in melee penalty when targeting a model it is in melee with. A gargantuan cannot gain the aiming bonus when engaged.
-- Gargantuan melee range
- Gargantuan melee weapons and gargantuan melee attacks have a 2" melee range unless otherwise noted. This includes all power attacks made by a gargantuan.
-- Gargantuan power attacks
- A gargantuan can make all the power attacks available to a warbeast along with two additional attacks available only to gargantuans: 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 gargantuan. 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.
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- This model can have only Minion Gatorman warbeasts in its battlegroup.
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- This model does not suffer blast damage. Friendly models B2B with it do not suffer blast damage.
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- When a warbeast in this model's battlegroup destroys one or more enemy models with a melee attack during its combat action, immediately after the attack is resolved this model can force the warbeast to advance up to 2".
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- During its activation, this model can spend corpse token to heal damage. For each corpse token spent remove d3 damage from this model.
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- This model is a gunfighter. The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
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- The first time this model is disabled by an enemy attack, it heals all damage and is knocked down.
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- This model does not suffer damage or effects from impact attacks or collateral damage.
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- This model gains a corpse token each time it destroys a living enemy model with a melee attack. This model can have up to three corpse tokens at a time. It can spend corpse tokens during its activation to boost an attack or damage roll or to make an additional melee attack at one token per boost or additional attack.
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- While this model is in its warlock's control area, the warlock can force, leach, reave, heal, and transfer damage to the warbeasts in its battlegroup that are in this model's command range.
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
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- After deployment but before the first player's turn, choose an enemy model/unit to be this unit's prey, 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 removed from play, choose another model/unit as the prey.
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- This model automatically heals d3 damage points at the start each of its activations.
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- This model does not suffer cold damage.
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- This model does not suffer corrosion damage and is immune to the Corrosion continuous effect.
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- This model does not suffer electrical damage.
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- This model does not suffer fire damage and is immune to the fire continuous effect.
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- This model suffers -4 to attack rolls with this weapon.
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- This model can move through rough terrain and obstacles without penalty. It can move through obstructions and other models if it has enough movement to move completely past them.
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- When it hits a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast.
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- Opponents cannot take control of this model.
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- Friendly Farrow models/units in this model's command range never and immediately rally.
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- 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.
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- After using its normal movement to make a full advance but before performing an action, you can place this model anywhere completely within 5" of its current location. Any effects that prevent it from charging also prevent it from using Jump.
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- When a model is hit by an attack with this weapon, it is knocked down.
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- This model cannot make power attacks.
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- 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.
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- This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking with this weapon and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation.
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- The only warbeast thta can be in this model's battlegroup is Skarath.
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- This model gains an additional die on impact attack rolls.
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- This model can reroll missed attack rolls with this weapon. Eachg attack roll can be rerolled only once as a result of Luck.
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- A magical weapon can damage and affect models with the Incorporeal ability.
-Attacks made with magical weapons are not magic attacks.
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- Once per turn during its activation this model can remove 1 fuy point from warbeast in its battlegroup that is in its control area and add 1 fury point to its own current total. The warbeast suffers d3 damage points.
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- This model can charge living warrior models without being forced.
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- These models will work for Cryx.
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- These models will work for Cygnar, Khador, Protectorate, and Cryx.
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- These models will work for Retribution.
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- These models will work for Searforge Commission.
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- This model will work for Cryx, Cygnar, and Khador.
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- This model will work for Cygnar and Khador.
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- This model will work for Cygnar and the Retribution.
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- This model will work for Cygnar, Khador, and the Protectorate.
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- These models will work for Retribtion.
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- These models will work for Searforge Commission.
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- These models will work for Cryx.
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- This model will work for Cygnar.
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- This model will work for Khador.
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- This model will work for Protectorate.
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- This model will work for Circle, Legion, and Skorne.
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- This model will work for Cirlce, Legion, Skorne, and Trollbloods.
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- This model will work for Circle.
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- This model will work for Legion.
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- This model will work for Skorne.
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- This model will work for Thornfall Alliance Pact.
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- This model will work for Trollbloods.
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- These models will work for Circle and Trollbloods.
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- Instead of suffering a normal damage roll, a small- or medium-based, non-incorporeal model hit by this attack is slammed d3" directly away from this model. The POW of the slam damage roll is equal to the POW of this weapon. The POW of collateral damage is equal to the POW of this weapon. In addition to suffering a normal damage roll, large-based models hit by this attack are knocked down.
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- When this model hits a warbeast with an attack, the warbeast suffers d6 points of damage to a branch of your choice.
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- This model is an Officer. The Officer is the unit commander of its unit.
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- This weapon is an Open Fist. A warbeast's Open Fist enables it to make certain power attacks. A warbeast with an Open Fist can make arm lock, headlock, and throw power attacks; a warbeast with two Open Fists can also make double-hand throw power attacks.s
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- While a moidel with Opportunist is completely within the back arc of an enemy model, it gains an additional die on its attack and damage rolls against that enemy model.
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- While damaged this model can charge or make power attacks without being forced.
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- This model cannot be targeted by free strikes.
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- This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.
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- If this model is destroyed by an enemy attack or if Rorsh is destroyed or removed from play by an enemy attack, before this model is removed from the table it can advance up to 3" and make one melee attack it ignores the effects of lost aspects. It cannot be targeted b free strikes during this movement.
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- During its activation, this model can make melee attacks with its ranged weapon, with a 0.5" melee range. Do not add this model's STR to damage rolls made with ranged weapons. Charge attacks made with ranged weapons are not boosted.
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- Gain an additional die on this weapon's damage rolls against living models.
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- This model can make trample power attacks.
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- When attacking with this weapon, this model can spend 1 fury point to boost all attack and damage rolls for the attack.
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- The Leader of this unit can recite one of the following prayers each turn anytime during its unit's activation. Each model in this unit gains the benefits listed.
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-• Heroic Call - Affected models gain Fearless and Tough for one round.
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-• Hog Wild - Affected models can make one ranged attack this activation before this unit makes its normal movement. After their normal movement, models in this unit that make combat actions can only make melee attacks this activation.
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-• March - Affected models gain Pathfinder for one turn.
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- The Leader of this unit can recite one of the following prayers each turn anytime during its unit's activation. Each model in this unit gains the benefits listed.
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-• Cold Blood - Affected models can reroll missed attack rolls against living models this turn. Each roll can be rerolled only once as a result of Cold Blood.
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-• Dirge of Mists - Affected models gain +1 DEF and terror for one round.
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-• March - Affected models gain Pathfinder for one turn.
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- After deployment but before the first player's turn, choose an enemy model/unit to be this model/unit's prey. this model gains +2 to attack and damage rolls against its prey. When this model begins its activation within 10" of its prey. it gains +2" movement that activation. When the prey is destroyed or removed from play, choose another model/unit to be the prey.
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- This model can use the animus of any friendly Faction non-character warbeast in its command range as if th animus were its own.
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- This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
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- This model is a pyg.
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- On a direct hit against an enemy model, all models hit are knocked down.
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- Once during your opponent's turn, when an enemy model within 10" of this model that is in its LOS targets this model with ranged attack, this model can make a ranged attck against the enemy model before it makes its attack roll. If this model's ranged attack hits, the enem model suffers no damage but its attack automatically misses.
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- While B2B with one or more grunts in this unit, the leader gains +2 to attack rolls with this weapon.
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- 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.
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- This model can make one additional melee attack each combat action.
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- This weapon has a 2" melee range (p. 50).
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- RNG 5. Target friendly warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn.
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- This model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.
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- This model gains Pathfinder during activations it charges.
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- 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.
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- This model can make ride-by attacks.
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- At the beginning of your Control Phase, before leaching, you can remove 1 fury point from a friendly Faction warbeast within 1" of this model.
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- This model cannot make slam or trample power attacks and cannot be knocked down.
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- 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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- This weapon is a shield that gives the model a cumulative +2 ARM bonus.
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- 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.
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- 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.
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- 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.
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- When this model destroys one or more enemy models with a ranged attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Snap Fire do not count against a weapon's ROF and cannot generate additional attacks from Snap Fire.
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- When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. Instead of rolling damage on a ranged attack, this model can inflict 1 damage point. A model that participates in a ranged attack loses Sniper until that attack is resolved.
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- If Brine is outside this model's control area during your Control Phase, before you models leach fury Brine can make a full advance directly toward this model.
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- This model cannot be targeted by spells.
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- 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.
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- This model is a standard bearer.
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- Ranged and magic attacks declared against this model when the point of origin of the attack is greater than 5" away automatically miss.
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- Refer to page 88.
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- Refer to page 88.
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- When this model destroys an enemy model with a normal ranged attack, immediately after the attack is resolved it can advanced up to 2".
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- Models in this unit gain Relentless Charge. (Models with Relentless Charge gain Pathfinder during activations they charge.)
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- Models in this unit gain Set Defence. (A model in the front arc of a model with Set Defence suffers -2 on charge, slam power attack, and impact attack rolls against the model with Set Defence.)
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- Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
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- Other friendly Faction models gain +2 to magic attack rolls against enemy models within 5" of this model.
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- This model is a terrifying entity. Enemy models/units in the melee range of this model or with this model in their melee range must pass a command check or flee.
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- When it destroys a living enemy model with a melee attack, remove the enemy model from play, and this model gains a corpse token. This model can have up to three corpse tokens at a time. During its activation, this model can spend corpse tokens to boost attack or damage rolls at one token per boost.
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- This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
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- Add this model's STR to the POW of this ranged attack.
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- If this model destroys a living enemy model with a normal melee attack, this model's activation ends immediately after the attack is resolved and you can remove 1 fury point from this model.
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- When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled and is knocked down.
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- This model can charge and make charge attacks with this weapon. During a combat action it did not make a charge attack, this model can make one melee attacks with this weapon.
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- This model is a trollkin
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- This model ignores concealment, Camouflage, and Stealth.
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- While in this model's command range, friendly Faction warrior models gain Unyielding. (While engaging an enemy model, a model with Unyielding gains +2 ARM.)
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- This model is not a living model and never flees.
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- While engaging an enemy model, this model gains +2 ARM.
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- This model gains boosted attack and damage rolls against Legion or Blighted models.
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- During your Maintenance Phase, if one or more models in this unit were destroyed or removed from play by enemy attacks during your opponent's last turn, each model in the unit can advance 3" and make one normal melee attack.
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- This model can make melee and ranged attacks during the same combat action. When this model makes its initial attacks, it can make both its initial ranged and mele attacks.
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- If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers the Corrosion continuous effect unless this model was destroyed or removed from play by the attack.
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- 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.
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- 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.
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-Battlegroup
- The other models in a warlock's unit are part of its battlegroup.
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-Atachments
- Warlock units cannot have unit and weapon attachments like other units, but they can have warlock attachments like standard warlocks. If a warlock unit has a warlock attachment, the atachment remains a solo and does not become part of the warlock unit.
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- When attacking with this weapon, add an additional die to its damage rolls.
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- This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
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- While knocked down, this model can make
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diff --git a/backups/Trollbloods_Exigence_(2014) 221217105901836.cat b/backups/Trollbloods_Exigence_(2014) 221217105901836.cat
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- Once per activation, immediately after resolving an attack in which it destroyed a living enemy model with this weapon, this model can cast a spell with COST 3 or less without spending fury.
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- This model gains +2 to charge attack rolls with this weapon.
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- A model damaged by an attack with this weapon cannot cast spells, upkeep spells, or use an animus for one round.
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- This model is attached to Borka Kegslayer for the rest o the game. Each warlock can have only one model attached to it.
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- This model is included in any army that includes Borka Kegslayer. If Kegslayer is destroyed or removed from play, remove this model from play. This model is part of the Kegslayer's battlegroup.
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- If this model i sdestroyed by an enemy attack, during your next Maintenance Phase one friendly Faction model/unit can advance 3" and make one nromal melee attack.
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- If this model is B2B with Borka Kegslayer, Borka Kegslayer gains 2 fury points and Stumbling Drunk. Stumbling Drunk lasts for one round. (A model with Stumbling Drunk cannot be knocked down. If it is hit by an enemy attack anytime except while it is advancing, after the attack is resolved it is pushed d3" in a direction determined by the deviation template, then you can choose its facing.)
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- Friendly Faction models beginning a charge, slam power attack, or trample power attack in Kegslayer's control area gain +2" movement. Warbeasts in Kegslayer's battlegroup beginning their activations in his control area can make power attacks without beign forced and roll an additional die on power attack damage rolls and collateral damage rolls. Barrom Blitz lasts for one turn.
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- Models in this model's battlegroup gain Immunity: Cold.
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- At the end of its activation, if this model destroyed one or more enemy models with ranged attacks that activation, it can make a full advance.
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- While in this model's command range, friendly Trollkin Highwaymen models gain Opportunist. (While a moidel with Opportunist is completely within the back arc of an enemy model, it gains an additional die on its attack and damage rolls against that enemy model.)
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- While B2B with Lug, this model can transfer damage to Lug without spending fury.
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- The only warbeast that can be in this model's battlegroup is Lug.
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- This model is included in any army tht includes Brun Cragback. If Cragback is destroyed or removed from play, remove this model from play. This model is part of Cragback's battlegroup.
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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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- This model is bonded to Brun Cragback. While it is within 3" of Cragback and is not stationary, Cragback cannot be targeted by free strikes and gains +2 DEF against melee attacks, and models do not gain back strike bonuses while attacks Cragback.
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- Each time a Friendly model destroys an enemy model while the friendly model is in Calaban's contorl area, Calaban gains 1 fury point. Immediately after resolving an attack in which a model in Calaban's control area destroys one or more enemy models, Calaban can boost attack and damage rolls on spells cast as a result of Death Harvest. Death Harvest lasts for one turn.
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- When a living enemy model is boxed by this attack, it heals 1 damage point. For the rest of the turn, this model can channel spells through the enemy model if it is in this model's control area and is not engaged. At the end of the turn, the enemy model is destroyed.
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- During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
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- When an attack with this weapon hits, this model can suffer 1 damage point to gain an additional die on the damage roll against the model hit. Life Trader can be used once per attack.
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- When attacking with this weapon, this model gains an additional die on damage rolls against damaged models.
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- When a friendly model rolls a 1 or 2 on an attack or damage roll wihile in Truthsayer's control area it can reroll the die. Each die can be rerolled once due to Good Omens. Good Omens lasts for one turn.
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- When a friendly Faction model makes an attack or damage roll during tis activation while in this model' control area, this model can spend 1 fury point to allow the model to reroll that roll. Each roll can be rerolled only once due to Fate Blessed.
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- On a critical hit, instead of suffering a normal damage roll, each model in the AOE is thrown d6" directly away from the attacker regardless of its base size. Roll only once for all of the affected models. Move models farthest from the attacker first. The model directly hit by the attack suffer a POW 14 damage roll. Other models hit by the attack suffers a POW 7 damage roll. The POW of collateral damage is equal to the POW of the damge roll suffered by the thrown model.
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- While in Gunnbjorn's control area, friendly Faction models gain cover, do not suffer blast damage, and cannot be knocked down. Fortification lasts for one round
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- Gain an additional die on this weapon's damage rolls against living models.
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- Add this model's STR to the POW of this ranged attack.
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- Gain an additional die on this weapon's damage rolls against living models.
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- This model is included in any army that includes Dahlia Hallyr. If Hallyr is destoryed or removed from play, remove this model from play. This model is part of Hallyr's battlegroup.
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- This model is bonded to Dahlia Hallyr. When this model frenzies in Hallyr's control range, you choose the frenzy target.
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- On a critical hit, if the attack hit small-based non-warlock/warcaster model the model hit is removed from play.
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- Enemy models currently within 2" of this model are immediately pushed 3" directly away from it in the order you choose.
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- Target friendly model gains Girded. Bomb Shelter lasts for one round. (A model with Girded does not suffer blast damage. Friendly models B2B with it do not suffer blast damage.)
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- Target friendly Faction models gains +3 STR. Rage lasts for one round.
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- Target friendly Faction model gains +2 to AOE ranged attack rolls. When the target model's AOE ranged attacks deviate, you can reroll the direction and/or distance of deviation. Each roll can be rerolled only once as a result of Bank Shot. Bank Shot lasts for one turn.
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- While Dozer & Smigg is in Gunnbjorn's control area, it gains boosted blast damage rolls.
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- This model can be included in Gunnbjorn's theme forces. It can also be bonded to Gunnbjorn.
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- Friendly Dire Troll Blitzer warbeasts gain +2 to attack rolls while this model is in their LOS.
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- Target friendly Faction model gains Elemental Communion. Transmute lasts for one round.
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- When this model hits with a normal melee attack with this weapon, it can replace the base POW of this weapon with the base POW of a melee weapon on a model in its melee range. After the attack is resolved, Adaption expires.
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- When this model hits with a normal melee attack with this weapon, it can replace the base POW of this weapon with the base POW of a melee weapon on a model in its melee range. After the attack is resolved, Adaption expires.
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- While within 2" of deep or shallow water, this model gains +2 DEF. While within 2" of an obstacle or obstruction, this model gains +2 ARM. If this model begins its activation within 2" of rough terrain, it gains +2 SPD this activation.
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- • Arcane Bolt (*Attack) - Arcane Bolt is RNG 12, POW 11 magic attack.
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-• Bone Magic (*Action or Attack) - This model casts the animus of one friendly destroyed warbeast as a spell with out spending fury points. This model Cannot cast an animus with a RNG of SELF. This model must make a special attack to cast an offensive spell. Other spells are cast by making a specail action.
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-• Craft Tailsman (*Action) - Target a friendly warlock within 3" of a model in this unit that is in formation. If the warlock is in range, when he casts a spell and is its point of origin, the spell gains +2 RNG. Spells with RNG SELF, SP, or CTRL are not affected. Craft Tailsman lasts for one turn.
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- This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking with this weapon and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activatoin.
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- While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
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- This model can make one of the following calls at any time during its activation. A friendly Faction model/unit can be affected by only one call each turn.
-- Overcome: RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn.
-- Reveille: Knocked down friendly Faction models in this model's command range immediately stand up. Models that were knocked down this turn are not affected by Reveille.
-- War Cry: RNG 5. Target friendly Faction warrior model/unit. If the model/unit is range, it gains +2 to mlee attack rolls this turn.
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- This model can make one of the following calls at any time during its activation. A friendly Faction model/unit can be affected by only one call each turn.
-- Overcome - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn.
-- Reveille - Knocked down friendly Faction models in this model's command range immediately stand up. Models that were knocked down this turn are not affected by Reveille.
-- War Cry - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains +2 to melee attack rolls this turn.
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- This model does not suffer damage or effects from impact attacks or collateral damage.
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- If one or more friendly Faction warrior models were destroyed or removed from play by enemy attacks while within 5" of this model during your opponent's last turn, after resolving continuous effects during your Maintenance Phase, this model can make a full advance followed by one normal melee attack.
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- While in this model's command range, friendly Fennblade models ignore other friendly Fennblade models when determining LOS. Friendly Fennblade models can advance through other friendly Fennblade models in this model's command range without effect if they have enough movement to move completely past them.
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- • Hand of Glory (*Attack)
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- • Dominate Undead (*Attack)
-• Sacrificial Strike (*Action)
-• Zombify (*Action)
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- Warbeasts in this model's battlegroup gain +2" of movement when charging a model damaged by this weapon this turn.
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- While in Grim's control area, enemy models suffer -3 DEF. Enemy models beginning their activations in Grim's control area suffer -3 SPD and cannot make special attacks. Spread the Net lasts for one round.
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- Friendly Faction models currently in Bloodsong's control area gain Fearless, can make one additional melee attack during their activations this turn, and can make a full advance at the end of this turn after all friendly models have ended their activations. During this movement, affected models cannot be targeted by free strikes. While in Bloodsong's control area, enemy models/units cannot give or receive orders and cannot cast spells. Affected friendly models are considered to have been affected by a Fell Call this turn. A friendly model/unit that has already been affected by a Fell Call this turn is not affected by Fell Chorus. Fell Chorus lasts for one round.
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- The model can make one of the following calls at any time during its activation. A friendly Faction model/unit can be affected by only one call each turn.
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-- Cacophony - While in this model's command range, enemy models/units cannot give or receive orders and cannot cast spells. Cacophony lasts for one round.
-- Heroic Ballad - RNG CMD. Target friendly non-warlock Faction model/unit. If the model/unit is in range, it gains Fearless and affected models can make one additional melee attack during their activations this turn. Heroic Ballad lasts for one round.
-- Hoof It - RNG CMD. Target friendly non-warlock Faction model/unit. If the model/unit is in range, affected models can make a full advance at the end of this turn after all friendly models have ended their activations. Affected models cannot be targeted by free strikes during this movement.
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- Each time this weapon is used to make an attack, choose one of the following abilities:
-- Crescendo - this weapon's base stats become AOE 4 and POW 12 for this attack. This attack's AOE remains in play for one round. Enemy models and non-Faction friendly models entering or ending their activations in the AOE suffer a POW 12 damage roll.
-- Quake - On a direct hit against and enemy model, all models hit are knocked down.
-- Sonic Eruption - This weapon's base stats become RNG 10, AOE -, and POW 12 for this attack.
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- This model can use each of this weapon's ammo types only once per activation.
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- While within Bloodsong's control area, friendly Faction models gain Hyper Aggressive and Unyielding. Call of Valor lasts for one round. (When a model with Hyper Aggressive suffers damage from an enemy attack anytime except while it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model.) (While engaging an enemy model, a model with Unyielding gains +2 ARM.)
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- Friendly Faction models/units in this model's command range never flee and immediately rally.
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- While in Helga's control area, when a friendly Faction model hits an enemy model with a normal melee attack, the enemy model can be slammed d6" directly away from the attacking model. The POW of the slam damage roll is equal to the STR of the attacking model. Grand Finale lasts for one turn.
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- Models in this model's battlegroup gain Gang Fighter. (When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, a model with Gang Fighter gains +2 to melee attack and melee damage rolls.)
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- Doomshaper and friendly Faction warbeasts in his battlegroup beginning their activations in his control area gain +3 SPD and can charge or make slam or trample power attacks without being forced. Scroll of Grimmr lasts for one turn.
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- Once per activation, this model can cast the animus of a Dire Troll warbeast in its battlegroup as a spell without spending fury.
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- This model automatically heals d3 damage points at the start of each of its activations.
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- Enemy models suffer d6 damage points for each focus or fury point they spend while in Doomshaper's control area. Enemy warbeasts suffer d6 damage points for each fury point they receive as a result of being forced while in Doomshaper's control area. If a model is destroyed as a result of this damage while casting a spell or using an animus, the spell or animus does not take effect. If a model is destroyed as a result of this damage while making an attack, the target model suffers no further damage or effects from the attack. Dhunia's Wrath lasts for one round.
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- When a warbeast in this model's battlegroup destroys one or more enemy models with a melee attack during its combat action, immediately after the attack is resolved this model can force hte warbeast to advance up to 2".
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- During your Control Phase, this model can upkeep one spell without spending focus or fury.
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- This model can use this ability once per game when a warbeast frenzies in its control area. When Scroll of the Will of Balazar is used, choose the frenzy target of the warbeast.
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- Warbeasts in this model's battlegroup can charge targets suffering the Fire continuous effect without being forced.
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- The only warbeasts that can be included in this model's battlegroup are Pyre Trolls and Slag Trolls. Reduce the point cost of Pyure Trolls and Slag Trolls in this model's battlegroup by 1.
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- Friendly Long Rider models gain Follow Up and Line Breaker.
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- Warbeasts in this model's battlegroup can charge enemy models hit by this weapon this turn without being forced.
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- This unit is made up of Grim, Muggs, and Krump.
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- This model is a pyg.
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- While this model is in play, after all models in its unit have completed their actions, each can advance up to 3".
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- This model is a pyg.
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- While this model is in play, models in this unit gain Circular Vision. (The front arc of a model with Circular Vision extends to 360 degrees.)
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- Place a 5" AOE in base contact with this model. The AOE remains in place for one round. Living and Undead models entering or ending their activations in the AOE suffer a POW 10 damage roll. Models that are damaged by Trapper are knocked down. Incorporeal models and models with Flight do not suffer the effects of Trapper.
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- When a living or undead enemy non-warlock, non-warcaster warrior model is boxed by an attack while in Jaga-Jaga's control area this turn, you can take control of it. If you do, the model becomes a friendly Faction Undead solo, gains Dark Shroud, heals 1 damage point, and can immediately make a full advance. During this movement, the model cannot be targeted by free strikes. The model cannot activate and is removed from from play when Legion of Death expires. Legion of Death lasts for one round. (While in the melee range of a model with Dark Shroud, enemy models suffers -2 ARM.)
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- While in this model's command range, friendly Runeshaper models gain Force Lock.
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- * Rock Hammer (*Attack) - Rock Hammer is a RNG 8, AOE 3, POW 14 magic attack. On a critical hit, models hit are knocked down.
-* Tectonic shift (*Action) - Choose a table edge. Enemy models currently within 3" of this model are pushed 3" directly toward the chosen table edge in the order you choose.
-* Wall of Stone (*Action) - Place a wall template anywhere completely within 5" of this model where it does not touch a model's base, an obstruction, or an obstacle. The wall is a linear obstacle that provides cover. Wall of Stone lasts for one round.
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- Place d3+3 4" AOE cloud effects anywhere completely in this model's control area. These AOEs do not block friendly Faction models' LOS.While in the AOE, friendly Faction models can advance through terrain and obstacles without penalty and can advance through obstructions and friendly models if they have enough movement to move completely past them. While in the AOE, living enemy models suffer -2 to attack rolls. Rolling Fog lasts for one round.
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- While this model is within 3" of it, the unit commander gains +3" to its command range.
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- 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 table instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.
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- While this model is in play, models in its unit gain Steady. (Models with Steady cannot be knocked down.)
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- Instead of suffering a normal damage roll, a small- or medium-based, non-incorpreal model hit by this attack is slammed d3" directly away from this model. The POW of the slam damage roll is equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to the STR of this model. In addition to suffering a normal damage roll, large-based models hit by this attack are knocked down.
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- 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 table instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.
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- The Leader of this unit can recite one of the following prayers each turn anytime during its unit's activation. Each model in this unit gains the benefits listed.
-- Fervor: Affected models gain +2 to attack and damage rolls this activation.
-- Swift Foot: Affected models gain +2" movement this activation.
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- While this model is in a friendly warlock's control area during the warlock's activation, the warlock can move fury points from himself to it. If this model is in a friendly warlock's control area, the warlock can leach fury points from it during your Control Phase. This model can have up to 1 fury point on it for each model currently in this unit. When a model in this unit is destroyed or removed from play, remove fury points from this model in excess of the number of models remaining in the unit. If this model is destroyed and replaced by a Grunt in its unit, place its fury points on the new Leader.
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- Once at any time during its unit's activation, this model can spend 1 fury point to use Protective Aura. When it does, for one round this model and friendly Faction models gain +2 ARM while within 4˝ of this model +1˝ per fury point on this model.
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- If this model is disabled by an enemy attack, you can choose a non-disabled model in this unit within 3" of this model to be destroyed. If another model is destroyed as a result of Self-Sacrifice, this model heals 1 damage point.
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- This attachment can be added to a Krielstone Bearer & Stone Scribes unit.
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- This model can use one of the following effects each turn anytime during its unit's activation:
-- Combat Warding - Continuous effects on friendly Faction models affected by this unit's Protective Aura expire. While affected by this unit's Protective Aura, a model is immune to continuous effects. Combat Warding lasts for one round.
-- Spirit Chaser - While within the area affected by this unit's Protective Aura this round, enemy models lose Incorporeal and Stealth.
-- Stone Strength - While within the area affected by this unit's Protective Aura this round, friendly Faction models gain +1 STR.
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- This model cannot be included in an army that includes one or more models of the listed type.
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- • Hunter's Mark (*Attack) - Hunter's Mark is RNG 10 mgaic attack that causes no damage. Friendly models can charge or make a slam power attack against an enemy model hit by Hunter's Mark without being forced or spending forcus. A friendly model charging an enemy model hit b Hunter's Mark gains +2" of movement. Hunter's Mark lasts for one turn.
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-• Ice Bolt (*Action) - Ice Bolt is RNG 10 magic attack. A model hit suffers a POW 12 cold damge roll. On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold.
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-• Winter Storm (*Action) - Enemy models that begin their activation in this model's command range lose Eyeless Sight, Flight, and Pathfinder during their activations. Winter Storm lasts for one round.
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- On a critical hit, th model hit becomes stationary for one round unless it has Immunity: Cold.
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- While in Carver's control area, friendly Farrow models gain Overtake and an additional die on melee damage rolls. Hog Heaven lasts for one turn. (When a model with Overtake destroys one or more enemy warrior models with a normal melee attack, after the attack is resolved the model with Overtake can immediately advance up to 1".)
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- Friendly Farrow Brigand models gain Combined Ranged Attack.
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- This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation it makes a Both Barrels attack.
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- While in Ironhide's control area, friendly Faction models gain Overtake. Additionally, when a friendly Faction model destroys one or more enemy models with a melee attack while the enemy model i sin Ironhide's control area, the friendly model can make an additional melee attack. Crusher lasts for one turn. (When a model with Overtake destroys one or more enemey warrior models with a normal melee attack, after the attack is resolved this model can immediately advance up to 1".)
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- This model can use Scroll of Grindar's Perseverance once per game, when this model is directly hit by an attack. If this model uses the scroll, it suffers no damge roll from the attack. Declare use of the scroll after the model is hit but before the damage roll is made.
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- This model cannot be charged or slam power attacked by a warbeast that began the charge or slam power attack in this model's front arc. If a warbeast frenzies and would normally charge or slam Ironhide, it makes a full advance toward him instead.
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- This model gains 1 fury point each time it destroys a living enmey model with this weapon.
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- This model gains 1 fury point each time it destroys a living enmey model with this weapon.
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- Friendly Faction models currently in Ironhide's control area can immediately make one normal attack against each enemy model in melee range or one normal ranged attack ignoring ROF.
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- When this model would be damaged by an enemy melee or ranged attack, it does not suffer the damage and effects triggered by taking damage from the attack. Instead, remove one friendly Trollkin warrior model within 1" of this model from play. If there is not a friendly Trollkin warrior model within 1" of this model, it suffers the damage and effects of the attack normally.
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- When this model destroys one or more enemy models with an attack, immediately after the attack is resolved this model can spend 1 fury point to advance up to 1".
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- When this model makes its first melee attack during its activation, it makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
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- This weapon gains an additional die on attack rolls against small-based models.
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- Gain an additional damge die against knocked down targets.
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- Refer to page 122.
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- When target friendly warbeast makes a special attack, its attack rolls are boosted. Amuck lasts for one turn.
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- Once per activation, when a living enemy model is destroyed or removed from play as a result of a melee attack made by this model during its activation, immediately after that attack is resolved this model can make one normal ranged attack ignoring ROF.
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- When this model suffers damage from enemy attack anytime except during its activation, immediately after the attack has been resolved you can place a Troll Whelp model into B2B with this model if there is enough room for the Whelp's base.
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- Enemy animi within this model's command range expire. Enemy models cannot cast spells and enemy warbeasts lose their animi while in this model's command range. Runebreaker lasts for one round.
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- At the end of Mulg's combat action while in Doomshaper's control area, if the last model Mulg hit with a melee attack during its combat action is still in Mulg's melee range, Mulg can make one normal melee attack targeting that model.
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- When this model's controlling warlock is damaged by an enemy attack, immediately after the attack is resolved this model can make a full advance toward the enemy model. After moving this model can make one melee attack targeting the enemy model.
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- When this model is damaged by an enemy attack, it gains +2 SPD for one round.
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- A living model h it by this weapon has its base DEF reduced to 7 and cannot run or charge. Paralysis lasts for one round.
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- A living model h it by this weapon has its base DEF reduced to 7 and cannot run or charge. Paralysis lasts for one round.
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- This model gains Allure for one round. (Living enemy non-warcaster, non-warlock models that begin an advance within 5˝ of a model with Allure can advance only toward the nearest enemy model with Allure.)
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- This model can charge living warrior models without being forced.
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- This model gains +5 ARM against Fire damager. While suffering the Fire continuous effect, this model cannot be knocked down or made stationary and gains boosted attack and damage rolls.
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- This model gains +5 ARM against Fire damager. While suffering the Fire continuous effect, this model cannot be knocked down or made stationary and gains boosted attack and damage rolls.
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- Before this unit's normal movement, replace the unit commander with the tunneling marker, then remove the remaining models in this unit from the table. Remove those that were not in formation from play. Effects on models in this unit expire. Then move the tunneling marker up to 5". During your next Maintenance Phase, place models in this unit within 5" of the tunneling marker and remove it from the table. Models that cannot be placed are removed from play. This unit cannot receive the Tunneling order if it received it during its last activation.
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- Target friendly Faction model gains +2 to melee damage rolls and Immunity: Fire and its melee weapons gain Critical Fire. Flaming Fists lasts for one round.
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- If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers the Fire continuous effect unless this model was destroyed or removed from play by the attack.
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- • Arcane Interference
-• Energy Siphon
-• Paralysis
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- On a critical hit, the model hit is knocked down.
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- Target friendly living warbeast gains +2 STR and MAT for one round and automatically frenzies during your next Control Phase.
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- This model can be included in Borka's theme forces. It can also be bonded to Borka.
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- When it its a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast.
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- While this model is in play, models in its unit gain 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.)
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- Models in this unit gain Clear! (Ranged attacks against friendly models made by a model with Clear! automatically miss.)
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- Models in this unit gain Combined Melee Attack.
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- This model rolls an additional die on this weapon's damage rolls against non-living models.
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- Target friendly Faction model gains +2 to melee damage rolls and Immunity Corrosion, and its melee weapons gain Critical Corrosion. Acidic Touch lasts for one round.
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- When this model destroys a contruct with a melee damage attack, this model heals d6 damage points.
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- If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers the Corrosion continuous effect unless this model was destroyed or removed from play by the attack.
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- At the start of this unit's activation choose one of the following Fell Calls for this unit to make.
-- Call to Action - Knocked down models in this unit in formation immediately stand up.
-- 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 and is knocked down. Call of Defiance lasts for one round.
-- Fervor - Affected models gain +2 to attack and damage rolls this activation.
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- Models in this unit are never affected by fell calls made by other friendly models.
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- Models in this unit are never affected by fell calls made by other friendly models.
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- At the start of this unit's activation choose one of the following Fell Calls for this unit to make.
-- Call to Action - Knocked down models in this unit in formation immediately stand up.
-- 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 and is knocked down. Call of Defiance lasts for one round.
-- Fervor - Affected models gain +2 to attack and damage rolls this activation.
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- Models in this unit are never affected by fell calls made by other friendly models.
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- At the start of this unit's activation choose one of the following Fell Calls for this unit to make.
-- Call to Action - Knocked down models in this unit in formation immediately stand up.
-- 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 and is knocked down. Call of Defiance lasts for one round.
-- Fervor - Affected models gain +2 to attack and damage rolls this activation.
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- This model can tell one of the following stories anytime during its activation. When this model tells a story, choose a friendly Faction unit. The story affects this model and will affect the unit if it is currently in this model's command range. Stories last for one round. A unit can be affected by only one story each round.
-- Charge of the Trolls - An affected model gains +2 to melee attack and melee damage rolls against enemy models in the melee range of a friendly Faction warbeast.
-- Hero's Tragedy - When an enemy warrior model that destroyed one or more affected models with a melee attack during its activation ends its activation, it is knocked down.
-- Tale of Mist - Affected models gain concealment and Feign Death. (A model with Feign Death cannot be targeted by ranged or magic attacks while knocked down.)
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- When a model is hit with this weapon, lightning arcs from that model to d3 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 4" of the last model it arced to ignoring this model. Each model the lightning arcs to suffers a POW 10 electrical damage roll.
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- Target friendly Faction model gain Immunity: Electricity and its melee weapons gain Electro Leap. Lightning Fists lasts for one round. (When a model is hit with a weapon with Electro Leap, you can have lightning arc to the nearest model within 4" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll.
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- If this model is h it by a melee attack after the attack is resolved the warjack suffers Disruption unless this model was destroyed or removed from play by the attack. ( A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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- Refer to page 88.
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- This model has concealment. Living models suffer -2 to atack rolls while within 2" of this model. Swarm lasts for one round.
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- Target friendly warbeast gains +2" movement and Pathfinder. Rush lasts for one turn.
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- When target friendly model is damaged by an enemy melee attack, after the attack is resolved the enemy model is pushed 3" directly away from the affected model, then Bump expires. Bump lasts for one round.
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- When this model is slammed, reduce the slam distance rolled by 3. If the total slam distance is 0 or less, this model is not knocked down. This model is not knocked down when it suffers collateral damage.
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- Target friendly model's ranged weapons gain Snipe. Far Strike lasts for one turn. (An attack with a Snipe weapon gains +4 RNG.)
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- If this model is within 1" of a friendly Faction warbeast during the warbeast's activation, the warbeast can remove this model from play to heal d3 damage points.
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- Livng enemy models within 1" of this model suffer -1 to attack rolls.
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- While within 10" of a friendly Faction warbeast, this model gains Fearless.
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- If this model is within 1" of a friendly Faction warbeast at the beginning of your Control Phase, before leaching you can remove this model from play to remove any number of fury points from the warbeast.
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- This model does not have to be put into play at the start of the game. When a friendly Faction warbeast is damaged b y an enemy attack, immediately after the attack is resolved you can put one Troll Whelp that di not begin the game in play into play. You can place this model anywhere within 2" of the warbeast.
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- While in this model's command range, friendly Trollkin Champion models ignore other friendly Trollkin Champion models when determining LOS. Friendly Trollkin Champion models can advance through other friendly Trollkin Champion models in this model's command range without effect if they have enough movement to move completely past them.
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- This attachment can be added to a Trollkin Champion unit.
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- While this model is in play, models in its unit gain Overtake. (When a model with Overtake 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".)
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- Models in this unit gain Relentless Charge. (Models with Relentless Charge gain Pathfinder during activations they charge.)
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- 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.
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- Models in this unit gain Set Defense. (A model in the front arc of a model with Set Defense suffers -2 on charge, slam power attack, and impact attack rolls against the model with Set Defense.)
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- While this model is within 3" of it, the unit commander gains +3" to its command range.
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- If this model is destroyed or removed from play, you can choose a Grunt in htis 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 table instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.
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- This attachment can be added to a Trollkin Fennblades unit.
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- RNG 5. Target this model's warlock. If it is in range, once this turn when the warlock casts a spell, reduce its COST by 1.
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- This model can make a Power Glyphs special action only once per game while in its warlock's control area. This model immediately casts one of its warlock's spells with a COST of 3 or less. The warlock is considered to have cast the spell but this model is its point of origin. When making a magic attack roll, this model uses its warlock's FURY. This model cannot cast spells with a RNG of SELF or CTRL.
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- - Rock Hammer (* Attack) - Rock Hammer is a RNG 8, AOE 3, POW 14 magic attack. On a critical hit, models hit are knocked down.
-- Tremor (* Attack) - Tremor affects every model within 2" of this model and does not require a target. Make one magic attack roll. If the roll equals or exceeds the DEF of an affected model, it is knocked down. This attack roll cannot be rerolled. This model can make a Tremor special attack if it charges.
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- Before the start of the game, choose one friendly unit made up entirely of Trollkin models to be this model’s client. This model cannot have the same client as another Adjunct. If this model’s client unit has Advance Deployment, this model gains Advance Deployment.
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- Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action.
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- - Arcane Antidote (* Action) - RNG 5. Target this model or this model's client model/unit. If the target is in range, enemy upkeep spells on the target immediately expire.
-- Ice Bolt (* Attack) - Ice Bolt is a RNG 10 magic attack. A model hit suffers a POW 12 cold damage roll. On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold.
-- Winter Storm (* Action) - Enemy models that begin their activation in this model's command range lose Eyeless Sight, Flight, and Pathfinder during their activations. Winter Storm lasts for one round.
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- This model can make trample power attacks.
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- When a model in this unit is damaged b y an enemy attack, after the attack is resolved models in this unit gain +2 STR and ARM and Pathfinder for one round.
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- This model cannot be included in an army that includeds in an army that includes one or more models of th listed type.
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- If this model attacks with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
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- When a model is hit by n attack with this weapon, it is knocked down.
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- This model can reroll missed attack rolls with this weapon. Each attack roll can be rerolled onlhy once as a result of Luck.
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- Target friendly Faction model gains Immunity: Cold. When an enemy model without Immunity: Cold ends its activation within 2" of the target model, the enemy model becomes stationary for one round. Freezer lasts for one round.
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- If this model is hit by a melee attack, the attacking model becomes stationary for one round at the end of the attacking model's activation unless the attacking model has Immunity: Cold or this model was destroyed or mreoved from play by the end of the attacking model's activation.
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- When it destroys a living enemy model with this weapon, immediately after the attck is resolved this model heals d3 damage points.
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- This model is included in any army that includes Wrong Eye. If Wrong Eye is destoryed or removed from play, remove this model from play. This model is part of Wrong Eye's battlegroup.
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- Snapjaw is bonded to Wrong Eye. When Snapjaw boxes a living model with a melee attack in Wrong Eye's control area, the model is removed from play and either Snapjaw or Wrong Eye heals d3 damage points.
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- On a critical hit, the model hit is knocked down.
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- Place 1 fury point on each enemy warbeast currently in this model's control area. This spell can only be cast once per turn.
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- Magical bolts of energy streak toward the target model.
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- Enemy upkeep spells on target friendly model/unit expire. Affected models cannot be targeted by enemy spells or animi.
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- While in this model's control area, models in its battlegroupgain Counter Charge. (When an enemy model advances and ends its movement within 6" of a model with Counter Charge and its LOS, the model with Counter Charge can immediately charge it. If it does, it cannot make another counter charge until after your next turn. A model cannot make a coutner charge while engaged.)
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- On a hit, you can immediately advance target enemy non-warcaster/non-warlock model up to 3". Affected models cannot be targeted by free strikes during this movement. A model can move only once per turn as a result of Befuddle.
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- Target friendly warrior model/unit gains an additional die on melee damage rolls but suffers -2 DEF.
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- Target frienldy model gains +2 DEF against ranged attack rolls and Dodge. (A model with Dodge can advance up to 2" immdeiately 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.)
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- Friendly models gain +2 to attack and damge rolls against target enemy model/unit.
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- Friendly Faction models gain +2 to melee attack rolls against enemy models in this model's control area. Carnage lasts for one round.
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- Target friendly Faction model/unit gains Pathfinder and Hunter. (A model with Hunter ignores forests, concealment, and cover when determining LOS or making a ranged attack.)
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- This model immediately makes a full advance. It cannot be targeted b y free strikes during this movement. At the end of this movement, this model can make one melee attack against each model in its LOS that is in its melee range. Cyclone can be cast only once per turn.
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- While in this model's control area, friendly Faction warrior models cannot be targeted by free strikes. This model and friendly Faction warrior models activating in its control area gain +1 SPD. Dash lasts for one round.
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- When Deadweight destroys an enemy living or undead model, choose an enemy model within 2" of the destroyed model. The chosen model must forfeit either its movement or its action during its next activation, as its controller chooses.
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- Target friendly Faction model/unit gains +2 DEF and ARM.
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- Target enemy warrior model/unit cannot make ranged attacks and suffers -2 DEF and MAT for one round.
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- Warbeasts in this model's battlegroup beginning their activations in its contgrol area gain +2 movement. This model gians +2 ARM while one or more warbeasts in its battlegroup are within 3" of it.
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- When target friendly model makes a normal attack with a non-spray ranged weapon, the weapon gains Magical Weapon. If the weapon was AOE - it becomes AOE 3. An affected model cannot participate in a combined ranged attack. Models in the AOE other than the model that was directly hit suffer blast damage but do not suffer any other effects of the attack. Explosivo expires immediately after resolving target model's next ranged attack. Explosivo lasts for one turn.
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- Models damaged by Force Blow are knocked down.
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- Target friendly Faction model/unit can reroll its missed attack rolls. Each attack roll can be rerolled only once as a result of Fortune.
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- Frost Hammer causes Cold damage. On a critical hit, a model becomes Stationary for one round unless it has Immunity: Cold.
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- Target friendly model/unit gains Ghostly for one turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. An affected model cannot be targeted by free strikes.)
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- Target friendly Faction model gains +2 DEF and Poltergeist. (When an enemy model misses the model with Poltergeist with and attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from the model with Poltergeist.)
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- While in this model's control area, models in its battlegroup gain boosted ranged attack rolls for one turn.
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- When an enemy attack destroys or removes from play one or more friendly Faction models within 5" of target warbeast in this model's battlegroup, after the attack is resolved the affected warbeast can charge an enemy model, then Hallowed Avenger expires.
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- Target model in this model's battlegroup gains boosted ranged attack damage rolls.
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- While in this model's control area, enemy models treat open terrain as rough terrain. Inhospitable Ground lasts for one round.
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- Target friendly warrior model/unit gains +3 DEF but suffers -1 SPD.
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- Friendly FAction models beginning a charge in this model's control area gain Pathfinder. Warbeasts in th is model's battlegroup beginning their activations in this model's control area can charge or make slam power attacks against enemy models without being forced. Killing Ground lasts for one turn.
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- A model damaged by Lock the Target cannot run, charge, or be placed for one round.
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- Place a 5" AOE completely in this model's control area. While a model is within the AOE, models in this model's battlegroupignore forests and cloud effects when drawing LOS to it and ignore Stealth when attacking it.
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- If the target friendly Faction model's next normal ranged attack directly hits, after resolving the attack choose a model within 4" of the model hit. The chosen model sufers an unboostable POW 12 magic damage roll. The point of origin for this damage is the model hit. After resolving this damage roll, Magic Bullet expires. Magic Bullet lasts for one turn.
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- Target enemy model/unit suffers -2 DEF and loses Incorporeal and Stealth and cannot gain those abilities while affected by Marked for Death. Friendly Faction models can target an affected model regardless of LOS.
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- Target friendly Faction model/unit gains Apparition. (During your Control Phase, place models with Apparition anywhere completely within 2" of their current locations. If Mirage affects a unit, only models in formation can be placed.)
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- Target warjack suffers 1 point of fire damage to each column on its damage grid.
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- Target enemy model/unit suffers -2 DEF and ARM and cannot be healed. Mortality lasts for one round.
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- While in this model's control area, friendly models gain Knockdown on their melee weapons. Mosh Put lasts for one turn. (When a model is hit with an attack by a weapon with Knockdown, it is knocked down.)
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- An enemy warbeast damaged by Muzzle cannot advance toward this model for one round.
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- Choose a friendly Faction warbeast in this model's control area. Target an enemy model within 8" of the chosen warbeast and make a magice attack against it. The chosen warbeast is the attack's point of origin. If the enemy model is hit, it suffers a damage roll with a POW equal to the warbeast's base STR.
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- Continuous effects, animi, and upkeep spells in this model's control area immediately expires.
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- If target enemy model/unit advances during its normal movement, immediately after ending this movement one model in this model’s battlegroup that is in its control area can make a full advance.
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- Target friendly Faction model gains +2 to melee damage rolls and Immunity: Fire and its melee weapons gain Critical Fire. Flaming Fists lasts for one round.
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- If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers the Fire continuous effect unless this model was destroyed or removed from play by the attack.
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- Target friendly model/unit gains +2 SPD and +2 DEF against ranged and magic attack rolls.
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- Take control of target enemy non-character warbeast. You can make one full advance with the warbeast and can then make one normal attack with it, then Rampager expires. While the warbeast is affected by Rampager, it cannot be forced and you cannot use its animus. Rampager can be cast only once per round.
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- When target friendly Faction model hits an enemy model with an attack during its activation, immediately after its combat action ends the affected can make a full advance. It cannot be targeted by free strikes during this movement.
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- When target friendly Faction model is targeted by an enemy ranged attack, after the attack is resolved the affected model can make one normal melee or ranged attack, then Return Fire expires. Return Fire lasts for one round.
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- The AOE is rough terrain and remains in play for one round.
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- Place a wall template anywhere completely in this model's control area where it does not touch a model's base, an obstruction, or an obstacle. The wall is a linear obstacle that provides cover.
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- This model rolls an additional die on this weapon's damage rolls against non-living models.
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- Target friendly Faction model gains +2 to melee damage rolls and Immunity Corrosion, and its melee weapons gain Critical Corrosion. Acidic Touch lasts for one round.
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- When this model destroys a contruct with a melee damage attack, this model heals d6 damage points.
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- If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers the Corrosion continuous effect unless this model was destroyed or removed from play by the attack.
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- Target frienldy model's/unit's ranged weapons gain +4 RNG.
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- Target friendly Faction model/unit gains concealment and Immunity: Cold.
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- Remove up to 1 fury point from each frienldy living Faction warbeast currently in this model's control area. Soothing Song can only be cast once per turn.
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- While within this model's control area, friendly Faction model/unit' weapons gain Magical Weapon and Blessed. Spellpiercer lasts for one round. (When making an attack with a weapon with Blessed, ignore spell effects that add to a model's ARM or DEF.)
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- While in this model's control area enemy models gaion an additional die on attack rolls. Discard the highest die of each roll. Star-Crossed lasts for one round.
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- A model damaged by Stranglehold forfeits either its movement or its action during its next activation, as its controller chooses.
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- An enemy warbesat damaged by Sunder Spirit loses its animus for one round.
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- Target friendly Faction model gains +2 DEF and cannot be knocked down. While within 3" of the affected model, friendly Faction models also gain +2 DEF and cannot be knocked down.
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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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- When a friendly Faction model in this model's control area destroys one or more enemy models with a melee or ranged atack during its activation, immediately after the attack is resolved, one warbeast in this model' battlegroup that is in its control area can advance up to 3". A warbeast can advance only once per turn as a result of Warpath.
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- Target friendly model/unit gains Camouflage and Pathfinder. (A model with Camouflage gains an additional +2 DEF when benefiting from concealment or cover.)
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- Target friendly living warbeast in this model's battlegroup can run, charge, or make slam or trample power attacks without being forced and gains boosted melee attack rolls.
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- This model cannot make ranged attacks, and non-magical ranged attacks targeting it automatically miss. While completely within 3" of this model, models cannot make ranged attacks and non-magical ranged attacks targeting them automatically miss. Wind Wall lasts for one round.
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- This model is a terrifying entity. Models and units-friendly and enemy-within 3" of this model must pass a command check or flee
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- Place this model after normal deployment, up to 6" beyond the established deployment zone.
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- This model can be forced during its activation to gain +2 STR for one turn but suffers d3 damage points.
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- You can choose not to deploy this unit 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 all models in this unit formation within 3" of the chosen table edge.
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- This model ignores the effect of deep and shallow water and can move through them without penalty, While completely in deep water, it cannot be targeted by ranged or magic attacks and can make attacks only against other models in deep water. While completely in deep water, this model does not block LOS.
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- If its warlock is in this model's command range during your Control Phase, the warlock can upkeep one spell without spending fury.
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- When an enemy model casts a spell or uses an animus while in this model's command range, after the spell is cast the enemy model suffers 1 damage point and this model heals 1 damage point.
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- When this model hits another model with an attack, upkeep spells and animi on the model hit expire and its loses the focus points on it. When this model hits a warjack with an attack, that warjack suffers Disruption. (A warjack suffering Disruption loses its forucs points and cannot be allocated forcus or channel spells for one round.)
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- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
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- When calculating damage from this weapon, halve the base ARM stats of models hit that have medium or larger bases. This weapon gains +2 to damage rolls against models with small bases.
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- When calculating damage from this attack, halve the base ARM stats of models hit that have medium or larger bases. This attack gains +2 to damage rolls against models with small bases.
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- Affected models must charge or run. As part of a charge, after moving but before making its charge attack, an affected model can make on ranged attack targeting the model charged unless they were in melee with each other at the start of the affected 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 melee penalty. If the target is not in melee range after moving, the affected model must still make the ranged attack before its activation ends.
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- Before the start of the game, attach this model to a friendly faction warlock for the rest of the game. Each warlock can have only one model attached to it.
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- Make 2d3 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 a model hits this model with a free strike attack, immediately after the attack is resolved the attacking model suffers d6 damage points.
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- When this model is destroyed, each living warbeast B2B with it heals d3 damage points.
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- Huge Base.
-Front arc is divided into two 90 degree arcs of fire.
-A battle engine never gains the DEF bonus from concealment, cover, or elevation.
-Cloud effects and forest terrain do not block line of sight to a battle engine.
-A model targeting a battle engin with a ranged or magic attack does not suffer the target in melee attack roll penalty. If a ranged or magic attack misses a battle engine in melee, that miss is not rerolled against another model. It misses completely. A battle engine can be targeted by combined ranged attacks while it is in melee.
-Predeployment. Must be placed before normal deployment.
-Massive. A battle engine cannot be slammed, pushed, thrown, knocked down, or made stationary.
-Pathfinder.
-Servicable. Friendly Faction models with the Repair ability can attempt to repair damaged battle engines. To attempt repairs, the model with Repair must be in base-to-base contact with the damaged battle engine and make a skill check. If successful, remove d6 damage points from the battle engine.
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- RNG 3. Target friendly warrior model/unit. If the model/unit is in range, it gains boosted attack rolls against warbeasts for one turn.
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- This model can force friendly Faction warbeasts in its command range as if it were their controlling warlock.
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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.
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- Once per game during its activation, this model can use Binge Drinking. this model is knocked down.
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- This attack ignores the firing into melee penalty.
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- When an enemy warbeast misses this model with a melee attack, immediately after the attack is resolved this model can mak one normal melee attack the warbeast.
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- When it charges living warrior models without being forced.
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- Refer to page 90.
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- This model gains +2 to charge attack damage rolls with this weapon.
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- This weapon has an integral buckler that gives the model a cumulative +1 ARM bonus. A model does not gain this bonus while the location the buckler is in is being held in a weapon lock or when resolving damage that orgiinates in its back arc.
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- This model can make slam power attacks. A slammed model suffers a damage roll with POW equal to the current POW of this model's mount. The POW of collateral from a slam is equal to the current POW of the Mount. If this model makes a successful slam but moved less than 3", it makes an attack roll agtainst its target. If the target is hit, it suffers a damage roll with POW equal to the current POW of this model's Mount but is not slammed. After resolving a slam power attack, this model can make one normal melee attack.
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- Affected models can make slam power attacks and must run, charge, or make a slam power attack this activation. A slammed model suffers a damage roll with POW of this model's Mount. The POW of collateral damage from a slam is equal to the current POW of the Mount. If an affected model makes a successful slam but moved less than 3", it makes an attack roll against its target. If the target is hit, it suffers a damage roll with POW equal to the current POW of this model's Mount but is not slammed. After a model in this unit resolves a slam power attack, that model can make one normal melee attack.
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- When this model 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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- 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.
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- This model gains an additional +2 DEF when benefiting from concealment or cover.
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- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make a double-hand throw, head-butt, headlock/weapon lock, push, or throw power attack against that target.
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- This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
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- When a friendly warbeast frenzies in this model's control area, the warbeast can forfeit its activation.
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- This model's front arc extends to 360°.
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- 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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- During a combat action it did not make a charge attack, this model can make one melee attack with its Mount.
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- Thi model can participate in combined melee attacks with other models in its unit.
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- This model can participate in combined ranged attacks with other models in its unit.
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- A friendly faction model or unit in this model's command range can replace its current CMD with the current CMD of the commander when making command checks.
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- This model is included in any army that includes Rorsh. If Rorsh is Destroyed or removed from play, remove this model is part of Rorsh's battlegroupl.
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- This model gains a cumulative +1 on magic attack rolls for each other model in this unit that is within 1" of it.
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- This model is not a living model, never flees, and automatically passes comand checks.
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- A model hit by this attack suffers the Corrosion continuous effect.
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- A model hit by this atack suffers the Fire continuous effect.
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- 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.
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- When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. it cannot make another counter charge until after your next turn. This model cannot make a counter charge while engaged.
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- On a Critical hit, gain an additional die on this weapon's damage roll against the model directly hit.
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- On a critical hit, if the attack hit a small-based non-warlock/warcaster model the model hit is removed from play.
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- On a critical hit, the model hit by this attack suffers the Corrosion continuous effect.
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- On a critical hit on a warjack, it suffers Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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- on a critical hit, the model hit by this attack suffers the Fire continuous effect.
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- On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold.
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- On a critical hit, the model hit by this weapon loses Tough, cannot heal or be h ealed, and cannot transfer damage for one round.
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- On a critical hit, the model hit is knocked down.
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- On a critical hit against an enemy model, it is knocked down and can be puished 1" directly away from this model. If it is pushed, this model can immediately advance directly toward the pushed model up to the distance that model was moved.
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- 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.
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- On a critical hit, the model hit loses its initial attacks and cannot make special attacks for one round.
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- refer to page 86.
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- If this model atacks with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
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- This weapon causes cold damage
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- This weapon causes corrosion damage.
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- This weapon causes electrical damage.
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- This weapon causes fire damage.
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- While this model is B2B with one or more models in its unit, it gains +2 ARM.
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- This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. The model cannot dig into solid rock or man-made construction. This model can begin the game dug in.
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- When this model hits a warbeast with a melee attack, roll an additional damage die.
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- 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.
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- 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.
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- If this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damged model can be pushed any distance directly toward this model. After the damged model is moved, this model can make one normal melee attack against the model pushed. After resolving this melee attack, this model can make additional melee attacks during its combat action.
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- While mounted, this model has base SPD 7 and base ARM 18. While dismounted, it has SPD 5 and base ARM 16 and loses Bull Rush and Follow Up.
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- Refer to page 88.
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- Refer to page 88.
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- Refer to page 88.
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- Refer to page 88.
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- Refer to page 88.
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- This model gains +4 DEF against melee and ranged attack rolls made by warbeasts. Warbeasts cannot target this model with free strikes.
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- Friendly Farrow Brigand models gain Combined Ranged Attack.
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- This model cannot be targeted by free strikes. This model can advance up to 2" immediately after an enemy ranged attack that missed it is resolved unless it was missed while advancing.
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- This model ignores cloud effects and forests when determining line of sight. This model ignores concealment and stealth.
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- This model can have only Minion Farrow warbeasts in its battlegroup.
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- This model never flees.
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- This models cannot be targeted by ranged or magic attacks while knocked down.
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- Models in this model's battlegroup gain Aggressive. (A model with Aggressive can run or charge without spending focus or being forced.)
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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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- This model can advance through terrain and obstacles without penalty and can advance through obstructions and other models if it has enough movemnt to move completely past them. This model ignores intervening models when declaring its charge target.
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- When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model up to the distance the slammed model was moved.
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- Enemy models in this model's melee range cannot advance except to change facing.
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- If this model forfeits its movement during its activation to gain the aiming bonus, it can make d3 initial attacks with this weapon during its combat action that activation, ignoring ROF.
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- When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
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- When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.
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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 gargantuan
- A gargantuan 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 gargantuan with a ranged or magic attack does not suffer the target in melee attack roll penalty. If a ranged or magic attack misses a gargantuan in melee, that miss is not rerolled against another model. It misses completely.
-- Predeployment
- Gargantuans must be placed before normal deployment. If both players have models to predeploy, they predeploy their models in standard deployment order.
-- Massive
- A gargantuan cannot be slammed, pushed, thrown, knocked down, or made stationary.
-- Gargantuan movement
- A gargantuan can only advance during its normal movement and cannot be placed.
-- Pathfinder
- All gargantuans have Pathfinder
-- Controlling a gargantuan
- Gargantuans must be assigned to a battlegroup, and your opponent can never take control of your gargantuan by any means.
-- Great Beast
- A gargantuan can never gain Advance Deployment, Incorporeal, or Stealth.
-- Ranged attacks while in melee
- A gargantuan can make ranged attacks while in melee. A gargantuan never suffers the firing in melee penalty when targeting a model it is in melee with. A gargantuan cannot gain the aiming bonus when engaged.
-- Gargantuan melee range
- Gargantuan melee weapons and gargantuan melee attacks have a 2" melee range unless otherwise noted. This includes all power attacks made by a gargantuan.
-- Gargantuan power attacks
- A gargantuan can make all the power attacks available to a warbeast along with two additional attacks available only to gargantuans: 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 gargantuan. 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.
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- This model can have only Minion Gatorman warbeasts in its battlegroup.
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- This model does not suffer blast damage. Friendly models B2B with it do not suffer blast damage.
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- When a warbeast in this model's battlegroup destroys one or more enemy models with a melee attack during its combat action, immediately after the attack is resolved this model can force the warbeast to advance up to 2".
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- During its activation, this model can spend corpse token to heal damage. For each corpse token spent remove d3 damage from this model.
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- This model is a gunfighter. The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
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- The first time this model is disabled by an enemy attack, it heals all damage and is knocked down.
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- This model does not suffer damage or effects from impact attacks or collateral damage.
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- This model gains a corpse token each time it destroys a living enemy model with a melee attack. This model can have up to three corpse tokens at a time. It can spend corpse tokens during its activation to boost an attack or damage roll or to make an additional melee attack at one token per boost or additional attack.
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- While this model is in its warlock's control area, the warlock can force, leach, reave, heal, and transfer damage to the warbeasts in its battlegroup that are in this model's command range.
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- This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
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- After deployment but before the first player's turn, choose an enemy model/unit to be this unit's prey, 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 removed from play, choose another model/unit as the prey.
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- This model automatically heals d3 damage points at the start each of its activations.
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- This model does not suffer cold damage.
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- This model does not suffer corrosion damage and is immune to the Corrosion continuous effect.
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- This model does not suffer electrical damage.
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- This model does not suffer fire damage and is immune to the fire continuous effect.
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- This model suffers -4 to attack rolls with this weapon.
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- This model can move through rough terrain and obstacles without penalty. It can move through obstructions and other models if it has enough movement to move completely past them.
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- When it hits a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast.
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- Opponents cannot take control of this model.
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- Friendly Farrow models/units in this model's command range never and immediately rally.
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- 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.
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- After using its normal movement to make a full advance but before performing an action, you can place this model anywhere completely within 5" of its current location. Any effects that prevent it from charging also prevent it from using Jump.
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- When a model is hit by an attack with this weapon, it is knocked down.
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- This model cannot make power attacks.
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- 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.
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- This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking with this weapon and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation.
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- The only warbeast thta can be in this model's battlegroup is Skarath.
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- This model gains an additional die on impact attack rolls.
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- This model can reroll missed attack rolls with this weapon. Eachg attack roll can be rerolled only once as a result of Luck.
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- A magical weapon can damage and affect models with the Incorporeal ability.
-Attacks made with magical weapons are not magic attacks.
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- Once per turn during its activation this model can remove 1 fuy point from warbeast in its battlegroup that is in its control area and add 1 fury point to its own current total. The warbeast suffers d3 damage points.
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- This model can charge living warrior models without being forced.
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- These models will work for Cryx.
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- These models will work for Cygnar, Khador, Protectorate, and Cryx.
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- These models will work for Retribution.
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- These models will work for Searforge Commission.
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- This model will work for Cryx, Cygnar, and Khador.
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- This model will work for Cygnar and Khador.
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- This model will work for Cygnar and the Retribution.
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- This model will work for Cygnar, Khador, and the Protectorate.
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- These models will work for Retribtion.
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- These models will work for Searforge Commission.
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- These models will work for Cryx.
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- This model will work for Cygnar.
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- This model will work for Khador.
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- This model will work for Protectorate.
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- This model will work for Circle, Legion, and Skorne.
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- This model will work for Cirlce, Legion, Skorne, and Trollbloods.
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- This model will work for Circle.
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- This model will work for Legion.
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- This model will work for Skorne.
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- This model will work for Thornfall Alliance Pact.
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- This model will work for Trollbloods.
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- These models will work for Circle and Trollbloods.
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- Instead of suffering a normal damage roll, a small- or medium-based, non-incorporeal model hit by this attack is slammed d3" directly away from this model. The POW of the slam damage roll is equal to the POW of this weapon. The POW of collateral damage is equal to the POW of this weapon. In addition to suffering a normal damage roll, large-based models hit by this attack are knocked down.
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- When this model hits a warbeast with an attack, the warbeast suffers d6 points of damage to a branch of your choice.
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- This model is an Officer. The Officer is the unit commander of its unit.
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- This weapon is an Open Fist. A warbeast's Open Fist enables it to make certain power attacks. A warbeast with an Open Fist can make arm lock, headlock, and throw power attacks; a warbeast with two Open Fists can also make double-hand throw power attacks.s
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- While a moidel with Opportunist is completely within the back arc of an enemy model, it gains an additional die on its attack and damage rolls against that enemy model.
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- While damaged this model can charge or make power attacks without being forced.
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- This model cannot be targeted by free strikes.
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- This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.
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- If this model is destroyed by an enemy attack or if Rorsh is destroyed or removed from play by an enemy attack, before this model is removed from the table it can advance up to 3" and make one melee attack it ignores the effects of lost aspects. It cannot be targeted b free strikes during this movement.
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- During its activation, this model can make melee attacks with its ranged weapon, with a 0.5" melee range. Do not add this model's STR to damage rolls made with ranged weapons. Charge attacks made with ranged weapons are not boosted.
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- Gain an additional die on this weapon's damage rolls against living models.
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- This model can make trample power attacks.
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- When attacking with this weapon, this model can spend 1 fury point to boost all attack and damage rolls for the attack.
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- The Leader of this unit can recite one of the following prayers each turn anytime during its unit's activation. Each model in this unit gains the benefits listed.
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-• Heroic Call - Affected models gain Fearless and Tough for one round.
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-• Hog Wild - Affected models can make one ranged attack this activation before this unit makes its normal movement. After their normal movement, models in this unit that make combat actions can only make melee attacks this activation.
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-• March - Affected models gain Pathfinder for one turn.
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- The Leader of this unit can recite one of the following prayers each turn anytime during its unit's activation. Each model in this unit gains the benefits listed.
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-• Cold Blood - Affected models can reroll missed attack rolls against living models this turn. Each roll can be rerolled only once as a result of Cold Blood.
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-• Dirge of Mists - Affected models gain +1 DEF and terror for one round.
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-• March - Affected models gain Pathfinder for one turn.
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- After deployment but before the first player's turn, choose an enemy model/unit to be this model/unit's prey. this model gains +2 to attack and damage rolls against its prey. When this model begins its activation within 10" of its prey. it gains +2" movement that activation. When the prey is destroyed or removed from play, choose another model/unit to be the prey.
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- This model can use the animus of any friendly Faction non-character warbeast in its command range as if th animus were its own.
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- This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
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- This model is a pyg.
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- On a direct hit against an enemy model, all models hit are knocked down.
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- Once during your opponent's turn, when an enemy model within 10" of this model that is in its LOS targets this model with ranged attack, this model can make a ranged attck against the enemy model before it makes its attack roll. If this model's ranged attack hits, the enem model suffers no damage but its attack automatically misses.
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- While B2B with one or more grunts in this unit, the leader gains +2 to attack rolls with this weapon.
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- 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.
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- This model can make one additional melee attack each combat action.
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- This weapon has a 2" melee range (p. 50).
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- RNG 5. Target friendly warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn.
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- This model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.
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- This model gains Pathfinder during activations it charges.
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- 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.
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- This model can make ride-by attacks.
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- At the beginning of your Control Phase, before leaching, you can remove 1 fury point from a friendly Faction warbeast within 1" of this model.
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- This model cannot make slam or trample power attacks and cannot be knocked down.
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- 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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- This weapon is a shield that gives the model a cumulative +2 ARM bonus.
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- 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.
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- 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.
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- 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.
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- When this model destroys one or more enemy models with a ranged attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Snap Fire do not count against a weapon's ROF and cannot generate additional attacks from Snap Fire.
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- When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. Instead of rolling damage on a ranged attack, this model can inflict 1 damage point. A model that participates in a ranged attack loses Sniper until that attack is resolved.
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- If Brine is outside this model's control area during your Control Phase, before you models leach fury Brine can make a full advance directly toward this model.
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- This model cannot be targeted by spells.
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- 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.
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- This model is a standard bearer.
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- Ranged and magic attacks declared against this model when the point of origin of the attack is greater than 5" away automatically miss.
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- Refer to page 88.
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- Refer to page 88.
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- When this model destroys an enemy model with a normal ranged attack, immediately after the attack is resolved it can advanced up to 2".
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- Models in this unit gain Relentless Charge. (Models with Relentless Charge gain Pathfinder during activations they charge.)
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- Models in this unit gain Set Defence. (A model in the front arc of a model with Set Defence suffers -2 on charge, slam power attack, and impact attack rolls against the model with Set Defence.)
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- Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
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- Other friendly Faction models gain +2 to magic attack rolls against enemy models within 5" of this model.
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- This model is a terrifying entity. Enemy models/units in the melee range of this model or with this model in their melee range must pass a command check or flee.
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- When it destroys a living enemy model with a melee attack, remove the enemy model from play, and this model gains a corpse token. This model can have up to three corpse tokens at a time. During its activation, this model can spend corpse tokens to boost attack or damage rolls at one token per boost.
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- This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
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- Add this model's STR to the POW of this ranged attack.
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- If this model destroys a living enemy model with a normal melee attack, this model's activation ends immediately after the attack is resolved and you can remove 1 fury point from this model.
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- When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled and is knocked down.
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- This model can charge and make charge attacks with this weapon. During a combat action it did not make a charge attack, this model can make one melee attacks with this weapon.
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- This model ignores concealment, Camouflage, and Stealth.
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- During your Maintenance Phase, if one or more models in this unit were destroyed or removed from play by enemy attacks during your opponent's last turn, each model in the unit can advance 3" and make one normal melee attack.
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- If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers the Corrosion continuous effect unless this model was destroyed or removed from play by the attack.
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- 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.
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- 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.
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-Battlegroup
- The other models in a warlock's unit are part of its battlegroup.
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-Atachments
- Warlock units cannot have unit and weapon attachments like other units, but they can have warlock attachments like standard warlocks. If a warlock unit has a warlock attachment, the atachment remains a solo and does not become part of the warlock unit.
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- When attacking with this weapon, add an additional die to its damage rolls.
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- This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
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- While knocked down, this model can make
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diff --git a/backups/WarmaHordes 221217112112394.gst b/backups/WarmaHordes 221217112112394.gst
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diff --git a/backups/Warmachine 221217105855883.gst b/backups/Warmachine 221217105855883.gst
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